Uranus!
Uranus! Rulebook
Table of Contents
Table of Contents
- Object of the Game
- Special Abilities
- Components
- Set Up
- How to Play
- Getting to Uranus
- End Game
- Advanced Play
- The Solo Game
- Reference
- The Osmish from Osmiond: Launchers
- The Falkafreedi from Falkelafreed: Miners
- The Yarls from Yarliope: Shooters
- The Kroviots from Krovos: Builders
- The Galepegals from Galepego: Learners
- The Arshantans from Arshanta: Defenders
- Mine and Tunnel Example
- Launchpad Example
- Space Gun Example
- Technology Example
- Space Junk Cards
Object of the Game
This is a co-operative game: players work together to try to beat the game. Players win the game if they manage to get all of the moon races housed in completed modules on Uranus before the moons explode. No race must be left behind.
Special Abilities
Each player's race has a special ability. These are shown on each project board. There is no limit to the communication between players.
Most races have special abilities that enable them to help neighbouring moons. Neighbouring moons are the moons directly to the player's left and right. In a 3-6 player game, each player always has two neighbours. In a 2-player game, each player has just one neighbour. In a 1-player game, there are no neighbouring moons.
More information about each race's special abilities can be found in the reference section on pages 18-19.
Components
- 6 Moon Boards
- 6 Project Boards
- Uranus
- Asteroid Track
- 61 Coordinate Cards
- 36 Impact Cards
- 12 Space Junk Cards
- 12 Starting Mines Cards
- 12 Personal Objectives Cards
- 6 Imps
- 6 Dry Erase Pens
- 190 Moon Rocks: 50 Green, 44 Blue, 38 Red, 32 Purple, 26 Grey
- 1 Asteroid Track Marker
Set Up
Set up for a 4-player game (the rulebook shows a numbered diagram of the table layout; the numbered steps below refer to the components in that diagram).
A. Place Uranus 1 and the asteroid track 2 in the centre of the table, with the asteroid track marker 3 on the moon at the start of the track.
B. Place the moon rocks 4 in piles according to colour around Uranus.
C. Give each player a moon board 5, a project board 6, a starting mines card 7, an imp 8 and a dry erase pen 9. On your first play, the first player selects the moon board, project board and starting mines card showing 'I' in the bottom left corner. The second player selects those components showing 'II' and so on. In subsequent plays, this can be random. Players place their chosen project boards with the side marked 'Multiplayer game' face up.
D. Shuffle the impact cards* 10, coordinate cards 11 and space junk cards 12 and place them face down in reach of all players. *For your first play, remove impact cards that have a triangle symbol.
E. Deal a facedown impact card and a facedown coordinate card between each player 13.
F. Each player marks the first four mines listed on their starting mines card 7 and moon board 5. If there is a clash with a current mine or volcano, they can use the 5th mine noted. See Hex coordinates for how to read the starting mines card.
G. Each player chooses two additional mines for their board, bringing the total mines per person to 10.
Playing Solo
The gameplay in the one-player version of Uranus! is very similar to the main game. Read the full rules first, then refer to the modifications for solo play on page 17.
Hex Coordinates
The moon boards use a hex coordinate system to identify specific hexes.
To find a hex from given coordinates, look for the coloured columns labelled in the same way as the coordinates and find the point of intersection of these columns.
For example, the coordinates 3 -2 -1 will lead to the hex shown.
Tip: Only two of the three coordinates are needed to find each hex, the third coordinate can be used as a check. Trios of hex coordinates always add up to 0.
Each moon board already has four pre-existing mines (the black dots). Using your starting mines card and dry erase pen, draw 4 more mines on your moon board. Use the first four sets of coordinates only (those with a border). If you already have a mine in one of these locations, you may use the extra set of coordinates.
You may now choose the location of two further mines, and draw them on your moon board. These new mines can be on any hexes that do not yet have a mine and do not contain the volcano.
Tip: Look on your project board to see what single moon rock enables you to build a tunnel. Make sure you have enough mines on this colour to get started with your tunnel building.
Each player should now have 10 mines: 4 printed on the moon board, 4 determined by the starting mines cards and 2 of the player's free choice.
How to Play
Each round has four phases that must be completed in order:
- Phase 1: Asteroid track
- Phase 2: Mine and transport
- Phase 3: Use and remove
- Phase 4: Build and activate
These phases are shown on the asteroid track for easy reference.
Important: Players play simultaneously within each phase, but wait until all players have finished a phase before moving on together to the next.
Phase 1. Asteroid Track
Move the asteroid track marker forward one space on the asteroid track. If it lands on an asteroid attack, the next attack is carried out.
Asteroid Attack
- Each moon suffers two attacks - one from the cards on the left and one from the cards on the right (in any order).
- Reveal all face down coordinate cards and impact cards between players. These cards show the location and magnitude of the attack. The player chooses the orientation of the impact pattern, which can be rotated and reflected.
- Hexes that have been damaged 'go dark'. Draw lines through the hex or colour it in. 'Dark' hexes are permanently damaged.
- After the attack is carried out, discard all used coordinate cards and impact cards and draw new ones.
Tip: Avoid impact on your moon's volcano at all cost, and avoid impact on tunnels and mines where possible.
Asteroid Attack Example
The coordinates card gives the required point of impact at (-1 1 0), as shown by the star. The impact card shows the extent of the damage. There are several options. Here are two. Position the impact so that it wipes out as little infrastructure as possible.
Asteroid Impact on 'Dark' Hexes
If the point of impact (as indicated by the coordinates card) occurs in a hex that is already dark, no damage at all is sustained - the impact pattern cannot originate from a dark hex.
If the point of impact is on a normal usable hex but part of the impact pattern falls within a hex that is already dark, no further damage is sustained to the dark hex. Positioning impact patterns so they coincide with as many dark hexes as possible, to minimise further damage, is a good tactic.
Asteroid Impact on Volcanoes
If a moon's volcano is affected by an asteroid impact, the attack takes place as usual, but then at the start of the next round, the volcano begins to erupt. The eruption will take place at the start of each of the following turns, prior to any asteroid attacks, until the end of the game, or until the player's moon is completely wiped out.
The eruption increases by one hex in every direction every turn. Any hex into which the eruption spreads goes 'dark'. The eruption cannot spread into fortified mines.
The volcano is always protected from the first asteroid attack. If the volcano is the point of impact for the first asteroid, another coordinate card and impact card are drawn to replace the original ones.
Volcano Eruption Example
The coordinate card and impact card indicate a direct hit on the player's volcano. The attack takes place as usual.
At the start of the following turn, the volcano starts to erupt. All active hexes a distance of 1 from the volcano now go dark.
At the start of the following turn, the eruption continues. All active hexes a distance of 2 from the volcano go dark. The fortified mine does not go dark, but the tunnel that leads to this mine from the green hex is lost. If there were two fortified mines in neighbouring hexes connected by a tunnel, the fortifications would also protect the tunnel.
At the start of the following turn, the eruption continues. All hexes a distance of 3 from the volcano go dark. The fortified mine can now not be connected by any tunnels and is cut off.
The eruption continues to progress at the start of each turn. If the moon is completely dark before the asteroid track marker reaches the end of the asteroid track, the game ends immediately.
Phase 2. Mine and Transport
Every active (non-dark) mine on each moon produces one moon rock. Each mine produces a moon rock of the same colour as the terrain the mine is on. For example, a mine on a red hex produces a red moon rock. The moon rocks are taken from the general supply and placed on top of each mine.
After each mine has produced a moon rock, the player transports all the moon rocks produced by mines which are connected by tunnels onto one of the connected mines to form 'sets'. It doesn't matter which of the mines in a connected tunnel network the moon rocks are collected on.
Moon rocks on mines that are not connected to any other mines by tunnels, remain where they are. When each player has mined and transported moon rocks, all players move onto the next phase.
Mine and Transport Example
The mines each produce a moon rock. The moon rocks in each connected network are transported down the tunnels to one mine. Each set of moon rocks represents one "set".
Phase 3. Use and Remove
Decide how to use your available moon rocks. Each set of moon rocks stacked on a single mine, must be used together.
Moon rocks are either used for:
- projects shown on the project board, or
- sending to Uranus.
The Project Board
Keep track of your progress towards different projects within the four sections of your project board. To progress with each project, you must have the right amount of the moon rocks required.
- Where a number is shown within a coloured box, this indicates the number of that colour of moon rock required for this project. For example, a 1 in a red box indicates that 1 red moon rock is required, and a 2 in a blue box indicates that 2 blue moon rocks are required.
- The symbol shown next to a number indicates that different colour moon rocks must be used. For example, a 3 with this symbol indicates that 3 different colour moon rocks must be used. All three moon rocks must be different colours.
Some projects allow or require different combinations of moon rocks to be used.
- Where a project shows different requirements separated by the / symbol, players can use any of the combinations of moon rocks shown. For example, "2 green / 2 blue / 2 purple / 3" indicates that you may either use 2 green moon rocks OR 2 blue moon rocks OR 2 purple moon rocks OR any 3 moon rocks of different colours.
- Where a project shows different requirements separated by the + symbol, players must use all of the moon rocks shown. For example, the manual's example indicates that you must use 1 green moon rock AND 1 blue moon rock AND 1 purple moon rock.
Note: the printed symbols are icons in the rulebook; the separators shown as "/" and "+" here stand in for them.
When a set of moon rocks is allocated to a particular project, one single step can be checked off in dry erase marker on the associated track of the project board. Any moon rocks within the set that are not used towards the project may not be used within any other project.
Important: As sets of moon rocks are used, remove them from your moon board and place them back in the general supply. Moon rocks must be removed as they are used, so that sets are not used multiple times in one turn, by mistake.
The Sections of the Project Board
- Build: Produce new tunnels and mines;
- Upgrade: Produce fortifications and launchpads for mines;
- Space Gun: Ready your space gun for attack;
- Learn: Develop technologies that help your race progress.
Build Example
The players have 3 sets of moon rocks on their moon board to allocate to 'build' projects this turn.
- Set 1 consists of 3 different colour moon rocks. This set can be used on the mine track. The player checks off one step on the mine track. After checking the step on the track, all moon rocks in the set are discarded.
- Set 2 consists of 2 green moon rocks and 1 red moon rock. The player uses 2 green moon rocks and checks off one step on the tunnel track. After checking the step on the track, all moon rocks in the set are discarded. NB: Despite having enough moon rocks to progress two spaces on the tunnel track, the player is not permitted to do so. Moon rocks in a set may only be used in a single step of a single project.
- Set 3 consists of 1 red moon rock. This set can be used on the tunnel track. The player checks off one step on the tunnel track. After checking the step on the track, this moon rock is discarded.
Examples of Upgrade, Space Gun and Learn projects can be found in the reference section on pages 20-21.
Sending Moon Rocks to Uranus
Sending moon rocks to Uranus enables you to build a module that will house your people once they have left their home moon. Requirements:
- Your rocket technology track must be complete;
- You must have built a launchpad on your moon;
- The set of moon rocks must be collected from mines in the same tunnel network as the mine with the launchpad.
If all the requirements are met, you may send a set of moon rocks to Uranus. The moon rocks are placed within one module on Uranus. The moon rocks must be used together and cannot be split over multiple modules.
Moon rocks must be matched to the colour of the boxes within the module. You may add to a module that another player has started to build.
If some of the moon rocks you send can't be used to construct your chosen module on Uranus, these additional moon rocks become space junk. For each surplus moon rock sent to Uranus that cannot be used, one space junk card is taken and the action on the card is executed. After actions have been completed any unsecured space junk is returned to the general supply of moon rocks.
Tip: Space junk can cause chaos and is usually best avoided.
Full explanations of space junk cards can be found in the reference section on pages 22-23.
Example:
The players have already discovered rocket technology. They decide to send the moon rocks in the tunnel network connected to the launchpad to Uranus.
3 blue moon rocks and 1 grey moon rock are placed on sections of a single module that match the colour of the moon rocks. The module does not require any red moon rocks, so the 1 red moon rock sent to Uranus becomes space junk.
One space junk card is revealed. This piece of space junk causes damage to the moon on the player's right. An extra impact card and coordinate card are revealed and the damage is taken on the neighbouring moon immediately.
END OF PHASE
Any sets of moon rocks that you can't or do not wish to use this turn, should now be removed from your moon board. When all moon rocks have been removed from all moon boards, players may move onto the next phase.
Phase 4. Build and Activate
You may now use projects that have been completed on your project board. You may choose when you use your completed projects. You are not required to use a project on the same round that you complete it.
Build Tunnels
Building tunnels allows you to connect mines together so you can use moon rocks together in a single project. The largest number checked off on the tunnel track of the project board shows how many tunnels can be drawn on the moon board. Tunnels are always drawn from the centre of one hex to the centre of an adjacent hex.
Notes:
- When you build some tunnels on your moon board, all the markings on the tunnel track are erased;
- You may save tunnels until you decide to build. But once you decide to build, the entire track is erased regardless of whether you built all the tunnels you had available;
- Tunnels cannot be drawn in the hex that contains the volcano or any hex that has 'gone dark';
- Tunnels can be drawn between any two adjacent hexes on the moon board. Tunnels do not have to directly connect existing mines;
- If you wish to remove a tunnel that has previously been drawn, it costs the same as building a new tunnel. You may draw and remove tunnels in a single turn as long as you have enough steps completed on the tunnel track of your project board.
Tip: Plan your network of tunnels so you can stack moon rocks from connected mines in sets according to what the goals are on your project board.
Tunnel Example
In phase 3 of one round, the players cross off 2 steps on the tunnel track. They are able to build 2 tunnels. In phase 4, the players decide not to build any tunnels. As they have chosen not to build any, they may save them to use in a future round.
In phase 3 of the following round, the players cross off two more steps on the tunnel track. They are now able to build 7 tunnels. The players decide to build 6 of them. They draw six new tunnels on their moon board as shown. The players decide not to use the seventh tunnel. As they have chosen to build some tunnels this round, they may not save any tunnels for use in a future round.
The players erase all of the marks on their tunnel track.
Build Mines
Building new mines gives you more moon rock production each turn. The largest number checked off on the mine track of the project board shows how many mines can be drawn on the moon board, up to a maximum of 2 mines per turn. Mines are always drawn as a large dot in the centre of a hex.
Notes:
- You may save mines until you decide to build. But once you decide to build, the entire track is erased regardless of whether you built all you had available, and regardless of the progress you had made towards another mine.
- Having built the available mine(s), all the markings on the mine track are erased.
- Mines cannot be drawn in the hex that contains the volcano or any hex that has 'gone dark'.
- Mines can be drawn in the centre of any available hex on the moon board, even if there is a mine in an adjacent hex.
- If you wish to remove a mine that has previously been drawn, it costs the same as building a new mine. You may draw and remove mines in a single turn as long as you have enough steps completed on the mine track of your project board.
Fortifications
Fortifications prevent mines from being damaged in asteroid attacks and volcano eruptions.
When the marks on the fortification track reach the step containing the square, a fortification may be built. To build a fortification, draw a large square around the mine. Then erase all the markings on the fortification track.
Notes:
- A fortification is always built on a hex containing a mine. A fortification cannot be built on a hex that does not contain a mine, a hex that has 'gone dark' or a hex that contains a launchpad.
- Multiple fortifications may be built on each moon board.
Launchpads
Launchpads allow moon rocks to be sent to Uranus and allow your race to escape on a spaceship.
When the marks on the launchpad track reach the step containing the circle, a launchpad may be built. To build a launchpad, draw a large circle around the mine. Then erase all the markings on the launchpad track.
Notes:
- A launchpad is always built on a hex containing a mine. A launchpad cannot be built on a hex that does not contain a mine, a hex that has 'gone dark' or a hex that contains a fortification.
- Multiple launchpads may be built on each moon board.
Space Gun
Your space gun can be fired at approaching asteroids, to prevent damage on the next asteroid attack.
When the marks on your space gun track reach the step containing the explosion, you may fire your space gun. You may save your space gun until you decide to use it. But when you decide to use it, all the marks are erased from the track.
By firing your space gun, you can eliminate the attack to either the left or right of your moon (your choice). Remove the associated coordinate card and impact card.
Technology Tracks
When you discover new technologies you receive benefits which you keep for the rest of the game. When the marks on the technology track reach the step containing the star, your race has discovered that technology.
- Telescope technology allows you to turn current and future coordinate and impact cards on either side of your moon board face up.
- Weaponry technology allows you to cross out the first two steps on your space gun track. You now start from the third step on the track when loading up the space gun (green border).
- Rocket technology allows you to send moon rocks to Uranus (providing you have a launchpad).
- Spaceship technology allows you to send your race to Uranus (providing you have a launchpad). Every race must discover spaceship technology.
Getting to Uranus
To complete the game, each player must have:
- Their own completed module on Uranus, not necessarily built by themselves;
- At least one launchpad on an active mine on their moon board;
- Spaceship technology.
When, as a single player, you meet these conditions, you may fly your race to your completed module on Uranus. Now your imp comes dramatically into play. Fly your imp from your moon to your completed module on Uranus.
Beware! Your role in the game ends once you fly your race to Uranus. You'll have to decide between continuing to play to help your neighbours and saving your own species. You may wish to fly to Uranus if your launchpad is under threat.
When you have flown your race to Uranus:
- Your moon board stays where it is and the coordinate and impact cards on either side of the moon stay in place for neighbouring moons. Any future coordinate and impact cards are dealt out as normal.
- Your special abilities can no longer be used. If you had developed telescope technology, neighbouring moons no longer benefit from this advance. Any future coordinate and impact cards are only face up for remaining players who have discovered telescope technology.
- Your neighbours now become neighbours for purposes of supporting each other with special abilities.
- The module you have used on Uranus may not be used by any other player.
End Game
The game ends immediately when EITHER the asteroid track marker reaches the end of the asteroid track OR all players reach Uranus.
If the asteroid track marker reaches the end of the asteroid track, all the moons of Uranus explode and any race that has not escaped to Uranus is sadly wiped out. If this happens, players have LOST the game.
If all the players reach Uranus before the moons explode, the races all have a safe new place to live. If this happens, players have WON the game.
Advanced Play
- Remove impact cards that have a circle symbol in the bottom right corner. The damage the moons will sustain from asteroid attacks will now be more severe.
- For games of 3-6 players: In the initial set up, deal each player a personal objective card. These are kept secret. If players win the game as a group, you could also have an individual win, if you have managed to complete your personal objective. This is secondary to the group win. If players lose the game, personal objectives are irrelevant. Personal objective cards are not recommended for 1-2 player games.
The Solo Game
The game plays almost exactly like a multiplayer game with the following changes on set-up:
- Lay out two sets of coordinate cards and impact cards - one set on each side of your moon and project board set up.
- Place your chosen project board with the side marked 'Solo game' face up. For your first solo games, we suggest you start with the lower numbered project boards.
- Remove all the space junk cards marked with a hexagon symbol.
NB: You have no neighbouring moons. You do not benefit from any other race's special abilities and you do not share your own special abilities with others.
Reference
The special abilities of each race. Abilities are listed as printed on the rulebook's reference pages.
The Osmish from Osmiond: Launchers
- "Launch any set of moon rocks on your moon, once per turn per launchpad": Other races can only launch moon rocks from the tunnel network connected to their launchpads, but the Osmish players can launch moon rocks from any tunnel network. They can only send one set of moon rocks from each launchpad each turn.
- "Rocket technology has already been discovered": The players may launch moon rocks as soon as a launchpad has been built.
- "Building launchpads costs less than other races": Four moon rocks are required to progress along the launchpad track, instead of five.
The Falkafreedi from Falkelafreed: Miners
- "You may donate one moon rock to one neighbouring moon each turn": The players may give one moon rock produced to one neighbouring moon each turn. The players that receive the moon rock can add it to any set of moon rocks or use it on its own as a single moon rock.
- "One mine produces double moon rocks. This mine may change each turn.": Each turn the Falkafreedi player may select one mine to produce two moon rocks instead of one. Both moon rocks should be used within the same project unless one is being donated to another player.
The Yarls from Yarliope: Shooters
- "Fire space gun at an asteroid affecting a neighbouring moon": Other races can only fire their space guns at asteroids that affect their own moon, but the Yarl players can also take out asteroids that affect their direct neighbours.
- "Weaponry technology has already been discovered": The players have a short 2-step space gun track.
- "Space gun costs less to fire than other races": Three moon rocks are required to progress along the space gun track, instead of four.
Note: the source lists the "Space gun costs less to fire than other races" ability twice on the Yarl page; both printings are the same and are shown once here.
The Kroviots from Krovos: Builders
- "Build mines for neighbouring moons": The players may ready new mines on the mine track of their own project board but instead of constructing a mine on their own moon board, they may donate the mine to a neighbouring moon.
- "Build mines more quickly": The first mine can be built two steps along the mine track instead of three.
- "Remove tunnels and mines at no cost": Other players pay the same to remove tunnels and mines as it costs to build them. But the Kroviot players may remove mines and tunnels for free in phase 4 of any round.
The Galepegals from Galepego: Learners
- "Develop technology for a neighbour": The players may complete technology tracks on their own project board but instead of using that technology themselves, they may donate it to a neighbouring moon. Unlike other races, the Galepegal player can remove marks from technology tracks and develop the same technology multiple times. When the players keep technology discoveries for themselves they must check the "own moon" box.
- "Spaceship technology has already been discovered": The players do not need to discover spaceship technology for themselves, but they may do so for other players.
- "Discovering technologies costs less than other races": Each technology track requires fewer moon rocks to complete than other races.
The Arshantans from Arshanta: Defenders
- "Fortify mines on neighbouring moons": The players may ready fortifications on the fortification track of their own project board but instead of constructing a fortification on their own moon board, they may donate the fortification to a neighbouring moon.
- "Telescope technology has already been discovered": The players may turn the coordinate cards and impact cards affecting their own moon face-up from the start of the game.
- "Fortifying mines cost less than other races": Two moon rocks are required to progress along the fortification track, instead of three.
Mine and Tunnel Example
Within the BUILD section of the project board, new tunnels and mines can be produced. Each 'set' of moon rocks must be used together for one single step on a tunnel or mine track.
- Set 1 consists of 3 different colour moon rocks. This set can be used on the mine track. The players check off one step on the mine track. After checking the step on the track, all moon rocks in the set are discarded.
- Set 2 consists of 2 green moon rocks and 1 red moon rock. The players use 2 green moon rocks and check off one step on the mine track. After checking the step on the track, all moon rocks in the set are discarded. NB: Despite having enough moon rocks to progress two spaces on the tunnel track, the players are not permitted to do so. Moon rocks in a set may only be used in a single step of a single project.
- Set 3 consists of 1 red moon rock. This set can be used on the tunnel track. The players check off one step on the tunnel track. After checking the step on the track, this moon rock is returned to the general supply.
Launchpad Example
Within the UPGRADE section of the project board, fortifications and launchpads can be produced. Each 'set' of moon rocks must be used together for one single step on a fortification or launchpad track.
The players have 1 set of moon rocks to allocate to the Launchpad project this turn. The set consists of 6 moon rocks in five different colours. The players cannot use all six moon rocks for one project, but may not split the moon rocks to use in separate projects. The players use 5 moon rocks and check off one step on the launchpad track and return all moon rocks in the set to the general supply.
NB: Despite having enough moon rocks to progress two spaces on the fortification track, the players are not permitted to do so. Moon rocks in a set may only be used in a single step of a single project. After checking the step on the track, all moon rocks in the set are returned to the general supply.
Space Gun Example
Within the SPACE GUN section of the project board, you may ready your space gun. Each set of moon rocks must be used together for one single step on the space gun track.
The players have 1 set of moon rocks to allocate to the space gun project this turn. They have not yet discovered Weaponry Technology, so they must start in the red step on the space gun track. The set consists of 4 different colour moon rocks. This set can be used on the space gun track. The players check off one step on the space gun track and return all moon rocks in the set to the general supply. After checking the step on the track, all moon rocks in the set are discarded. If the players have discovered Weaponry Technology, they would be able to start at the green step and ignore the two steps to the left.
Technology Example
Within the LEARN section of the project board, you may develop technologies which help your race to progress. Each set of moon rocks must be used together for one single step on each technology track.
- The players have 2 sets of moon rocks to allocate to learn projects this turn.
- Set 1 consists of 3 green moon rocks and 1 red moon rock. This set can be used on the rocket technology track (for the circled option). The players check off one step on the rocket technology track. After checking the step on the track, all moon rocks in the set are discarded.
- Set 2 consists of 3 purple moon rocks. This set can be used on the telescope technology track (for the circled option). The players check off one step on the telescope technology track. After checking the step on the track, all moon rocks in the set are discarded.
Space Junk Cards
Each card's effect is shown in the rulebook with an illustration; the text of each effect is given below in the card's numbered order.
- The space junk collides with an asteroid, which spins and changes direction. The players replace the coordinate card to their right with a new one from the top of the deck.
- The space junk collides with an asteroid, which spins and changes direction. The players replace the coordinate card to their left with a new one from the top of the deck.
- The space junk collides with an asteroid, which explodes into millions of tiny pieces. The players remove the coordinate card and impact card to their right.
- The space junk collides with an asteroid, which explodes into millions of tiny pieces. The players remove the coordinate card and impact card to their left.
- The space junk falls on the players' own moon and stays intact. In phase 2 of the following round, this moon rock can be used towards a project (on its own or as part of any set of moon rocks).
- The moon rock is secured before it becomes space junk. This moon rock can be placed within a different module on Uranus.
- The space junk falls on the players' own moon and destroys stored moon rocks for building projects. The players erase all marks on the tunnel track and mine track on their own project board.
- The space junk lands on the moon to the players' right. The players flip a new impact card and a new coordinate card from their respective decks. The associated damage is carried out on the moon to the right immediately. If a player has a space gun ready to fire themself, they may, if they choose, fire it to prevent the attack. No other player can fire a space gun to prevent this damage.
- The space junk lands on the moon to the players' left. The players flip a new impact card and a new coordinate card from their respective decks. The associated damage is carried out on the moon to the left immediately. If a player has a space gun ready to fire themself, they may, if they choose, fire it to prevent the attack. No other player can fire a space gun to prevent this damage.
- The space junk crashes into the players' own moon. They flip a new impact card and a new coordinate card from their respective decks. The associated damage is carried out immediately. If a player has a space gun ready to fire themself, they may, if they choose, fire it to prevent the attack. No other player can fire a space gun to prevent this damage.