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Space Junk

Space Junk Rulebook

Table of Contents

Table of Contents

  • Game Contents
  • Overview
  • Setup
  • Values
  • Sequence of Play
  • Movement Phase
    • Ramming
  • Combat Phase
  • Search Phase
    • Cameo time!
  • Game End
  • Special Symbols on Junk Cards

Game Contents

  • 1 Main Game board
  • 150+ junk cards
  • 8+ character cards
  • 6 six sided dice
  • 6 ship boards
  • 3 translucent cubes in each colour for marking ship stat tracks
  • 2 point trackers in each colour
  • 6 spaceship tokens
  • first player marker

Overview

Space Junk is a game set in the future where the players are contestants on the hit reality tv show Space Junk. The object of the game is to win the big fat cash prize the producers offer by being the player with the most fame. The game is played over six rounds, each consisting of 3 phases: Move, Attack, and Search. During the move phase you move your ship around the board scoring points for each lap completed. In the attack phase you launch an attack on another player scoring 3 points for each successful hit. In the search phase players draw cards and redesign their ships for the next round. After six rounds players add the fame points on all the junk cards they have collected to what they gained throughout the game, and whoever has the highest total wins.

Setup

  • Place the Game board in the centre of the table and give each player a ship board and a random character card.
  • Each player chooses a colour and places their matching spaceship token on the starting line.
  • As well each player takes the set of points markers in their colour and places them on the zero space of the points track.
  • Each player marks their initial stat values on their ship board.

Values

  • A ship's value in each of movement, attack and search is determined by adding together the relevant values on their character and fuselage cards, as well as those equipped in the relevant spaces.
  • A junk card will only affect the stat value of the area you have it equipped in. If it is in the fuselage space on your board, it will add all 3 of its values (move, attack and search) to your total for each value.
  • So for example, your ship's movement value is equal to your character's movement + the movement value of the card in your fuselage space + the movement value of whatever cards you have equipped in the 2 movement spaces of the ship board.

Sequence of Play

Space Junk is a game that takes place over 6 rounds. Each of those rounds is divided into 3 phases:

  • Movement Phase
  • Attack Phase
  • Search Phase

All players complete each phase in turn order before the game moves on to the next phase. Once all the phases have been completed the first player marker is moved clockwise and then a new round starts. After 6 rounds have been played the game is over. Players add to their score the fame value of all cards in their cargo hold and on their ship, and whoever has the highest total wins.

Movement Phase

During the movement phase, beginning with the first player and going around the table, each player in turn order moves their ship in orbit around the earth.

When it is a player's turn to move, they first determine which ring they will be moving their ship in this turn, and move it to the appropriate spot in that ring. Remember when you go further out that you always take the spot that is further back. (Printed in the source as: "include diagram showing proper ring movement". The diagram is not included in the file.)

Once you have chosen a ring, move your ship clockwise around the track a number of spaces equal to your ship's movement value, scoring 5 fame for every orbit that you complete.

Ramming

If a player ends their movement in the same space as another player, they may attempt to ram them. Both the current player and the target of the ram roll a die, with the current player adding 1 to their result. The player who scored the highest may take 1 piece of junk from the player that rolled lower and equip it on their ship under the same function, or place it in the cargo hold if there is not an open space. Both players then immediately adjust their ship's values to reflect any changes that may have occurred.

Note: In the case of a tie no junk is exchanged.

Note: There is no ramming on the first turn.

Combat Phase

(The source names this phase "Combat Phase" in its body text; the overview and sequence of play call it the Attack Phase.)

During the combat phase each player in turn order has the chance to fire their ship's weapon systems at any other ship on the board.

When a player attacks, they choose another player to target, roll a d6 and add it to their ship's attack value. You then subtract the number of spaces between them and the target as a range penalty. For every complete 5 that can be divided out of the result, the attacker scores one hit and immediately gains 3 fame on the score tracker.

Then, for each hit they scored, the attacker rolls a d6 (so for 3 hits, roll 3 dice). The numbers showing on these dice correspond to which areas you just shot on the defender's ship. If there is a junk card equipped in an area that is hit, it is damaged. (Don't worry, you'll still get to use it for the rest of the turn, but you'll have to discard it after you draw your cards in the search phase.)

To indicate that a card has been damaged, turn it 90 degrees. If more than one hit lands on the same area, the extra hits are ignored, though the attacker still scores fame for them.

Search Phase

In turn order each player draws a number of cards from the junk deck equal to either their ship's total search value, or the search limit for the movement ring that their ship is in, whichever is lower. If the junk deck runs out, shuffle the discard pile to create a new junk deck. (The source does not print the search limit values for each ring.)

After a player draws their junk cards for the turn, they remove all damaged (turned) cards on their ship and place them in the discard pile, which is represented on the game board by the giant space cooler.

*Note that if a junk card affecting a player's search value was damaged during the attack phase, they still get the added bonus of that card for this search phase. The damaged cards are discarded after drawing new junk cards.

Once a player has drawn their junk cards, they may add them, or any cards they have previously stored in their cargo, to any empty space on their ship, or exchange them with any of the cards currently on their ship, including the fuselage.

After a player finishes modifying their ship, they adjust its values to reflect the new set of equipment.

Any cards that a player is not using to build their ship are placed face down in the cargo hold, where they are immune to damage from other players' attacks.

Cameo time!

After players have rearranged their ships and adjusted their stat tracks, each player will now take a minute to tell a quick story about their ship and the changes that have occurred in the last round. Starting with the first player, make up a short story about what your ship is built of and why. Try to talk like your character would and have fun with it!

Example: "My name is Bubba Johnson and I'm riding this here tricycle into glory. I've got an armadillo to comfort me and crush my foes. I've also got me a shopping cart stuffed with some items just for backup. Best not get too close or ma armadillo just might bite ya!"

Game End

After the sixth turn, players add to their score the fame values of all the cards equipped in their ship and the fame of all cards stored in their cargo hold. The player with the highest fame total is the winner!

In the case of a tie, all tied players use their junk cards to build the best ship that they can. After calculating their ship's values for Move, Attack, and Search, add all three numbers together. Whoever's ship has the highest total wins the tie. If there is still a tie then the victory is shared.

Special Symbols on Junk Cards

Some cards are marked with an R symbol. Whenever you are involved in a ram, every card with an R on it that is in any of your ship's spaces adds +1 to your dice roll. This ability works for every ram a player is involved in, regardless of who initiated it.

Junk cards that have a * in one or more of their three values can be damaged to give a one time boost to a value marked with a *. This can only be done when it is your turn during the relevant phase, and can be done by junk cards anywhere on your ship, even if they are equipped for other values or are in your fuselage space (this is the only way to damage a fuselage).

A junk card with a * in movement can be damaged to increase your movement value by 3 for this turn.

A junk card with a * in attack can be damaged to increase your attack value by 4 for this turn. This ability may be used after you have rolled.

A junk card with a * in search can be damaged to increase your search value by 2 for this turn. You are still subject to the search maximum for whichever ring you are in.

Note: a card damaged at the start of your turn during a phase can not be used for its * ability, as it is already damaged.