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Space Rocket

Space Rocket Rulebook

Table of Contents

Table of Contents

  • Components
  • Card icon reference
  • Object of the Game
  • Game Setup
  • How to Play
  • End of the Game
  • Playing with the Little Ones
  • Playing Solo
  • Variant: Competitive Mode
    • Object of the Game
    • Setup
    • End of the Game
    • Scoring and Victory

Components

  • 1 rocket
  • 1 take-off runway card
  • 1 Moon card
  • 10 grey cloud cards
  • 12 coin tokens
  • 12 fuel tokens
  • 8 foldable light-blue sky cards
  • 8 foldable dark-blue sky cards
  • 8 foldable outer space cards

Card icon reference

  • Coin
  • Fuel
  • Acceleration arrow

Object of the Game

Reach the Moon and have 5 or more coins.

Game Setup

  • Place the lower part of the box upside down in the centre of the table and put the take-off runway card on it. Then place the space rocket as shown in the picture (figure A).
  • Take 10 fuel tokens for the players' use. Experienced players are recommended to start with only 8 starting tokens (figure B).
  • Keep the pile of coin tokens and the remaining fuel tokens at hand, forming the reserve (figure C).
  • Place the Moon card on the table and on it the 10 grey cloud cards, previously shuffled (figure D).
  • Place a single pile of foldable cards on the table. At the very bottom put 8 outer space cards, then 8 dark-blue sky cards and finally 8 light-blue sky cards. The 2 mountain cards with light-blue sky go on the top. This pile does not need to be shuffled (figure E).

How to Play

A player begins at random and performs the following steps:

  1. Spend a fuel by placing it in the reserve.

  2. Take two foldable cards from the top of that pile and one card from the grey cloud pile.

  3. Place the two foldable cards upright, in whichever position you like, without touching the rocket, and place the grey cloud card on top of them in whichever position you like and on whichever side you like.

  4. Take the rocket and place it on the grey cloud card.

  5. Resources: if the rocket touches any resource, perform its action.

    • Coin: take a coin.
    • Fuel: take a fuel.
    • Acceleration arrow: immediately take another turn without spending fuel.

    Note: A card may be placed and pushed in order to reposition it, the same as the rocket, but only while they are supported. They may be removed and put back.

  6. Then it is the turn of the player to your left.

End of the Game

You lose: if the tower of cards falls, you run out of fuel before reaching the Moon, or you arrive without at least 5 coins.

You win: if you manage to reach the Moon with 5 or more coins in your possession.

Playing with the Little Ones

The rocket is raised freely, with no need to use fuel or pick up coins.

Playing Solo

It is the same as playing cooperatively, except that the turns are always taken by the same person.

Variant: Competitive Mode

The way of playing is the same as in cooperative mode; only the setup and the object of the game change.

Object of the Game

The winner is whoever has the most coins in their possession at the end of the game; in case of a tie, whoever has the most fuel; if the tie persists, whoever played last.

Note: A player may advance by paying 1 coin if they have run out of fuel. If they cannot advance for lack of fuel or coins, they lose.

Setup

For games of 2/3/4 players, each player is dealt 6/4/3 fuel, and these will be their supplies.

End of the Game

The game ends when the cards fall or the Moon is reached.

Scoring and Victory

Whoever caused the tower of cards to fall loses the coins accumulated. The other players count their coins. Whoever has the most coins will be the winner; in case of a tie, whoever has the most fuel; if the tie persists, whoever played last.