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Dark Matter (Reglas) - Rules, Ver 7 (Sept 2015)
Dark Matter (Reglas) - Rules, Ver 7 (Sept 2015)
FACE
Terraforming cost
Special skill
Improvement cost
Victory Points Value
Defense value
Reverse Victory Points Value
Upper zone
Skills
Initiative value
Improvement cost
Reduction values
Victory Points
Victory Points
Improvement cost
OBJECTIVE • 3 Matter Cards (one of each kind: so players cannot see what the next
Cavorite – Green edge / Antimatter card will be. Only the final card from
OF THE GAME – Red edge / Dark matter – Purple the deck will be common knowledge
A game of Dark Matter takes place over edge). amongst the players.
four complete rounds. During a round, • If players choose to play with the
each player takes one turn. At the end Civilization Cards variant, they GAME ROUNDS
of the fourth round, the game ends and choose one each at random. At the
players count up their victory points. beginning of the game, the players Each game round sees every player
The player with the total highest score place the cards in their hands in a take one turn. Once all players have
is the winner. way that the Upper Reverse zone has completed their turns, the round ends
the initiative value of 3. and a new one starts. Each turn takes
place over three phases:
SETTING UP THE
• Resource phase
GAME Planet Cards are shuffled with the Face
• Action phase
side up. Four Planet Cards are set in the
Each player takes the following: middle of the table where all players can • Final phase
• 4 Resource Gems reach. The remaining Planet Cards are Players cannot play any action outside
placed to the side to form a deck. When of their turn.
• 1 Diplomacy Card (or two diplomacy
the next Planet Card is required, it must
cards if only two people are playing)
be taken from the bottom of that deck
MATTER CARD ICONS Spins another player’s card, this does not
count as if they had played a Matter Card
Miniatures in this turn.
The Matter Cards have the following zone of another player, so their Diplomacy
skill icons: Card is not used. Nevertheless, playing USING THE SKILLS SHOWN ON
this action costs 1 resource gem as usual, PLANET CARDS
Resource regardless of who owns the card.
Planets belonging to the player
The player gets one Resour-
ce Gem. They must put it
Politics A player can use the skills of any planet
aside as it Resource Gems The player Flips any under their control at any time during
cannot be used in the same Matter Card they choose, their turn. Using these skills do not
turn they are earned. At the end of their turn, belonging either to cost any resource gems. The card
the player then takes any Resource Gems themselves or any another must be turned 90º to indicate when
they have earned. player. When this skill is used and the player a Planet Card’s skill is used that turn.
Flips another player’s card, this does not If the planet is an improved planet, at
Improvement count as if they had played a Matter Card
the end of the turn the Planet Card
The player gets zone of another player, so their Diplomacy
returns to the original position and
1 improvement point, Card is not used. Nevertheless, playing
this action costs 1 resource gem as usual,
can be used again on the next turn. If
used to improve one
planet under their control. regardless of who owns the card. the planet has not been improved, it
remains turned sideways until either
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