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“The earth is the cradle of humanity, but
mankind will not stay in the cradle forever.”
-- Konstantin Tsiolkovskii, Father of Space Flight (1857-1935)
Click here for PDF version of Rules
1. Brief Description of the Game
Players take turns drawing and placing Space tiles onto the game board made up of 169 squares. As tiles are played, the board’s “Deep Space” begins to reveal Galaxies, Planets, and Space Paths. On these tiles, you place your Space Probes, Space Stations, Space Ships, and Space Pirates to earn scoring points. When a tile has a Planet, you can “discover” the Planet by moving your Space Ship onto that tile and then playing a Planet card from your hand to “score” the Planet’s value. You also can score extra points for the Planet’s Environment, Life Form, and visiting Space Explorer if there is one. If you do not play these additional cards, other players get a chance to play Environment and Life Formcards on your newly discovered Planet, possibly lowering its total value.
Also, any player can play a Special Action card -- including a Worm Hole, Black Hole, Conspiracy, Space Monster, Laser Beam, Supernova, Time Warp, and more – to greatly affect the play or scoring results. Players score points during the game and get bonus points at the end, so you really never will know the winner until the game is over.
2. Components
A. 1 large, 25” x 33” Deep Space game board with a 50-point scoring track, including three playing card areas: Space Port and Refuel draw decks, and Space Junk discards.
B. 9 starting tiles with white back and blue logo. These tiles include:
• four 5-point corner grey Planets each with two red Space Paths
• four 4-point Home Planets in each of the player’s colors—blue, red, yellow, and green
• one 5-point center“earth-like” Planet with no connecting Space Paths
C. 79 square Space tiles with blue back and white logo. Each of these tiles has a variety of Planets, Space Paths, Stars, Galaxies, Sun, Special Quests, etc.
D. 138 playing cards including:
• 30 orange Planets
• 16 blue Environments
• 30 green Life Forms
• 30 yellow Space Ships,
• 26 red Special Actions
• 6 Space Explorers.
Also, there are four 50-point and four 100-point Special Scoring cards, and four Playing Aid cards not considered part of the playing card deck. (Note: See full descriptions and explanations of the cards on pages 11 – 14 of the rules).
E. 4 sets of die-cut playing pieces (in each of the player’s colors) including:
• 11 Space Ships comprised of:
• Colony Ship
• Star Cruiser
• 2 Fighters
• 2 Scout Ships
• 2 Flying Saucers
• 2 Space Shuttles
• 1 Star-T Ship
• 2 Space Pirates
• 2 Space Probes
• 2 Space Stations
• 10 large (7/8”) Home Planet disks
• 10 small (5/8”) non-Home Planet disks
F. 8 plastic stands (2 in each of the player’s colors) to be used with any Space Ship playing pieces
G. 6 black (7/8”) disks (used to indicate a destroyed Planet)
H. 1 rulebook with a description of all cards and tiles
3. Set up
A. Open the game board and place it between all players. The board is divided into 169 squares (lettered A through M along the top of the board and numbered 1 – 13 along the right side of the board). Each square represents a section of Deep Space. There are four sectors, each made up of 36 squares (6 squares x 6 squares). Within each sector is a Home Planet that is either blue (located in square D-4), red (located in square D-10), yellow (located in square J-4), or green (located in square J-10). Each sector’s boundaries are marked by three small planets in the same color as the Home Planet. There also are four 5-point grey planets printed on each corner square of the game board (squares A-1, A-13, M-1, and M-13), and one 5-point “earth-like” Planet located exactly in the middle of the board on square G-7.
Separate the nine die-cut “Starting” tiles (with white backs and blue logo) from the 79 other Space tiles with blue backs and white logo. Regardless of how many people will be playing the game, place each of the nine Starting tiles face up on its corresponding square on the game board.
For example: Place the 5-point “earth-like” Planet tile in the center of the game board exactly inside the lines surrounding square G-7. (This Planet tile is not within any player’s 6 square x 6 square sector, so – for now – it is“undiscovered” and belongs to no one. It is considered to be in Deep Space). Next, place the four blue, red, yellow, and green 4-point Planet tiles (representing Home Planets) on the game board squares with those colored Planets (squares D-4, D-10, J-4, and J-10). It does not matter in which direction any of the 4-point Planet tiles is placed. However, be sure to place each of the four “undiscovered” 5-point grey-Planet tiles in each corner so that the red Space Paths lead away from the edge, exactly as shown on the game board.
B. Before beginning to play, remove the 30 yellow Space Ship and Space Ship Extra cards from the deck of 150 playing cards. For now, put these cards face down on the Space Port area of the game board. Also, remove the four Playing Aid cards and eight Special Scoring cards. Give each player a Playing Aid Card. Put any left over Playing Aid cards and the Special Scoring cards aside to be used later. Place all of the remaining cards face down on the Refuel area of the game board.
C. Thoroughly mix the 79 blue-backed Space tiles face-down, and then stack them in four approximately even piles (19 - 20 tiles each) near or on the game board inside the Scoring Track.
D. Players should take all of the die-cut colored playing pieces that match the color of the Home Planet in front of them on the game board. (Home Planets are the same distance from each other and from the “undiscovered” Planet tiles that have just been placed on the board. Therefore, no color has an advantage over another). If playing with fewer than four players, any unused playing pieces should remain in the game box.
E. Players should place a large disk of their color on top of their“Home” Planet, and stand a Start-T Space Ship playing piece of their color on top of the Home Planet on the same tile inside their 6 square x 6 square sector. During the game, this Space Ship may be improved (upgraded), or other Space Ships may be created and brought into the game, by drawing and playing yellow Space Ship cards and then inserting the corresponding Space Ship playing piece into a plastic stand and placing it on the game board.
F. Players should place one small Planet disk of their color on the Space Ship “Start” area of the game board scoring track. These disks will be moved around the track to keep score as players score points during the game. Players can also keep score using a pad and pencil.
G. Decide who will play first. Others take their turn in order from left to right, clockwise.
H. The first player should sort through the 30 yellow Space Ship cards that were set aside in the Space Port area and give each player a starting M+1 Star-T Space Ship card. These cards have an orange border to make them easier to find. Players should put their Star-T Space Ship card face up before them so everyone can see. (If fewer than four players, leave the remaining Star-T cards in the Space Port deck). Next, shuffle all of the remaining Space Ship cards together and again place them face down in a pile as a draw deck on the Space Port area of the game board. (Unless otherwise directed, when Space Ship cards are discarded, put them into the Space Junk discard area).
I. Finally, the first player should thoroughly shuffle the playing cards in the Refuel area, and deal 10 cards face down to each player. Place the rest of the cards back in a pile, face down, on the Refuel area of the game board. When cards are discarded, they must be placed in a pile face down in the Space Junk area.
J. You are now ready to play Amazing Space Venture™. (You probably will not go through the entire deck of Refuel cards during a game. If you do, just reshuffle the discards in the Space Junk pile, put them in the Refuel area, and continue to play).
4. How to Play the Basic Game
Each player’s turn consists of six phases. Phase 1 is the only required or mandatory phase; all other phases are optional. (See the Advanced Strategy Rules at the end of these basic rules for instructions on how to play a more strategic game). After a player has completed his or her turn, it is the next player’s turn.>
The phases, in the exact order you can complete them, are as follows:
1. Draw and Place Space Tiles (mandatory),
2. Place Ships, Probes, Stations and Pirates (optional)
3. Movement and Discovery (optional)
4. Discard Phase (optional)
5. Draw/Refuel Phase (optional)
6. Special Action Phase (optional); may be completed at any time according to card(s) played.
Four Playing Aid Cards, one in each color, are provided to help players remember the order of play as described below:
A. Phase 1 – Draw and Place Space Tiles (mandatory). During the first phase of your turn, you must draw tiles from any of the face down piles of Space tiles. This is mandatory. In a two-player game, draw 3 tiles. In a three or four-player game, draw only 2 tiles per turn. Draw the Space tiles all at once and show them face up to all the players (so they can offer their “advice” on placement). Place each Space tile, one at a time in any order, face up on an empty square and adjacent to any other Space tile already located anywhere on the 169-square game board.
When placing a Space tile, obey the following rules:
1. Place tiles side by side, with at least one side completely against the side of any previously placed tile on the board, including the nine Starting tiles. Placing a tile corner to corner is not allowed.
2. Be sure that the sides of each Space tile “match” when attached horizontally or vertically to all other tiles already played, or to any of the nine Planet tiles that were originally placed on the game board during set up. In other words, all red Space Paths must line up with all red Space Paths; all Galaxies (starry areas) must line up with all other Galaxies (starry areas), and all empty Deep Space black areas on the tile you are playing must line up with any empty Deep Space black areas on other adjacent tiles. If a newly-placed Space tile is adjacent to an empty square on the game board or to a Sun tile (see Rule 5), there is nothing to match or line up to.
3. If a Space tile does not completely match, the placement is illegal.
4. You are allowed to play a tile adjacent to a tile you just drew and placed.
5. Do not place a tile outside the edge of the game board. You are limited to the 169 possible squares in the 13 square x 13 square Deep Space playing area. However, you may place a tile so that its Galaxy (starry area) or Space Path runs off the game board.
6. In the rare situation where a tile has no legal place where it can be placed (before or after placing your other tiles), remove it from the game. Draw another tile and place it following the rules for tile placement above. After drawing and placing the tiles, the player may immediately score any completed Galaxies or Space Stations. See rule 7, for more information about scoring. Also, see Rule 5 for drawing and playing Sun tiles and Special Quests.
B. Phase 2 – Place Space Ships, Space Probes, Space Stations, and Space Pirates (optional). During the second phase of your turn, you may do only one of the following: Add or upgrade a Space Ship, place a Space Probe, place a Space Station, or place a Space Pirate. Any one of these choices is an optional action and can be completed as follows:
1. To add a new Space Ship, take a Space Ship card that you can and want to use from your hand and place it on the table in front of you. Then place a corresponding Space Ship playing piece in a plastic stand upright on any of your Home Planets only; or
2. To upgrade a Space Ship you already own to a higher movement M-number, play a new Space Ship card from your hand on top of the old Space Ship card on the table in front of you. Keep any already played Space Ship Extra cards (i.e., Laser Beam, Photon torpedo, etc.) with the new card. Next, exchange the corresponding new playing piece for the old. Remove the old Space Ship playing piece and put it back in your inventory. Put the new Space Ship playing piece in a plastic stand and place it where the old one was; or
3. To place a Space Probe, lay the playing piece flat on any one Galaxy part of a Space tile you just played; or
4. To place a Space Station, lay the playing piece flat on any empty portion of a Space tile you just played; or
5. To place a Space Pirate, lay the “skull and crossbones” playing piece flat on the red Space Path of a Space tile you just played (as long as the tile does not also include an undiscovered Planet).
You can add one or more Space Ship Extra cards with “Continuing Effect” (i.e., a Nano-Computer, Pirate Crew, Photon Torpedo, etc.) to a Space Ship card, at no cost during this phase. If you do add a Space Ship Extra card, you still can take another Phase 2 action. Place the Space Ship Extra card with the Space Ship card on the table in front of you.
Other rules that must be followed during this phase include the following:
• You are allowed to have up to two active Space Pirates, Space Stations, Space Probes, and Space Ships in play. However, you can never have more than one Space Ship with a movement number higher than M+2 in play on the game board at the same time. For example, you can only have one M+3 Star Cruiser or one M+4 Colony Ship, but not both.
• You can place only one playing piece per turn. All pieces must come from your supply; you can never borrow from another player. You can not exceed the number allowed.
• You must always place the playing piece so that it is clear to everyone on which part of the Space tile it rests (i.e., in a Space tile’s starry Galaxy, on a Space Path, on a Planet, etc.).
• When you have no more Space Probes, Space Stations, or Space Pirates in your inventory, or when you have reached your limit of Space Ships in play, you may not place any more pieces. However, you continue to draw and place Space tiles, and score any completed Galaxies on which you have a Space Probe.
• After you place a Space Pirate, it must remain on the Space Path until the end of the game. Then, it can be scored, unless another player's Space Ship destroys it with a Laser Beam, or the Space Path it is on is cut short by a Black Hole tile, or the Space Path disappears into a Galaxy tile, or goes nowhere. If any of these things happen, the Pirate is removed from the game board and put back into the player’s inventory, with no score. (See Rule 7, for more information about scoring).
After completing the above optional Placement Phase, you then may go on to the Movement and Discovery Phase.
C. Phase 3 – Movement and Discovery (optional). During the third phase of your turn, you may move any one of your Space Ships from Space tile to Space tile up to its maximum (M-number) distance across the game board. Moves can be made horizontally, vertically, or diagonally. A Space Ship can move onto a number of tiles or squares equal to or less than its movement M-number. A Space Ship also can move along a Space Path from one discovered Planet to the next discovered or undiscovered Planet connected by the red Space Path. However, regardless of the length of the Space Path, this move along the path counts as the Space Ship’s entire movement M-number. (You can not move a Space Ship onto an undiscovered Planet unless you play a Planet card and discover the Planet during this turn). See rule 6 for more specific information about how to move a Space Ship.
Once you have moved your Space Ship onto a new undiscovered Planet, follow steps 1 through 5 below:
1. Discover Planet. Discover the Planet by playing a Planet card but only if your Space Ship has moved to a tile with an undiscovered Planet on it. Put a large disk on top of the Planet if it is a Home Planet; use a small disk if the Planet is not a Home Planet. (Home Planet cards have a circle around the number in the upper left corner of the card and say “Home Planet” at the top of the card).
2. Environment. Play an Environment card but only if you have successfully discovered a Planet (see rule C1 above). Follow any directions on the Environment card. If you cannot or choose not to play an Environment card, one of your opponents may do so, beginning with the player to your left. If an Environment card is not played, then there is no Environment on the Planet. (Unless otherwise noted on a playing card, only one Environment card can be played per Planet).
3. Life Form. Play one Life Form card only if you have discovered a Planet. Follow any directions on the card. If you can not or choose not to play a card, one of your opponents may do so beginning with the player to your left. If no Life Form card is played, then there is no life on the Planet. (Only one Life Form card can be played per Planet).
4. Score the Planet. Add the Planet card value to the Environment card value (if any) and the Life Form card value (if any). Multiply that total by the value of the Planet tile that you “discovered.” (For example: If you move your Space Ship onto a Planet tile with a value of 3, and you play a +2 Planet card, and there is +1 Environment card and a Life Form worth zero, the score for that Planet is 9 points, (3 multiplied by the total of the three cards played on that Planet). Move your scoring disk the number of points scored on the scoring track. (See page 7 for more information about scoring).
IMPORTANT NOTE: Once you have scored the Planet, place the used Planet, Environment, and Life Form cards face down in your own personal discard pile. YOU WILL NOT NEED THESE CARDS AGAIN. Do not put them in the Space Junk discard pile. They will not be needed or referred to again during the game. However, one exception is if any card has a “Continuing Effect.” Place any“Continuing Effect” card face up for everyone to see. It is yours to use for the remainder of the game.
5. Space Explorer. After scoring a Planet, you also can immediately play any Space Explorer cards if you have any in your hand. Add the value of each Space Explorer card to your total score for the Planet (as explained in step 4 above). (For example, if you play the Lord DeWar Space Explorer you would add +4 points to the total score. (In some cases, you may get double or triple additional points and/or other bonuses, if you play the Space Explorer card on his/her “Base Camp” Planet. For example, if you play the Lord De War card on the Planet VALKRIEGON, you can add +8 points instead of +4). See Rule 7 for more information about scoring.
D. Phase 4 – Discard (optional). After completing previous phases, you may, if it is to your advantage, discard only one playing card from your hand face down into the Space Junk discard pile no matter what the card is. This allows you to get rid of a card that you think you do not need. It also allows you to draw a new card.
E. Phase 5 – Draw/Refuel (optional). Finally, you may draw enough cards from the Refuel deck and/or enough Space Ship cards from the Space Port deck to refill your hand to a total of 10 cards.
F. Phase 6 – Special Action (optional). After (or during) any of the previous phases, you may play any one of the Special Action cards in your hand. (The only exception to playing only one Special Action card is if you play the Sneak Attack card that allows you to play another Special Action card with it. Also note that some Special Action cards can be played on an opponent’s turn as a Special Response, and other Special Action cards are “Only Action” cards which means that is the only phase you can do, other than drawing and placing Space tiles, during the entire turn).
(See the alphabetized list of Special Action and all other playing cards with detailed descriptions about their effects on page 11– 15 of these rules).
After completing the above, your turn is over. Now the next player draws and places Space tiles, and play continues.
5. Drawing and Playing Sun Tiles & Special Quests
There are four Sun tiles and three Special Quest tiles included in the Space tiles. The following rules apply when you draw any of these tiles:
A. Sun tiles: Whenever you draw one of the four (4) Sun tiles, you immediately must draw another Space tile. Score 1 point if it is the first Sun tile drawn and played during the game. Score 2 points if it is the second Sun tile played, 3 for the third, and 4 points for the fourth. The player drawing a Sun tile should place it, like any other tile, adjacent to a Space tile already in play. However, there must be enough room (adjacent empty squares) to complete the Sun when the other Sun tiles are drawn. Thus, the first Sun tile played “controls” any adjacent empty squares on which no other Space tiles except Sun tiles can be played. It is possible to have two (half) Suns on the game board if the first Sun tile is placed against the outside border of the 13 square x 13 square game board. If this happens, the Sun tile controls only the adjacent empty square. A strategically placed Sun tile can effectively end a Space Path. When this happens, any Space Pirate on the Space Path must be removed immediately for no score. A Sun tile also can be placed so that it interferes with the completion of another player’s Galaxy.
B. Special Quests: Whenever you draw a Special Quest tile, announce that you have drawn a Special Quest, silently read what it says, and then place the tile face down in front of you to keep it a secret from other players. Immediately draw another Space tile. It will not be necessary to reveal your Special Quest until you have completed it. Then you can score its points. If you cannot, or choose not to complete a Special Quest, the points will not count for or against you. There are three (3) Special Quests:
1. Peace Mission – Visit one opponent’s Planet outside your sector. Score 5 points. To successfully complete this Special Quest, you must have one of your Space Ships on any opponent’s Planet outside your 6 square x 6 square Home Planet sector at any time during your turn. Usually you will accomplish this mission by moving a Space Ship to your opponent’s Planet; however, you also could be invited there if your opponent plays the Troika Summit Special Action card and moves one of your Space Ships to his Planet.
2. Strong Empire – Discover five or more Planets in your 6 x 6 sector, in addition to your Home Planet. Score 5 points. This Special Quest will challenge you to keep a lot of your Deep Space exploration and discovery of new Planets within your 6 square x 6 square Home Planet sector. As soon as you have a total of six Planets (including your original Home Planet), score this Special Quest. If you forget to score, you can do so later. However, if one of your Planets was destroyed and you have less than five later in the game (i.e., as a result of a Black Hole or Supernova), your Quest will not be complete.
3. Trade Mission – Connect one of your Planets to an opponent’s Planet. Score 1 point for each tile with a Space Path. It is not necessary to score this Special Quest the first time you connect two Planets. You may want to wait until you have created a longer trade route somewhere else. For scoring purposes, the two Planets (yours and any opponent’s) must be directly connected by a red Space Path with no other discovered or undiscovered Planets in between. Count all Space tiles, including the two tiles with Planets that have a Space Path. If one of the two connected Planets is destroyed before you score, your Quest will not be complete.
6. How to Move a Space Ship
All Space Ship playing pieces move horizontally, vertically, or diagonally. Each Space Ship can move up to the amount of Space tiles and/or game board empty tile squares indicated by the Mnumber in the upper left corner of a corresponding yellow Space Ship card. For example: a Colony Space Ship has an M+4 on its card and a “4” on the playing piece itself. Thus, that Space Ship can move up to four squares horizontally, vertically or diagonally through any tile (except for a Sun tile) and any empty squares (Deep Space) on the game board. Start-T Space Ships can only move one square because, according to their cards, they are an M+1.
Only Scout Ships and Flying Saucers can begin and end their move in Deep Space. All other Space Ships must begin and end their move on either a Space tile where there is a discovered Planet or a Space Station on it.
Any Space Ship may expend its entire M-number movement allowance by moving along a completed Space Path (an uninterrupted red line connecting two tiles with Planets) no matter how far or close the distance is between the Planets. (This is the only Space Ship movement allowed on a Space Path, regardless of the Space Ship’s M-number).
Only one Space Ship or Flying Saucer can move during a turn. When a Special Action card causes a Space Ship to teleport, move the Space Ship playing piece immediately to any one of your Home Planets regardless of the distance, unless other directions are given on the card. (See explanation of the Teleport card on page 13 of the rules).
Moving Through Worm Holes - Whenever you move your Space Ship into a Worm Hole (shown as a white spiral), the Space Ship can come out of any other Worm Hole of your choosing. Worm Holes are located either on a Space tile or on four of the game board squares (F-6, F-8, H-6, and H-8) that surround the 5- point Planet tile in the center of the game board (square G-7). Moving into one Worm Hole and out of another counts as only one movement point off your Space Ship’s M-number. When exiting a Worm Hole at a new location, the Space Ship must be able to continue its movement to reach a Planet or Space Station to finish its move. If, during the course of play, one of the game board Worm Holes becomes covered by a Space tile that Worm Hole no longer exists.
7. Scoring
Keep track of all points you score during the game by moving your scoring token (a small Planet disk of your color) around the 50-point Scoring Track on the game board. If you prefer, you can keep score using a pad and pencil.
Here are the general rules for scoring; you also may want to use your Playing Aid card to help you score:
Scoring a Planet – Planets can be scored only if they are discovered by moving your Space Ship onto a Space tile and playing a Planet card. Multiply the value of the Planet on the Space tile by the total value of the Planet card, the Environment card, and the Life Form card. You then can add to that total any Explorer card value. (At the beginning of the game, each player’s starting Home Planet is considered already discovered and no points are awarded. When playing with fewer than four people, the empty 4-point Home Planets in other 6 x 6 sectors can be discovered).
Example A: After placing his Space tiles, Alex moves his Space Ship onto a 2-point “undiscovered” Planet on a tile that he just placed or that was already on the game board. He plays from his hand the Planet card PYRRHIS, a 3-point planet. He then plays a +1 point Environment card, and a neutral 0 point Life Form card. He scores 8 points for this discovery, (2 x [3+1+0], or 2 x 4), the value of the Planet multiplied by the value of the cards played. He then decides to play his Gavin’s Raiders Space Explorer card for an extra 5 points giving him a total of 13 points. He moves his scoring token 13 spaces on the scoring track.
Example B: After playing a tile with a 1-point Planet on it, Mary moves her Space Ship onto the tile to discover the Planet. She plays the Planet card LLEMMER, a 1-point planet. She doesn’t have an Environment card to play so John, the next player on her left, has a chance to play an Environment card from his hand. John plays a minus-2 Poisonous Atmosphere Environment card on Mary’s Planet. Mary then plays a Life Form card worth 0 points. Mary actually loses 1 point for discovering this Planet: (1 x [1-2+0], or 1 x -1 = -1). Remember: After scoring a Planet, all cards – except for ones with Continuing Effects – must be discarded face down in front of you into your own personal discard pile because they will not be used or referred to again for the rest of the game. Do not discard them into the Space Junk pile.
Scoring Space Probes in Completed Galaxies – A Galaxy is comprised of two or more Space tiles with connecting starry areas. A Galaxy is completed when it is completely surrounded by Deep Space, it has no open sides, and there are no open areas within the Galaxy. There is no limit to the number of Space tiles that can be in a Galaxy, but there has to be at least two tiles with connecting star areas.
A player cannot place a Space Probe in a Galaxy and score it on the same turn. The Space Probe must already be in the Galaxy before it is completed and scored. If a Galaxy is completed by the placement of a Space tile, the player with the only (or most) Space Probes in the completed Galaxy scores 2 points for each Galaxy tile. If the completed Galaxy has only two tiles, then the player scores only 1 point for each of the tiles (a score of 2). When scoring, if more than one player has an equal number of Space Probes in the same Galaxy, both receive the full number of points. If there is no Space Probe in a completed Galaxy, no points are scored. At the end of the game, a player with a Space Probe in a Galaxy scores only 1 point for each Space tile in the Galaxy if the Galaxy is unfinished.
Scoring Space Stations – A Space Station scores 1 point for the tile it is on and 1 point for each of the surrounding tiles touching it. Therefore, the maximum score a Space Station can earn is 9 points. However, a Space Station can not be scored and the playing piece can not be removed until it is completely surrounded by eight Space tiles, or until the end of the game. A Space Station is like a Planet. It serves as a place where a player’s Space Ship can land in Deep Space. Thus, once a Space Station is worth 9 points, you do not have to score and remove it right away if it is useful as a “docking station” for your Space Ships. Once scored, it is removed from the game board and placed back in your inventory. It can be used again in a future turn. (More than one player and more than one Space Station can share some of the same surrounding tiles. However, no other player’s Space Ship can use another player’s Space Station).
At the end of the game, score 1 point for each scoring Space tile even if the Space Station is not completely surrounded by eight tiles. Any adjacent Sun tiles do not score points for a Space Station.
A. This Space Station is worth 5 points so far, (1 for the tile it is on and 1 for A, B, C ,and D). It can not be scored or removed until it is surrounded by eight Space tiles.
B. This Space Station is worth the full 9 points (1 for the tile it is on and 1 point for each of the eight surrounding tiles). It can be scored and removed immediately or later in the game.
Scoring Space Pirates on Space Paths – A Space Pirate can only be placed on a just placed Space tile that has a red Space Path on it and no Planet discovered or undiscovered. The Space tile itself can be connected to another Space tile that contains either an undiscovered Planet, a Planet that belongs to the player placing the Pirate, or a Space Path. Once placed, the Space Pirate must remain on the game board until the end of the game, when it is scored.
While on the Space Path, the Space Pirate prevents any other opponent’s Space Ship or Flying Saucer from traveling that Space Path. At any time, if – as a result of any player playing a Space tile -- the Space Path ends in a Black Hole, or disappears into a Galaxy or Deep Space, or goes off the game board (into endless space), or is blocked by a Sun tile, no points are scored. Then, the player must immediately remove the Space Pirate from the game board and return it to his inventory. The Space Pirate may be used again in a future turn. Also, if a Space Pirate is destroyed by a Laser Beam or Photon Torpedo, it is removed from the Space Path.
At the end of the game, a Space Pirate scores points only if it is on a completed Space Path. A Space Path is considered “completed” when it connects any two Planets, either discovered or undiscovered. Score 1 point for the first Space tile, 2 for the second, 3 for the third, 4 for the fourth, and so on, for every Space tile that has only a Space Path on it. Important Note: Do NOT count the two end Space tiles with Planets. Thus, a completed Space Path with a Space Pirate on it scores a minimum of 1 point, and a seven-tile path that has five Space tiles connecting the two tiles with Planets scores 15 points (1+2+3+4+5 = 15).
At the end of the game, if the Space Path with the Space Pirate on it is still unfinished (i.e., it doesn’t connect two Planets), the player scores no points.
8. End of Game Scoring Bonuses Amazing Space Venture™ ends immediately after a player draws and places the last Space tile and completes his turn. As a group, players first score all Space Probes, then all Space Stations, and finally all Space Pirates that still are on the game board, according to rule 7. Remove the playing pieces from the game board as each score is tallied. Add these scores to those already recorded on the Scoring Track. Next, score a bonus of 1 point for every regular Planet (small disk), and 2 points for every Home Planet (large disk) in each player’s 6 x 6 Space tile Home Planet sector on the game board.
Finally, score a bonus of 2 points for every regular Planet and 4 points for every Home Planet for each player in any other area of the game board, outside their 6 x 6 Home Planet sector. Example A: Paul has three regular Planets (small disks) and one Home Planet (large disk, and the one he began with originally) in his original 6 square x 6 square Home Planet sector. This scores him 5 points (3x1) + (1x2). He also has two regular Planets and three Home Planets that he discovered outside his sector. These earn him an additional 16 points (2x2) + (3x4). So, altogether, Paul earns 21 bonus points (5+16).
Special Scoring Cards: Whenever you score 50 points by going around the Scoring Track once, take a 50-point Special Scoring Card in your color. If you go around the track again, trade the card for a 100-point card. In the rare case where you score 150 or more points, keep both cards to keep track of your total score. The player with the highest total from all scoring is the winner!
• If you win by 1 – 20 points, you are a "Space Hero."
• If you win by 21 – 40 points, you are a "Space Warrior."
• If you win by 41 – 60 points, you are a "Space Emperor or Space Empress."
• If you win by more than 60 points, you are "Lord of the Universe."
Tips on Strategy
• On each turn, try to place a Space Ship, Space Probe, Space Station, or Space Pirate. This is how you can score more points than just from discovering Planets.
• Whenever you can, play Special Action cards against the player who is winning or the player who has the highest M-number Space Ship in play.
• Remember that you do not have to play an Environment card or Life Form card from your hand when you discover a Planet. Sometimes, it is best to let another player play those cards on your Planet. That way you can save your better cards for when you play a Space tile with a higher scoring Planet that you then discover.
• Play a card on another player to reduce the number of cards in your hand so that you can draw more cards on your turn during the Refuel phase.
• Place Space tiles and discover Planets outside your 6 x 6 Home Planet sector to earn higher bonus points at the end of the game.
• Place Space tiles with Galaxies and/or Space Paths so that they interfere with another player’s Galaxy or Space Path strategies.
• Place the two Space tiles with Worm Holes on them strategically. They, as well as the four Worm Holes already on the game board, can help you move around quickly.
• Remember that your Space Stations also can be used as Planets (docking stations) where only you can land your Space Ships. Place them where they will do you the most good.
• Remember that you do not have to finish a Special Quest, especially if you think it will keep you from doing other things on your turn that will score you more points. The choice is yours.
Variants
Variant #1: Advanced Strategy Rules
This variant is highly recommended for those who enjoy a lot of strategy and less luck in their game play. Disregard the sequence of phases in the regular game; instead, you can complete phases in any order you like during your turn. Nothing is “mandatory;” everything you can do during your turn is “optional.” However, once you’ve completed a phase, you can not return to it again during your turn.
Each player has 7 “Energy Points” (EPs) to expend during each of his/her turns in the following way:
It costs 2 EPs each
• to draw and place a Space tile. (Note: Unlike the basic game, you can only draw and place one Space tile at a time, up to three, or 6 EPs).
It costs 1 EP each
• to place a Space Pirate, Space Probe, Space Station or Space Ship (with a card);
• to place any Space Ship Extra on a Space Ship;
• to move a Space Ship, regardless of the distance moved;
• to play a Planet, Environment, Life Form, Special Action, or Explorer card;
• to draw a card from the Space Port deck or Refuel deck.
It costs nothing
• to discard 1 card from your hand to Space Junk;
• to play a Special Response to another player’s Special Action card played on you (e.g., Teleport, Peace, etc.);
• to play the Shift of Funds, Sneak Attack, or Cyber Jump Special Action cards (Note: Playing the Cyber Jump card essentially give you an extra EP for the turn);
• to draw and place a Sun tile;
• to draw or play a Special Quest tile.
You do not have to use all 7 EPs during your turn; however, you can not keep any of them for use during a later turn. Here’s an example of how a player might use 7 points: Steve draws one Space Ship card from the Space Port Deck (1 point) and then draws and places one Space tile for 2 more points (1 tile x 2 Energy Points). He then places a Space Probe on that tile for 1 more point (total now is 4 EPs), moves a Space Ship for 1 Energy Point (total now is 5), discovers a Planet by playing a Planet card for another EP (total now is 6), and plays an Environment card for 1 more point (total now is 7, thus completing the 7-point Energy Point allocation). He does not have any EPs left over to play a Life Form card on his newly discovered Planet, nor can he draw new cards to refill his hand on this turn (because they cost 1 Energy Point apiece). However, he can discard 1 card from his hand at no extra cost.
Because Aimee, the next player, has only seven cards in her hand, her strategy is to begin her turn by drawing three cards immediately from the Refuel draw deck (3 EPs). She then draws and places two Space tiles (an additional 4 points for a total of 7 Energy Points expended). Her turn is now over.
As you will soon discover, this variant requires a lot of thinking ahead and careful planning on how to expend your energy points.
Variant #2: The 9th Planet
From its discovery in 1930, Pluto was considered the ninth Planet in our Solar System. Then, in the summer of 2006, the International Astronomical Union decided to reclassify Pluto as a Dwarf planet, thus reducing our Solar System to only eight Planets.
Now, as Lord of your own galactic solar system, you want to be the first ruler to control a nine planet universe. For an automatic victory, become the first player to discover any nine Planets inside and/or outside your 6 square x 6 square sector (including your starting Home Planet). If no one achieves this goal before the last Space tile is drawn and placed, then whoever has the highest score wins the game.
Variant #3: Role-Play
These rules can be used with either the advanced strategy variant or with the basic game. Before beginning play, remove the six Space Explorer cards from the deck, shuffle them together, and deal one card face up to each player. Set the remaining cards aside, out of play. Keep your Explorer face up in front of you throughout the entire game. This card represents you and the role you will play during the game. In addition to the bonuses described on your card, your Explorer has certain attributes that you alone will be able to use during each of your turns. If you are:
• Dr. Nevets Yahsel - In the advanced strategy variant, it will cost this slightly mad genius nothing to play a Planet card. If playing the basic game, add +1 point bonus on the scoring track each time you play a Planet card.
• Gavin’s Raiders – In the advanced strategy variant, as a Space Pirate Prince, you can choose to move a Space Ship twice, but that is all you can do for this entire turn.
• Giant Meema – In the advanced strategy variant, it costs this robot queen nothing to play a Life Form card. If playing the basic game, add a +1 point bonus on the scoring track each time you play a Life Form card.
• Lord DeWar – In the advanced strategy variant, it costs this war lord nothing to play a Special Action card. If playing the basic game, you get to add a +1 point bonus on the scoring track each time you play any Special Action, Only Action, or Special Response card.
• Madam Maxine – In both the advanced strategy variant and the basic game, as a mystic and clairvoyant, you can look at the top two cards in both the Space Port and Refuel decks and choose whichever one card you want. Do not discard (nor tell anyone else) the cards you decide not to take. You only can do this with one draw card per turn.
• Kaygus – In the advanced strategy variant, it costs these ancient warriors nothing to play an Environment card. If playing the basic game, you get to add a +1 point bonus on the scoring track each time you play an Environment card.
For additional fun, include the Captain Rookie Space Ship Extra card in this variant. Captain Rookie has no special attributes or bonuses. Anyone unlucky enough to start the game with him must follow his directions (see Description of Space Ship Cards). Captain Rookie basically reduces the movement number of your Space Ship by minus 1 until you can get rid of him.
Variant #4: Partnership Play
When playing with four players, it is possible to play with teams of two in either the basic or advanced strategy game. Partners should sit opposite each other and take alternate turns (i.e., Team #1 player A, then team #2 player A, then team #1 player B, then team #2 player B, and so on). Thus, during set up, team #1 might begin on the blue and green Home Planets, while team #2 starts on the red and yellow Home Planets. Discussion about cards, moves, strategies, deals, etc. can be made openly or secretly between partners. However, partners can not exchange cards from their hands with each other. Points for each player are scored separately but totaled for the final highest team score.
Variant #5: Solitaire
Using either basic or advanced strategy rules, pick a Home Planet and try to score as many points as possible.
Description of the 138 Playing Cards
There are four Playing Aid cards, eight Special Scoring cards, and
138 other playing cards in Amazing Space Venture™. Some of
the playing cards have “Continuing Effects.” These cards remain
in play throughout the game. Other playing cards are the “Only
Action” phase you can take during your turn; others can be played
only as “Response” cards to other playing cards. All of the cards
are categorized and described as follows:
Planet Cards (30 orange)
The 30 orange Planet cards include: three Planets worth 1 point,
22 Planets worth 2 points, four Planets worth 3 points, and
one Planet worth 4 points. Eleven of the 2-point Planets are
considered large enough to be “Home Planets,” worth more in
end-game scoring. These cards have a circle around the number
in the upper left corner and are labeled as “Home Planets.” Here
are the Planets listed alphabetically with their point value:
• Alystron (Home Planet), value +2
• Badzhanyan, value +1
• Cephei,value +2
• Danielle, value +2
• Eden One, value +3
• Eridani (Home Planet), value +2
• Farqhani, value +1
• Galileo, value +3
• Geo-Gaia, value +4
• Hypnosium, value +2
• Ibn Sinae, value +2
• Janus, value +2
• KC’s Star (Home Planet), value +2
• Klystron, value +2
• Llemmer, value +1
• Magellan,value +3
• Mattaimee (Home Planet), value +2
• Noraster (Home Planet), value +2
• Otto (Home Planet), value +2
• Pyrrhis, value +3
• Qian, value +2
• Rho, value +2
• Sherco (Home Planet and Base Camp of Dr. Nevets
Yahsel), value +2
• Triconion, value +2
• Ulurulu (Home Planet), value +2
• Valkriegon (Home Planet and Base Camp of Lord
DeWar), value +2
• Woden (Home Planet), value +2
• X'am (Home Planet and Base Camp of Madam Maxine),
value +2
• Yasonuri, value +2
• Zyam, value +2
Environment Cards (16 blue)
The 16 blue Environment cards are divided into good, neutral,
and negative value cards. There are two Environments with a
value of +2; two with a value of +1; five with no value or a 0; five
with a value of minus 1; and two with a value of minus 2. Here
they are listed in alphabetical order, with their point value, and an
explanation where necessary:
• Abundant Land and Water, value +2
• Binary System, value 0. This is a “Special” Environment.
When played, this card allows you to also discover and
score any other undiscovered Planet directly connected
on the same Space path. For scoring purposes, the
second discovery will share the same Environment and
Life Form cards as the first Planet discovered.
• Bio-etheric Bubbles, value 0
• Electromagnetic Web, value 0. Play this card against
a player when that player discovers a new Planet and
can not play an Environment card. The Web traps the
player’s Space Ship (along with any Space Ship extras
such as Flash-jet engines). The trapped Space Ship
can not move for the rest of the game, and it cannot
teleport to safety. The Web also will capture any other
Space Ship, UFO, or Flying Saucer that lands on that tile.
Remove the captured Space Ship from its stand and lay
it down on the Planet to indicate that this Planet (Space
tile) has the Web in effect for the rest of the game. The
doomed Space Ship does not count against the number
of Space Ships allowed to that player. Place any Space
Ship cards for that Space Ship into your own personal
discard pile. They are out of play. Do not discard them
into Space Junk. The player who just lost his Space Ship
can continue to play a Life Form card and score the
Planet as usual.
• Gamma Rays, value -2 and no Life Form card can be
played.
• High Gravity, value -1
• Ice Age, value -1
• Methane Mix, value -1
• 99% Pure Atmosphere, value +2
• Poisonous Atmosphere, value -2 and no Life Form card
can be played.
• Vast Land, value +1
• Very Cold!, value 0
• Very Hot!, value 0
• Volcanic Ash, value -1
• Water, value +1
• Zero Gravity, value -1
Life Form Cards (30 green)
The 30 green Life Form cards include: one with a value of minus
2 (the Space Monster); nine with a value of minus 1; 14 with 0
or no value (but four have special continuing effects); five with a
value of +1; and one with a value of +2 (the Space Capital). Here
they are listed alphabetically with their value and an explanation
where necessary:
• Alien Artifact, value 0, with continuing effect. No Life
Form found but you discover this holy icon of creatures
that lived here eons ago. It allows you to discard as many
cards as you wish for the rest of the game. However, you
must always discard at least one card.
• Alien Ruins, value 0, with continuing effect. No Life
Form found but you discover this ancient site that allows
you to draw up to 12 (instead of 10) cards during the
Draw Phase for the rest of the game.
• Automata, value 0, with continuing effect. The energetic
robots on this Planet allow you to draw the top four Space
Ship cards from the Space Port deck and add any one or
two of them to your hand. Place the cards you do not
choose at the bottom of the Space Port deck. Do not
reshuffle the deck.
• Bureaucracy, value -1 (This started as a +3 value card,
but because of red tape…).
• City of Banks, value 0, with continuing effect. Every turn,
when it is time to draw new cards, this card allows you to
select one card (without looking) from any one player’s
hand and then give that player one card (your choice)
from your hand in return. Any other cards you need to
replenish your hand must come from the regular Refueldeck of playing cards and/or the Space Port pile of Space
Ship cards.
• Domed Cities, value +1 (Nobody really knows who lives
in them because they never come out).
• Embassy, value 0. (Yaketty, yak, yak, blah, blah, blah.
Where terrible Space Venture players come to talk about
their next move).
• Evil Dictatorship, value -1 (Hah, hah! There’s evil to do
and good to be undone!).
• Geo Traders, value +1 (A friendly bunch of nomadic
thieves from the planet Geo-Gaia. They will gladly trade
up or trade down).
• Giant Sand Worms, value -1 (Very fast. Hard to catch.
If the worms are this large, you have to wonder how big
the fish are!).
• Hypersonic Parasites, value -1 (You can’t see them, but
you sure can feel them!—that is why there is no picture
of them).
• Monarchy, value +1 (This dukedom is one of the oldest
life forms to be found in this part of the Galaxy).
• Mutant Insects, value -1 (And you thought the mosquitoes
back home were big!).
• Öorts, value -1 (Oops! Was that an Öort that just bit
me?).
• Penal-Pest Colony, value -1 (This is where the real “Space Junk” is. The worst of the Universe can be found
here!).
• Plasma Spores (eight cards), value 0. You can play any
number of these cards at one time on a single planet.
(These electronically conductive fourth states of matter
are composed of ions and electrons and move from planet
to planet on solar winds. No two spores look alike).
• Prehistoric World, value -1 (Tyrannosaurus Rex rules his
kingdom with an iron tail. Watch yours!).
• Republic, value +1 (This civilization began as a small
farewell party for a few retiring space explorers).
• Society of Robots, value 0 (They’re not very talkative
but they sure are good workers. Everyone should own
one).
• Space Monster, value -2 (Eeek! It’s just too horrible to
describe!).
• Space Capital, value +2 (Well, we had to put it some
place).
• Super Big Metropolis, value +1 (This Planet is where
you can do some serious shopping).
• Yottas, value -1 (Nasty little critters that have a bad habit
of chewing with their mouths open).
Special Action Cards (26 red)
Most Special Action cards can be played during any phase of your
turn. However, some can be played during another player’s turn.
Seven Special Action cards are labeled as Special Response cards
and also have an “R” in the upper left corner to indicate they can
be played as a “response” to another player’s card even if it is not
your turn. Two Special Action cards are labeled as an Only Action
and have an “O” in the upper left corner to indicate that this is the “Only” action you can attempt to take on a turn.
Cards have effects that occur only when they are played. When
the action is over, the cards should be discarded onto the Space
Junk discard pile. For convenience in finding a particular card,
they are listed alphabetically below, along with a description:
• Acid Rain – Play this card immediately after an
opponent has discovered and scored a Planet with its
Environment and Life Form cards. This extra surprise
lethal Environment cuts in half (round up) the total value
of the newly discovered Planet. (For example: A player
discovers a 3-point tile Planet. He then plays a +2 Planet
card, a +0 Environment card, and +1 Life Form card.
You then play this Special Action card. Instead of scoring
9 points (3 x [2+0+1] = 9), your opponent scores only
5 points). Put the Acid Rain card with the other player’s
discovered Planet cards. Do not put it into Space Junk.
Your opponent can still play an Explorer card on his Planet
to add that score to the final results after deducting for
the Acid Rain.
• Black Hole – After drawing and placing tiles, play this
card to destroy any Planet. Any Space Ships on the same
tile can immediately try to escape by moving to any other
discovered Planet (of any color), if that Planet is within
its M-number, or by playing a Teleportation card. (You
cannot destroy another player’s Home Planet -- one with
a large disk-- if it is the only one he has). When the
action is over, put this card into Space Junk.
• Conspiracy (R) – This is a Response card. Even if it is
not your turn, you can play this card as a “response” to
redirect or cancel ANY Special Action card played on
you. If you choose to redirect, then that player also has
a chance to counter the action with a Special Action
card. (You can not redirect against the same player who
originally played the Special Action card). When the
action is over, put this card into Space Junk.
• Cyber Jump – This card can be played on your turn to
repeat a phase. Play it immediately to
1) draw and place one additional Space tile after
drawing and placing Space tiles, or
2) place another Space Station, Space Probe,
Space Pirate, or Space Ship -- if you have
another Space Ship card you can play with it
(these pieces don’t necessarily have to be the
same type), or
3) move a Space Ship or Flying Saucer again, or
4) discard two cards into Space Junk.
When the action is over, put this card into Space Junk.
• Espionage – After drawing and placing Space tiles, you
may play this card on any player forcing that person to
discard half the cards in his or her hand (round up, and
your opponent’s choice). When the action is over, put
this card into Space Junk.
• Kamikaze Attack – After drawing and placing Space
tiles, you may play this card on yourself. Your Space Ship
and any other Space Ships on the same Space tile are
destroyed. All associated Space Ship playing pieces are
removed from play and cards, including this card, are
discarded into Space Junk. (For example, you can
eliminate your opponent’s M+3 or M+4 Space Ship at
the cost of your M+1). It’s also a fiendish way to get rid
of Captain Rookie once and for all (by blowing him up,
too, if he’s on the doomed Space Ship).
• Lost Colony – Play this card on your turn after playing
a Planet card. It makes the Planet you discovered a
Home Planet even if the Planet card says it isn’t. Place
this card with your Planet card and any other scoring
Environment, Life Form, or Explorer cards into your own
personal discard pile.
• Meteor Shower – After drawing and playing Space tiles,
you may play this card. Place this card on the game
board next to any one Planet on a Space tile that you
choose. Doing so will remind everyone that this Planet
and all Space Ships on the same Space tile are out-of-play and can not move for one turn. When the turn is
over, place this card into Space Junk.
• Negotiations – This is a good card to trade or to discard
into Space Junk so that you can draw another card. It
has no other value.
• Peace Talks (R) – This is a Response card. Even if it is
not your turn, you can play this card as a “response” to
ANY other Special Action card played by an opponent.
It cancels the effect of that card. Playing this card does
not keep you from playing any other Special Action card
when it is your turn. This card has the same effect as a
Time Warp Special Action card. After playing this card,
put it and the cancelled card into Space Junk.
• Sabotage – Even if it is not your turn, you can play this
card against another player whenever that player moves
a Space Ship to a Planet and before the player has played
a Planet card. Or you can play this card at the start of
your Movement-Discovery phase. The Space Ship you
select is destroyed and removed from play, unless it can
teleport to safety. The Planet is not discovered. When
the action is over, put this card into Space Junk. Do not
put any destroyed Space Ship cards into Space Junk or
beneath the Space Port pile. Instead, set the card(s)
aside, out of the game.
• Science Outpost – After drawing and placing Space
tiles, play this card. Immediately look at all cards in any
other player’s hand. When the action is over, put this
card into Space Junk.
• Shift of Funds (O) – Play this card immediately after
drawing and placing Space tiles. Your space program
gets more money (from another player). Draw and place
one extra Space tile and then continue with your turn.
Also choose one player who will miss the entire next
turn. You should place this card in front of that player to
remind everyone that s/he will miss a turn. (If the player
against whom you play this card responds with a Time
Warp or Peace Treaty card, it cancels the effect of this
card. If this happens, the only action phase activity you
can take is to place your Space tiles). When all actions
are over, put this card into Space Junk.
• Sneak Attack – This card allows you to immediately play
another Special Action card of any type on this turn.
More importantly, it does not allow any other player to
play a Special Action card as a “response” to any of your
actions – including this card – during this turn. When all
actions are over, put all cards into Space Junk.
• Space Virus (R) – This is a Response card. Even if it
is not your turn, you can play this card as a “response”
against another player to eliminate a Life Form card he
has just played. When action is over, put both cards into
Space Junk.
• Supernova (O) – This is an Only Action card.
Immediately after drawing and placing Space tiles, you
may play this card in an attempt to destroy any Planet
and all Space Ships on the same Space tile as the Planet.
Cover the Planet with a black disk to show that it has
been destroyed and no Space Ships can ever land on it
again. This is the only action phase activity you can take
on this turn, even if you are not successful because an
opponent cancels this card. (Note: You can not destroy a
player’s Home Planet--one with a large Planet disk--if it is
that player’s only Home Planet). When the action is over,
place this card into Space Junk, remove any destroyed
Space Ship playing pieces from play, and put any related
Space Ship cards into Space Junk.
• Teleport (R) – These two cards are Response cards.
Even if it is not your turn, you can play this card as a “response” to ANY other card played by an opponent
that would destroy one of your Space Ships. Instead, the
Space Ship is allowed to teleport immediately to any one
of your Home Planets. This movement does not count
against you when it is your turn to play. When the action
is over, put this card into Space Junk.
• Terra-Form – Play this surprise Environment card
whenever you or another player plays a negative
Environment card on a Planet you discovered. This card
allows you to change the negative Environment into a
positive one. (i.e., a minus 1 becomes a +1). Do this
before scoring the Planet.
• The Scavenger – Any time after drawing and placing
Space tiles play this card. It allows you to trade this card
for any one card in the Space Junk discard pile. You do
not have to reveal which card you select for your trade.
When the action is over, put this card into Space Junk.
• Time Warp (R) – These two cards are Response
cards. Even if it is not your turn, you can play this
card as a “response” to ANY other Special Action card
an opponent plays. It cancels the effect of that card.
Playing this card does not keep you from playing another
Special Action card when it is your turn. Each Time
Warp card has the same effect as the Peace Talks Special
Action card. Put this card and the cancelled card into
Space Junk.
• Trading Post – After drawing and placing Space tiles (and
completing any other phases), you may play this card.
You select what cards you want to trade and with whom.
You then blindly draw from that player’s hand a number
of cards equal to the amount you are exchanging. When
the action is over, put this card into Space Junk.
• Troika Summit – Play any time. You and up to two other
players immediately must move any one of their Space
Ships to an already discovered Planet. You choose the
players and the Planet. Do not move to a Planet that has
the Electro-magnetic Web or to a Planet with a Space
Pirate on the connecting Space Path. When the action is
over, put this card into Space Junk.
• U.F.O. – Even if it is not your turn, you can play this
card during another player’s Movement-Discovery
Phase. Play this card whenever that player discovers a
Planet and has played a Planet card but before he or
she plays an Environment card. Immediately steal the
Planet for yourself. Depending on the Planet “almost
discovered,” put either a large or small colored disk of
your color on the Planet. You do not need to move or
place a Space Ship playing piece there. The player who “almost” discovered the Planet continues with the first
option of playing an Environment card and then a Life
Form card. However, you score all of the points for that
Planet. When the actions are over, put this card into
Space Junk.
• Worm Hole – Play on yourself, before moving your
Space Ship, or play on an opponent (even if it is not your
turn) as soon as that player moves a Space Ship. This
card immediately sends the Space Ship to any already
discovered Planet of your choice. The player owning the
Space Ship does not discover a new Planet.
Space Explorer Cards (Six black)
• Dr. Nevets Yahsel, value +3/6. This slightly mad genius
card is worth an extra 3 points when played immediately
after discovering and scoring any Planet (or 6 extra points
if played when discovering his Base Camp, the Home
Planet Sherco). Put this card into your own personal
discard pile after playing it.
• Gavin's Raiders, value +5. This mercenary pirate prince
has no Base Camp so he can be played immediately
after discovering and scoring any Planet. Put this card
into your own personal discard pile after playing it. • Giant Meema, value +3/9. This robot queen is worth an
extra 3 points when played immediately after discovering
and scoring any Planet (or 9 extra points if played on a
Planet that has her followers, Automata or The Society
of Robots, as a Life Form). Put this card into your own
personal discard pile after playing it.
• Lord DeWar, value +4/8. This powerful and cunning
warrior is worth an extra 4 points when played
immediately after discovering and scoring any Planet (or
8 extra points if played when discovering his Base Camp,
the Home Planet Valkriegon). Put this card into your
own personal discard pile after playing it.
• Madam Maxine, value +5/10. This mystic leader of
the new frontier is worth an extra 5 points when played
immediately after discovering and scoring any Planet
(or 10 extra points if played when discovering her Base
Camp, the Home Planet X’am).
• The Kaygus, value +6. These ancient warriors are worth
an extra 6 points when they land on any opponent’s
Planet. Change the Planet to your color and make it a
Home Planet (large Planet disk) called Cambanes. No
Environment or Life Form cards can be played. Also,
no Action Cards can prevent you from scoring this card
once it is played. Put this card into your own personal
discard pile after playing it.
Space Ship Cards (30 yellow)
• Captain Rookie, Space Ship Extra (whom nobody
wants!) with continuing effect. Even if it is not your
turn, you can attempt to play this blundering space
explorer wannabe card at any time on top of any yellow
Space Ship card (except a Space Shuttle) belonging
to another player. Once assigned to another player’s
Space Ship, Captain Rookie reduces by minus 1 the
movement (M-number) of that Space Ship for the rest
of the game. Thus, an M+4 Colony Space Ship with
Captain Rookie “on board” can only move +3; an M+3
Star Cruiser can only move +2; an M+2 Fighter Ship or
Flying Saucer can only move +1; and an M+1 Scout or
Star-T Ship can only move from Planet to Planet along a
Space Path.
(During the course of the game, if the Space
Ship with Captain Rookie is destroyed, or trapped in
the Electro-magnetic Web, the bumbling Captain is
considered “lost in space.” His card is removed from the
game and put into a personal discard pile. The card is
not discarded into Space Junk or put on the bottom of
the Space Port deck).
Once Captain Rookie is in play, he can be “reassigned” to any other player’s Space Ship card
(except a Space Shuttle) including one belonging to
the player who originally played the card. To reassign
Captain Rookie, simply move the Captain Rookie card
from your Space Ship card to the Space Ship card of
another player. However, if you choose to reassign
Captain Rookie, it is the only action phase activity (other
than the mandatory drawing and placing of Space tiles)
that you can do during this turn. There is no limit to the
number of times Captain Rookie can be reassigned.
If, at any time it is not possible for Captain
Rookie to be reassigned, he either must stay on the
Space Ship where he is, or remain in the hand of the
player who just attempted to put him in play. He also
may be placed into the Space Port card deck (which
then is reshuffled) if he is “evicted” by the Fleet Admiral
or Nano-Computer. (See descriptions of those Space
Ship Extra cards below).
• Colony Ship (one card), movement (M) +4 (Built to carry
huge populations over long intergalactic distances).
• Fighter Ship (eight cards), movement (M) +2 (Longrange
war ship that also can do some colonization) Can
be armed with Laser Beam and/or Photon Torpedo
(Space Ship Extra cards).
• Flash-jets, Space Ship Extra with Continuing Effect.
Play this card at any time on any one of your Space
Ships (except a Colony Ship). Flash-jets increase the
M-number of that Space Ship by +1 (thus, an M+0
becomes an M+1, an M+1 becomes an M+2, and an
M+2 becomes an M+3). However, because no Space
Ship is allowed to move further than M+4, the Flash-jets
have no effect and can not be used on a Colony Ship.
Also, your Space Ship does not have to be on a Home
Planet to add the Flash-jets.
• Fleet Admiral, Space Ship Extra with Continuing Effect.
Play this card at any time on any one of your Space
Ship cards. This card keeps an opponent from playing
or reassigning Captain Rookie onto your ship. You
also can immediately play this card to “evict” Captain
Rookie from a Space Ship. When this happens, you can
either reassign Captain Rookie (at no additional cost)
to another player’s Space Ship, or place the Captain
Rookie card into the Space Port card deck and then
reshuffle the deck.
• Flying Saucer (two cards), movement (M) +2 (Based
on captured alien design, this craft goes where no other
ships dare). A Flying Saucer can begin and end its turn in
Deep Space (any square on the game board not covered
by a Space tile).
• Laser Beam (O), Space Ship Extra with continuing
effect but only action phase allowed when you use
it. Immediately after drawing and placing your Space
tiles, play this card only on an M+3 Star Cruiser or M+2
Fighter Ship. This Space Ship now can destroy on the
next or any future turn any opponent’s Space Probe,
Space Pirate, Space Ship, or Space Station (including
any Space Ship on it) within the M-number movement
range of your Space Ship. When using the Laser Beam,
you do not move your Space Ship; instead, just “fire”
the laser beam. Other than drawing and placing your
Space tiles, this is the only action phase activity you can
do during the turn when you choose to use the Laser
Beam.
• Nano-computer, Space Ship Extra with continuing
effect. Play at any time on one of your Space Ships.
This card keeps an opponent from playing or reassigning
Captain Rookie onto your Space Ship. If Captain Rookie
is already on the Space Ship when you play this card,
remove him and place his card into the Space Port card
deck and then reshuffle the deck.• Photon Torpedo, Space Ship Extra with continuing
effect. Play this card on any Star Cruiser or Fighter Space
Ship. It allows that Space Ship to blast an opponent’s
Space Pirate off of a Space Path. The attacking Space
Ship must be located on any discovered or undiscovered
Planet that is connected to the Space Path on which the
Space Pirate is located. The Space Pirate is immediately
removed. After using the Photon Torpedo, the Space Ship
with this weapon must remain on the Planet it started on
or move to the next Planet on the Space Path previously
occupied by the Space Pirate. This is the only Space
Ship movement allowed this turn.
• Pirate Crew, Space Ship Extra with continuing effect.
Play this card on any Space Ship in your fleet. It allows
you to take one card (sight unseen) from an opponent’s
hand whenever your Space Ship ends its move on the
same Space tile as that player’s Space Ship.
• Scout Ship (four cards), movement (M) +1 (Once mass
produced in large quantities, but now no more). A Scout
Ship can begin and end its turn in Deep Space (any
square on the game board not covered by a Space tile).
• Space Shuttle (two cards), movement (M) +0 (These
small craft were the forerunners of all other Space Ships).
A Shuttle can only move on a Space Path. It can never
travel into Deep Space or move to an adjacent Space tile
that is not connected by a Space Path.
• Star Cruiser (two cards), movement (M) +3 (State-ofthe-
art fighting ship used for deep space exploration). Can
be armed with a Laser Beam and/or Photon Torpedo. A
player can have only one Space Ship with a value of +3
or +4 in play at the same time.
• Star-T Ship (four cards), movement (M) +1 (Although
short-range, these space craft are highly maneuverable).
Each player begins Amazing Space Venture™ with one of
these Space Ships.
Overview of the 88 Tiles
Nine (9) “starting” Planet tiles (each with a white back with blue
logo) are placed face up on the game board at the beginning of
the game, as described in rule 3A, Set Up. They include:
• Four 4-point Home Planet tiles, one in each color
• Four 5-point grey corner Planet tiles
• One 5-point “earth-like” center Planet tile
79 Space tiles (each with a blue back with white logo) are used
to create the ever changing, unique universes that are important
to the play and enjoyment of Amazing Space VentureTM. They
include:
• 20 Space tiles with 21 Planets (eleven tiles with a 1-
point Planet; six tiles with seven 2-point Planets, because
one tile has two Planets; and three tiles with a 3-point
Planet)
• 25 Space tiles with red Space Paths (9 are straight paths,
12 have right angles, three end in a starry Galaxy or end
in the middle of the tile, and one has two right angles.
Twelve also contain parts of a starry Galaxy)
• 23 Space tiles with starry Galaxies on one or more sides
• Four "Deep Space" tiles with no Planets, Space Paths or
starry Galaxies
• Four Sun tiles that, when drawn, score 1, 2, 3 and 4
points, and allow the drawing of another Space tile
• Three Special Quest tiles that provide secret missions to
achieve for extra points
Two of the above Space tiles have spiral "Worm Holes" on them
which allow a Space Ship or Flying Saucer to travel in one move
into one hole and out of another located either on the game board
or on another Space tile. Also, one of the above Space tiles has
a large Black Hole that abruptly ends the two red Space Paths
leading into it.
In a two player game, each player draws and places 3 Space tiles
per turn. Thus, each player should get to play 12 turns per game.
In a three player game, each player draws 2 Space tiles per turn,
and also should expect to get 12 turns to play. In a four player
game, each player draws 2 Space tiles per turn but should expect
to get only 9 turns to play. For longer or shorter games, you can
increase or decrease the number of Space tiles drawn. However,
never draw more than 3 Space tiles per player per turn.
Acknowledgements
For taking time to look at, review, and/or offer advice about
Amazing Space VentureTM, special thanks to Ed Evans, Proprietor
of All Things Fun; Dirk Geilenkeuser of Hans Im Glueck Verlag;
Eric Hautemont of Days of Wonder; Jay Tummelson of Rio Grande
Games; and Zev Shlasinger of Z-man Games.
Also, deepest appreciation to the following play testers who helped
make a “good” game a “great” game: Craig Brown, Rob and
Kathy Gregorio, Chris and Aimee Lemmer, Matthew LeShay,
Maxine LeShay, Stephen B. Patrick Esq., Juri and Connie Randmaa,
and Zev Shlasinger’s play test group.
Thanks to Dr. Robert Edelson (once affiliated with SETI, the Search
for Extra Terrestrial Life) who says that everything in this game “possibly could be for real?”; Susan “Eagle Eye” Ludwig, Stephen
B. Patrick Esq., John Szczechowski, and the clairvoyant Madam
Maxine, mystic leader of Planet X’am, for proofreading the final
rules for clarity, correctness, conciseness, and completeness.
Finally, and most importantly, this game is dedicated to the
memory of my parents, Elsie and Andrew LeShay, who continually
encouraged and appreciated my creativity.
Click on either of these two links for a 17-minute video-preview-tutorial on how to play Amazing Space Venture:
Video 1
Video 2
Complete descriptions and explanations of all 138 playing cards and 88 Space tiles are included, along with a Table of Contents, in the actual rules that come with the game.
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