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Planet Unknown: Supermoon

Expansion for Planet Unknown

Planet Unknown: Supermoon Rulebook

Table of Contents

Table of Contents

  • Changes to the Base Game
  • Components
  • 1st Module: Supermoon
    • Setup
    • Gameplay
    • End of Game
    • Final Scoring
    • Clarifications
    • Example: Placing on the Moon
    • Solo Mode Scoring
  • 2nd Module: Emergency Tokens
    • Setup
    • Gameplay
    • End of Game
    • Clarifications
  • 3rd Module: Arrays
    • Setup
    • Gameplay
    • End of Game
  • Split Planet
    • Setup
    • Gameplay
    • End of Game
    • Clarifications
  • Split Corporation
    • Setup
    • Gameplay
    • Technologies
    • Side Descriptions
    • Clarifications for Side A
    • Clarifications for Side B
  • Game Terms

Changes to the Base Game

Goal of the game. The goal is still to beat your rivals by scoring more victory points. However, take into account that the moon board now gives additional points.

New end-of-game condition. If any player has all 5 markers in the last cells of their tracks, the game ends at the end of the round.

Components

1st module (Supermoon)

  • 6 moon boards (front side: starting; back side: unique)
  • 6 orbital satellites

2nd module (Emergency Tokens)

  • 36 emergency tokens (6 of each type: settlers, water, terraforming, rovers, research, power supply)

3rd module (Arrays)

  • At least 6 arrays of each type: settlers, water, research, rovers, power supply

Split planet and split corporation

  • Split planet board (made up of 4 quarters)
  • Split corporation board (Quantum Solutions; made up of 2 halves)

Cards

  • 20 exploration cards: 5 cards each of levels 1, 2, 3 and 4 (front side: starting; back side: unique)
  • 27 event cards: 9 with a green signal, 9 with an orange signal, 9 with a red signal
  • Event and exploration cards may be permanently shuffled into their decks to add variety. Their text is printed on the cards themselves and is not reproduced in this rulebook.

Tokens

  • 12 meteorite multipliers (6 each of the 3 and 6 values)

1st Module: Supermoon

Setup

Give each participant 1 moon board and 1 orbital satellite. Each participant chooses the side of their moon board to play on. Then place meteorites on the corresponding symbols on that board, and place the orbital satellite on one of the two starting points marked with an arrow.

In solo mode, and when playing with the event deck, assemble a deck of 24 cards instead of 20.

If there are 4 or more players, we recommend adding the Emergency Tokens module (see page 3).

Gameplay

When you must place a token or an array, you may place it not on a planet but on a moon, following the basic rules for placing tokens. As usual, advance the markers for stations, and place a meteorite on top of the corresponding symbol if there is one. Then, if you placed a token or an array on a moon, you must move the orbital satellite around the moon. To do so, follow these steps:

  1. Immediately move the orbital satellite by as many points as the number of moon layout squares you have just covered. The satellite always moves clockwise along the points (the satellite-point icons) at the outer edge of the moon.
  2. Aim the satellite's laser at a row or column of the moon, as indicated by the arrow at the end point. If the point has two directions, choose one of them.
  3. Once a direction is chosen, the satellite fires its laser beam and destroys all meteorites and rovers in that direction.

End of Game

Follow the basic end-of-game rules, with the following clarification to condition A: if your storage contains at least 1 token that you can place on the moon, you must place it on the moon and continue the game.

Final Scoring

In addition to the medals earned under the basic rules, count medals for a certain set of stations on the moon. On the starting side of the moon board, you must build at least 1 station of each type; this is worth 8 points. On the unique side, you score 4 points for each pair of stations of the indicated types.

A red medal (the red medal symbol with a number on it) subtracts 3 points for each meteorite remaining on the moon.

Clarifications

  • You may not place tokens or arrays on moon squares occupied by meteorites. First these meteorites must be picked up or destroyed, unless the description of a technology, event card or exploration card says otherwise.
  • Place rovers on the moon according to the basic rules.
  • Rover movement points may not be spent to move the orbital satellite, and vice versa.
  • Remember that the satellite's laser destroys not only meteorites but also rovers.
  • Moons are not considered planets, and planets are not considered moons. Follow the text on corporation boards, exploration cards, event cards, and personal and competitive goals to determine what a rule applies to. If the text does not state directly whether a planet or a moon is meant, assume the rule can apply to both a planet and a moon.

Example: Placing on the Moon

You placed on the moon a token of 3 squares: one with a research station, one with a rover station and one with a meteorite symbol. Immediately place a meteorite on its symbol and advance the research and rover markers. In this example, the rover marker reached a milestone, so you place a rover on the token you just placed.

  1. Move the orbital satellite exactly 3 points clockwise.
  2. Because the satellite stopped on a point with two directions, choose one of them (in the example, the column is chosen).
  3. Finally, the satellite fires its laser and destroys both meteorites in the direction of the beam. Return these meteorites to the supply. Remember that you place into the collection area only meteorites you have collected, not destroyed ones.

Solo Mode Scoring

Your starting goal in solo mode with Supermoon is 80 medals. This number changes depending on the makeup of the prepared event deck. A new row has been added to the table.

The solo table (the starting goal and the signal modifiers) reads as follows. The starting goal with Supermoon is printed as "60 80 medals", with the 60 struck through in the original. In the 15–20 row the source prints "..." in place of values; they are reproduced here exactly as printed and are not given in the source.

SignalsRed signalsOrange signalsGreen signals
15–20.........
21 or more−15−5+16

2nd Module: Emergency Tokens

Setup

Give each participant 6 emergency tokens (1 each of the settlers, water, terraforming, rovers, research and power supply types). Each player places the set of 6 emergency tokens in their supply.

Gameplay

Instead of placing a token from storage, a player may, independently of rivals, place exactly 2 emergency tokens of any type from their supply. When doing so, the player follows the placement rules for regular and emergency tokens (see below).

Each player may place 2 emergency tokens up to 3 times per game, until they run out in the supply.

Rules for placing emergency tokens. Always place emergency tokens in pairs of 2. They may be placed independently of each other; for example, one on a planet and the other on a moon. They do not have to touch each other.

End of Game

If you cannot, following the rules, place any token from your storage, check whether you can place 2 emergency tokens. If you can, you must place them. If you cannot, following the rules, place either a token from storage or 2 emergency tokens (both), the game ends at the end of the round.

If you must set aside a token in order to advance the markers for the stations on it, you may set aside 2 emergency tokens from the supply instead. (Translator's note: the source uses the word "set aside" at this point, although the sentence concerns placing a token to advance markers, as elsewhere in this module. It is transcribed as printed.)

Clarifications

  • Emergency tokens count as tokens for the rules of the game.
  • Each emergency token consists of 2 squares of one terrain type, with 1 corresponding station and 1 meteorite symbol on it.
  • After placing the first emergency token, immediately place the second one. Nevertheless, this counts as 2 separate token placements.
  • Once an emergency token has been placed on the board, it counts as a regular token until the end of the game.
  • Emergency tokens left in the supply do not score medals at the end of the game.

3rd Module: Arrays

Setup

Give each participant 5 arrays (1 each of settlers, water, rovers, research and power supply). Each player places the set of 5 arrays into their supply.

Gameplay

  • Each time a rule, card, technology, ability, symbol or effect gives you a green array, you may instead take an array of another type from your supply.
  • When playing with this module, the term "green array" means "an array of any type".
  • Arrays are 1 × 1 pieces. You can use them to extend your territory or to create separate squares of territory. Arrays have no stations, so they do not advance markers.

End of Game

Arrays count when achieving territory goals, but not station goals. Arrays left in the supply do not score medals at the end of the game.

Split Planet

Important: the player observes all restrictions of this planet until observing them would lead to the game-end condition (see "End of Game" on page 4 of the basic rules). In that case, the participant must ignore this restriction.

Setup

Give one player the split planet board. They position it rotated so that all medals are on the outer border. Then the participant chooses either side of each quarter. We recommend leaving a small gap between the parts of the board. Carry out the rest of the setup according to the usual rules.

Gameplay

Place tokens following the rules of the planet Persephone from the basic game. Each quarter shows a symbol, which indicates what may not be placed on that quarter. This is either meteorites, arrays, or stations of a certain type (settlers, water, terraforming, rovers, research or power supply).

  • First border. Applies when a player places the first token or array on a quarter of the planet.
  • Token adjacency. Does not need to be observed when placing the first token or array on a quarter without tokens or arrays.
  • Planet layout. Place tokens and arrays so that their squares coincide with the layout squares of the quarters and do not extend beyond the boundary of the quarter.

All other placement rules apply as usual.

Rovers may be moved from any spaceship symbol to any square of the planet or moon for 1 movement point. If this symbol is covered, it no longer works.

End of Game

Score each quarter as a separate planet according to the usual rules: earn medals for filled rows and columns without meteorites and empty layout squares. When scoring for achieving goals, all quarters count as one planet. The split planet has many more edge squares, but it is much harder to create a large territory of one type.

Clarifications

  • Tokens with a meteorite symbol may not be placed on a quarter where meteorites are forbidden.
  • Arrays of any type may not be placed on a quarter with the green array symbol.
  • If a spaceship symbol is covered by a token or an array, it can no longer be used to move rovers.

Split Corporation

The split corporation board is printed with the name Quantum Solutions.

Setup

Give one player the split corporation board. They place its upper half, with the collection area at the top, and its lower half, with the rover picture, at the bottom. The participant then chooses either side (A or B) of the upper half and of the lower half, and places 1 marker on the starting cells of the tracks. Carry out the rest of the setup according to the usual rules.

Gameplay

Combining the two halves of the board creates one of 4 unique corporation abilities. The upper half states the condition under which the ability applies (whether you took a token from the inner or outer ring). The lower half gives the ability itself (advance a marker, or move a marker down).

Conditions (upper half)

  • Side A. If you took a token from the outer ring of the space base (from the compartment for large tokens).
  • Side B. If you took a token from the inner ring of the space base (from the compartment for small tokens).

Abilities (lower half)

  • Side A. First you may immediately move down the marker of one of the stations on the token.
  • Side B. Advance the marker only one station on the token, but advance it twice.

Example. The upper half shows Side A and the lower half shows Side B. If you took a token from the outer ring, advance the marker only one station on the token, but twice. Do not advance the marker for the second station as the usual rules require. If you did not take the token from the outer ring, ignore the corporation ability until the end of the round and play the round according to the usual rules.

Technologies

Side A

  • Technology level 5: Destroy 1 meteorite on an edge. Once per round.
  • Technology level 4: Additionally advance the water marker if you placed a water station on an edge.
  • Technology level 3: At the start of the round, gain 1 movement point for each rover on an edge.
  • Technology level 2: Exchange 2 rover movement points for a boost bonus. Once per round.
  • Technology level 1: Ignore the adjacency rule if you place a token touching a rescue module.

Side B

  • Technology level 5: Destroy 1 meteorite in the central part. Once per round.
  • Technology level 4: Additionally advance the water marker if you placed a water station in the central part.
  • Technology level 3: Gain 1 movement point if at least 1 of your rovers started the round not on a planet.
  • Technology level 2: Gain 1 green array if, because of the corporation ability, the marker stopped on an empty cell.
  • Technology level 1: Ignore the adjacency rule if you place a token touching a rover.

Side Descriptions

Side A. Corporation ability: may immediately move down the marker of one of the stations on the token. Advantages: additional boost bonuses. Disadvantages: rovers move little. Difficulty: shown by the difficulty symbol on the side (see Game Terms).

Side B. Corporation ability: advance the marker only one station on the token, but twice. Advantages: quick progress on the priority track, easier to get green arrays. Disadvantages: uneven progress. Difficulty: shown by the difficulty symbol on the side (see Game Terms).

Clarifications for Side A

  • Technology level 4 allows you to advance the water marker additionally, not only by the usual rules. Thus you can advance the water marker twice.
  • If you took a token from the ring indicated on the upper half, apply the corporation ability: you may immediately move down the marker of one station on the token before you advance the markers for both stations by the usual rules. This allows you to receive an already achieved bonus again.

Clarifications for Side B

  • Technology level 4 allows you to advance the water marker additionally, not only by the usual rules. Thus you can advance the water marker twice.
  • A rover is not on a planet if it is on the moon or has not yet been placed from the supply. Destroyed rovers return to the box, so they do not count for this technology.
  • If you took a token from the ring indicated on the upper half, apply the corporation ability: you must advance the marker only one station on the token, but twice (receive the bonus of each cell as usual).

Game Terms

  • Starting point of the orbital satellite. The point where the satellite is placed at setup (marked with an arrow).
  • Points of the orbital satellite. The points at the outer edge of the moon along which the satellite moves clockwise.
  • Red medal. The number on the red medal symbol is subtracted during final scoring.
  • Inner and outer ring. The small (with compartments for small tokens) and large (with compartments for large tokens) rings of the space base, respectively.
  • Edges. Planet or moon layout squares that touch the outer border.
  • Central part. Planet or moon layout squares that do not touch the outer border.
  • Spaceship. A rover on a square with this symbol can move to any square for 1 movement point. If this symbol is covered, it no longer works.
  • Meteorites and the meteorite symbol. A meteorite is a component placed on top of the meteorite symbol on boards and tokens.
  • Meteorite multiplier. The 3 and 6 tokens. With such a token you can exchange meteorites in the collection area so that all players have enough components.
  • Difficulty. The difficulty of the split planet equals the sum of the visible difficulty symbols on all of its quarters. The difficulty of the split corporation equals the sum of the visible difficulty symbols on both of its halves.
  • Servicing. When you choose a card with this symbol, place it face up next to the corporation board. It provides its benefits until the end of the game each time the indicated conditions are met.

When playing with the Arrays module: when the green array is mentioned, it means an array of any type.

Symbol key: a special expansion symbol printed on certain components marks them as part of the Supermoon expansion ("this symbol means the component is part of the Supermoon expansion").

  • Arrays. Special 1 × 1 tokens. They do not count as tokens for the effects of cards and do not allow you to advance markers. Each consists of a 1 × 1 square of a defined type and can extend a territory or create a separate territory.