Terra Futura
Terra Futura Rulebook
Table of Contents
Table of Contents
Game Components
- Starting cards (5×)
- Level I cards (23×)
- Level II cards (24×)
- Scoring sheets (60×)
- Scoring cards (16×)
- Reference cards (5×)
- Yellow cubes (25×)
- Red cubes (25×)
- Green cubes (25×)
- Black pollution cubes (25×)
- Goods tokens (20×)
- Construction tokens (20×)
- Food tokens (20×)
- Money tokens (30×)
Basic Principles
Territory: 3 × 3 cards
You are building your own territory out of the cards in front of you. Each new card is added so it stays within the 3 × 3 grid. You may not place more than 3 cards in one row or column. The Starting card does not need to be in the middle.
Resources
There are 7 types of resources in the game:
- 3 types of raw materials (red, green and yellow cubes)
- 3 types of products (red, green and yellow/orange)
- money
A cube with all three colours represents any raw material. The black cube represents pollution (not a raw material).
You store your resources directly on the cards whose effects produced them. By contrast, when paying for effects, you can take resources from any of your cards.
Column and Row Activation
Each time you add a card, you also activate the effects of all cards in the column and row to which the new card is added. The added card is activated only once. Your last card will activate the effects of a total of 5 cards. When a card is activated, execute the effect shown on the card.
Pollution
If you get a black cube, which represents pollution, you must place it on one of your cards. Some cards can absorb pollution – these have a pollution space in the upper right corner. If you place the pollution cube on this space, it will have no effect on the function of the card. (But you will still lose 1 VP for this card at the end of the game, see Scoring below.)
If you place the pollution cube on a card without a pollution space or with this space already occupied, you must place the pollution cube in the centre of the card. This card is now considered inactive; its effect cannot be used when the cards are activated and resources cannot be taken from there as payment. (Resources are lost in that regard for final scoring as well.)
Game Setup
- Each player is given a Starting card, which they place in front of them. At the end of the game, each player will have a grid of 9 cards (3 rows and 3 columns). The position of the Starting card does not need to be specified yet. You will determine it as you add more cards. Deal the Starting cards randomly. The player with the first-player symbol starts the game.
- Each player receives two random Scoring cards. Do not show them to the others. You will use these cards at the end of the game for the Final Activation to gain more victory points.
- Prepare a Card Display in the middle of the game area: Shuffle the Level I and Level II card decks separately. Lay out 4 cards from each deck face-up in a row next to them. You will add new cards to the Display each round. Leave some space for a discard pile in each row.
- Put the boxes with coloured cubes and resources within reach of all players. Deal each player a Reference card.
Playing the Game
Players take turns in a clockwise manner. On your turn, follow these steps:
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You may choose to discard the last card in 1 row. Discard the card farthest from the draw deck to the discard pile, slide cards in the row to the right, and add a new card. If deck "I" or "II" runs out, shuffle the respective discard pile and create a new deck.
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Choose any of the face-up cards in the Display, or the top card from deck "I" or "II".
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Slide the cards further from the draw deck, and add a new card to fill the empty space.
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Place the selected card in your territory (not exceeding the 3 × 3 card grid).
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Activate the column and row in which the new card was placed. This means resolving the activation effects of the respective cards. The card that is being placed is activated only once here. Activate the cards in any order. Place the gained resources on the cards with the effect that produced them. Place the newly created pollution on any of your cards (not on inactive ones).
You do not have to activate the card and can skip the effect. Several cards offer two activation options separated by a horizontal line. In this case, choose one OR the other.
Then it's the next player's turn.
Example: Adding a selected card activates the cards in row 2 and column 3. The player first activates the cards producing red cubes to gain the resources needed to activate the effect of the factory in the middle. Therefore, they pay the obtained 2 red cubes and get 1 red product. Now the Starting card needs to be activated – the player decides to take the money that will be used next time.
Card Effects
When activating a card, you can choose to execute its effect or not. The effects shown at the top of the card represent gain of resources. The effects on the bottom represent exchange and allow you to change and process resources.
- Gain of a specific raw material (for example, one green cube).
- Gain of any raw material OR a money token.
- Exchange: Pay the number of resources shown on the left and get the reward on the right (behind the arrow).
- Exchange and pollution: The black cube next to the reward means you have to add a pollution cube to any of your cards (not inactive ones).
- A horizontal line always means a choice between several options. When you activate, you choose one of the effects.
- Pollution transfer: You can move up to 4 pollution cubes from any of your cards to this card. 3 cubes are placed in the pollution spaces, the last one deactivates this card.
- Assistance: Copy the bottom effect on any card owned by another player. Pay the price for the effect according to the usual rules and also add pollution, if required. The other player will receive 1 of the resources you paid of their choice as a reward. When copying the effect of the Pollution transfer, you can move only 1 pollution cube to the Starting card to block it. The other player can remove 1 pollution cube from any card as a reward.
- Starting card: The Starting card shows 2 different effects, but you always choose only one of them. When it is activated, you either get any raw material / a money token, or use the Assistance effect. The Starting card does not have to be in the middle of your territory.
Notes:
- Return the paid resources to the respective boxes.
- You always exchange only the exact specified number and only exchange resources once during one activation.
- There can be only 1 pollution cube in the centre blocking the card at any time.
Example: Player 1 decides to use Assistance when activating the Starting card. They copy the card shown in the territory of player 2. They pay 1 red cube and 2 yellow cubes. Player 2 decides to keep 1 red cube from the payment and places it on the copied card. The remaining cubes are returned to their boxes.
End of Game
Once the last player places the 9th card, resolves the effects of the cards and ends their turn, the game enters its final phase. All players now execute the Final Activation and then count their points.
At the beginning of the game, all players received 2 Scoring cards. These give you 2 options for the Final Activation of the territory and 2 options for additional scoring of the resources at the end of the game. It is possible to select any combination (activation and scoring from one card, or activation from one card and scoring from the other).
Final Activation
Based on the selected pattern, activate cards in your territory. There are always four activations matching the pattern (white spaces). You cannot turn or adjust this pattern in any way. You may choose to skip the effect.
Scoring
Use the Scoring sheet to record all player points. At first, each player chooses a set of resources from one of their Scoring cards. If they have the depicted resources, they win the given number of points (Ignore the resources on inactive cards, see pollution.). If a player has enough resources, they can receive points for the set multiple times. Resources are not used up by scoring.
Next, record the number of points each player has won for the resources on their cards (not inactive cards). You can find the value of each resource on the Reference card. Money has no value. For each card with at least 1 pollution cube, the player deducts 1 victory point. The player with the highest number of victory points wins. In the event of a draw, the player with a lower number of pollution cubes overall wins.
Resource values (Reference card, as shown on page 7): any raw material cube = 1 VP; green product = 5 VP; red product = 5 VP; yellow/orange product = 6 VP; pollution cube = −1 VP.
Scoring example: 4 red products = 20 VP; 2 yellow/orange products = 12 VP; 1 yellow cube = 1 VP; 2 red cubes = 2 VP; a card with pollution = −1 VP. The player has completed the depicted set of resources (2 red products and 1 yellow/orange product) twice, because they own 4 red products and 2 yellow/orange products. As a result, they get an additional 10 points. Total VP: 44.