Planet Run
Planet Run Rulebook
Table of Contents
Table of Contents
Components
Token Anatomy
Sector tokens (Pic 1): each sector token shows a resource type symbol, the number of pips needed to get 1 resource from it (3 pips on every sector token), and the sector's name (Sector A, Sector B, Sector C, Sector D).
Animal tokens (Pic 2): each animal token shows its Animal Damage (top-left, red), its Animal Rating (top-right, black), its Food Drop (bottom-left, orange) and its name (bottom).
The animals are:
| Animal | Animal Damage | Animal Rating | Food Drop |
|---|---|---|---|
| Snailbox | 1 | 8 | 5 |
| Rhinocow | 2 | 9 | 5 |
| Bird King | 1 | 5 | 3 |
| Fourleg | 1 | 6 | 4 |
| Double Dog | 2 | 4 | 3 |
| Fishman | 2 | 7 | 4 |
Data Card
The data card lists the gadgets and their construction details, the turn track (01 to 15), the resource track (1 to 9 along the left edge), the ship with its modules, the Food-Energy Table, and the Scoring Table.
The gadgets printed on the data card are:
| Gadget | Target Number | Sector Requirement | Ability |
|---|---|---|---|
| Gun | 7 | Sector D | When Hunting: +1 die |
| Axe | 7 | Sector C | When Gathering: +1 die |
| Hammer | 7 | Sector A | When Gathering: +1 die |
| Pick | 7 | Sector B | When Gathering: +1 die |
| Hook | 7 | none printed | UPKEEP: Roll 1 die. On a roll of 1 to 5, get 1 Food |
The ship has five modules to fix: Fin (left), Fin (right), Shockcord, Recovery Wadding and Nose Cone.
Tokens
The sheet also contains the game's tokens: the sector tokens, the animal tokens, the HP tracker for Captain Xavier (numbered 1 to 4), the clock token for the turn track, the FIX! tokens, the OWNED tokens and the FOOD token. The rules say to cut along the grey line and store the tokens for replay later.
All You Need to Play
5 to 6 six-sided dice and a cutting tool.
Objective
To fix your ship and get back to Earth.
Setup
Cut and separate the tokens into sector and animal. Put all animal tokens into a pile facing down. Arrange the sector tokens face down into a square of 2x2. Draw 2 animals and put them on the hunting ground (space right of the turn track). Put the clock token on the turn track at 01. You start the game with 2 Foods, 3 Energy dice and 4 HP.
Gameplay
There are 5 phases in the game:
- UPKEEP
- DRAW
- ORDER
- EAT
- TURN END
Upkeep
During upkeep, if you obtained the Hook gadget, roll 1 die. If 1, 2, 3, 4 or 5 comes out, you get 1 Food. Otherwise you skip this phase.
Draw
Draw up to 2 animal tokens and put them on the hunting ground. If the animal token pile was used up, shuffle the discarded animal tokens to make a new pile.
NOTE: The hunting ground should have a maximum of 2 animals at any time.
Order
During this phase you use your Energy dice to explore a new sector, hunt, gather resources, construct a gadget, rest, or fix the ship. Then roll for each action where you put your Energy dice.
-
Explore new sector: To explore, you put 1 or more Energy dice on an unflipped sector. You must roll 4 pips or more to discover that sector.
-
Hunting: To hunt, you put 1 or more Energy dice on 1 of the available animals on the hunting ground. You must roll a total of the animal's Animal Rating to get the Food Drop, for each food you gain move the food token tracker up by one, then discard the animal to the animal discard pile. Otherwise, you will receive damage equal to the Animal Damage. Turn X's HP token anticlockwise for each damage. You add 1 extra die if you obtained the Gun gadget.
-
Gather Resource: Put 1 or more dice on a sector discovered. You need to roll 3 pips on each sector to gain 1 resource. If you have the Axe, Hammer and/or Pick gadgets, you add 1 extra die when gathering these resources: Axe for the Triangle resource, Hammer for the Circle resource and Pick for the Square resource.
NOTE: Each sector must be discovered first before you can gather the resource.
-
Gadget Construction: You put 1 or more dice on 1 of the gadgets to construct it. You need to roll equal to or more than the Target Number of the gadget to obtain it. Put the OWNED token on the gadget when you obtained it.
NOTE: Almost all the gadgets have a sector requirement before construction. You need to discover the sector to fulfil the requirement.
-
Rest: You recover 1 HP for each Energy die you put here.
Eat
During this phase you eat the food you obtained previously. The amount of food you eat will get you the amount of Energy dice you can use on your next turn. Refer to the Food-Energy Table.
Turn End
During this phase advance the clock token by one.
Game Over
You lose the game when Xavier's HP runs out.
Game End Scoring
When the clock token reaches 15, proceed to game end scoring. For each module you successfully fixed you gain a die. Roll each die and add them up. Compare the total to the scoring table.
Food-Energy Table
| Food | Energy Dice |
|---|---|
| 0 Food | 2X dice, -1 HP |
| 1 Food | 2X dice |
| 2 Foods | 3X dice |
| 4 Foods | 4X dice |
| 6 Foods | 6X dice |
Scoring Table
| Band | Total |
|---|---|
| Planet Run | (no range printed on the card) |
| Okay | less than 9 (<9) |
| Nova | 10-14 |
| Super Nova | 15-20 |
| Earth | 21+ |
Module Requirements
The ship diagram on the data card shows the resources each module needs to be fixed:
- Fin (left) and Fin (right): 4 Star resources each.
- Shockcord, Recovery Wadding and Nose Cone: 1 Circle, 1 Triangle and 1 Square resource each.
Data Card Anatomy
- Target Number: the roll needed to construct the gadget.
- Sector Requirement: the sector that must be discovered before the gadget can be constructed.
- Ability: what the gadget does once owned.
- Resource Track: the numbered track (1 to 9) along the left edge of the card.
- Turn Track: the clock positions 01 to 15 along the right edge.
- Food-Energy Table: converts Food into Energy dice for the next turn.
- Scoring Table: the bands used in game end scoring.