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INSTRUCCIONES DEL JUEGO / RULEBOOK

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MORE THAN THREE PLANET CARDS
COMPONENTS
MILLENNIA HAVE PASSED
SINCE THE HUMAN RACE During the game, Planet Cards generate
FIRST LEFT ITS NATIVE resources or skills. At the end of the
1 FIRST PLAYER MARKER game, they are used to calculate Victory
PLANET. THE DISCOVERY
4 DIPLOMACY CARDS Points and determine who wins the
OF THE SOPHIA
16 VALUE 1” RESOURCE GEMS game.
TRIAD TRANSFORMED
8 VALUE 5” RESOURCE GEMS
SCIENTIFIC THEORIES
INTO FACTS, PROVING
40 SOLDIER MINIATURES MATTER CARDS
20 PLANET CARDS
RESULTS THAT Matter Cards are used by players
12 MATTER CARDS
WERE THOUGHT TO throughout the game. They are divided
4 CIVILIZATION CARDS
PREVIOUSLY HAVE BEEN in three groups determined by the
IMPOSSIBLE. INCREDIBLE color of the card’s edge: Cavorite
IDEAS WERE TESTED AND (green edge), Antimatter (red edge) and
EXPERIMENTED UPON TO FIRST Dark Matter (purple edge). Each player
PROVE THEIR VIABILITY
AND EVERY TIME THE
PLAYER is dealt one of each kind at the start of
play.
SCIENTISTS’ METHODS MARKER
MET WITH SUCCESS. This Marker indicates CIVILIZATION
who is the first player in
any given round. CARDS
NOW, HUNDREDS OF Before the game starts, players should
CULTURES STRETCH
ACROSS THE GALAXIES, DIPLOMACY CARDS choose whether to play with the
civilization cards or not - see “Variants”
EACH ONE BORN AT Each player has a Diplomacy Card (two section at the end of this rule book.
THE DAWN OF SPACE Diplomacy Cards each in a two player Civilization Cards give extra Victory
NAVIGATION AND game). They are used to negotiate with Points if the requirements shown are
EVOLVED BY THE POWER and gain resources from other players. met during the game.
OF THE THREE MATTERS. The card indicates that a player has
THEY COMPETE used the Matter Cards belonging to
FOR EACH PLANET another player. SOLDIER
DOTTED THROUGHOUT
THOUSANDS OF SOLAR
MINIATURES
SYSTEMS. WHETHER OR
RESOURCE These are used to
NOT THE PLANET IS ABLE GEMS represent attacks on
5pt
TO SUSTAIN LIFE WHEN other players’ Planets.
These represent each
IT IS FIRST DISCOVERED 1pt player’s power and
MATTERS LITTLE. THE are used to pay for
ONLY IMPORTANT THING Actions.
IS TO TERRAFORM THAT
PLANET BEFORE ANYONE
ELSE CAN.

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PLANET CARDS IN DETAIL
Each card has different characteristics, as shown on the face and back. They are:

FACE

Terraforming cost

Special skill

Improvement cost
Victory Points Value

Defense value
Reverse Victory Points Value

Reverse Victory Points Value

Note: The face side of a


BACK Planet Card also shows the
back side’s Defense and
Victory Points Values, but
these numbers should not
Special skill be used until the Planet
is Improved. They are for
reference only.

Victory Points Value Defense value

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MATTER CARDS IN DETAIL
Each Matter Card is divided in 4 zones: Upper Face, Lower Face, Upper Back and Lower Back.
The Face side is visible to the card’s owner.
The Back side is visible to all other players.
In the game, Matter Cards change positions in players’ hands, meaning different zones will be visible at different times. If a
Matter Card changes position, the zones remain in place.
The Matter Cards show Initiative Value and Skills, as shown in the image below.

Upper zone

Skills
Initiative value

Skills Initiative value

At the start of the game,


Matter Cards must be set
up so the initiative value 3
is in the Upper Back zone Lower zone
and the initiative value
of 1 is in the Lower Back
zone.

PLAYING THE MATTER CARDS


Matter Cards change their positions in the players’ hands Spin: Rotate the card 180 degrees, shifting the Upper zone to
depending on how they are played. The Matter Cards only the Lower zone and vice versa.
change their positions when affected by a game action. Cards
Flip: Turn a card to its opposite side, so the Back is now the
can either be Flipped or Spun.
Face and vice versa.

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CIVILIZATION CARDS IN DETAIL
FACE BACK

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

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INITIATIVE ACTION PHASE Even if you are performing two skills,
the maximum you will pay is one
The first player in the first round is In the action phase a player can: resource gem. When the player needs
chosen at random, and they are given to perform more than one skill to play
• Play the skills shown
the First Player Marker. Play then an action, such as terraforming a planet,
on the Matter Cards
continues in clockwise order. they must pay one resource gem per
• that they are holding, and/or
For the following rounds, the first player • that belong to the other players each matter card’s zone they are using.
is whoever has the highest total initiative If a player cannot pay resource gems,
value in the Upper Rear zone of their • Use the Planet Cards skills they cannot perform any actions.
Matter Cards at the beginning of the • that belong to them, and/or Every time a player uses one of their
round. Play then continues clockwise • that belong to the other players Matter Cards, when the action is
around the table. Continue until all complete, they must Flip the Matter
players have played their turns. • Perform a Special Maneuver Cards they used (so the Upper Face
Example: Player A’s cards at the start of zone becomes the Upper Back zone
round two show initiative values of 3, 1 The actions that can be performed are: and vice versa.
and 2 in the Upper Rear zones of their Example: Player A wants to terraform a
• Terraform a planet
Matter Cards. Player B shows initiative planet at a cost of 1 Cavorite point and 1
• Improve a controlled planet
values of 2, 2 and 1. Player C has 1, 2 and Dark Matter point. She plays two of her
• Recruit soldiers
1. Player D has 3, 3 and 2. The first player cards, the first to get 1 Cavorite point and
• Spin matter cards
in this round is Player D. the second to get 1 Dark Matter point.
• Flip matter cards
Note: If there is a tie in the result of She then pays 1 gem per each zone that
the initiative values between several Note: To perform these actions it is she played – a total of 2 Resource Gems.
players, the first player is the one more than likely that using several Although she played two different zone’s
closest to whoever was the first player different skills will be necessary. cards, this means only 1 action: terraform
in the previous round (in clockwise the planet.
order). If one of the players in the tie USING THE SKILLS SHOWN ON Players cannot use the same Matter
was the first player in the previous MATTER CARDS Card more than once during an action.
round, they remain the first player for All the actions performed with Matter When the action is finished, a Matter
this new round. Cards must be paid for with Resource Card can be used again, even if you
Gems, no matter who owns the cards. wish to use the same skill – as long as
RESOURCE PHASE the card is in the right position to do so,
For Matter Cards belonging to the this is allowed in play. Any unused skills
In this phase, each player takes as
player are lost at the end of an action. A card
many resource gems as the number of
the round. In other words, in the first A player can play whatever skill they cannot be played (and/or Flipped) until
round they take one gem; in the second wish, as long as it is shown on the at least one of its skills is used. If a zone
round they take two gems, and so on. Upper Face zone of one of their Matter has two skills, the player can use only
These resource gems can be played in Cards. The Matter Cards zones show one – the other is lost.
the same round as they are taken. either one or two skills. Every time a
Matter Card’s skill is played, the player
must pay one resource gem.

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For Matter Cards belonging to other
players Cavorite Sophia Matter
The player gets 1 point of The player gets 1 point
A player can play the skills from the Cavorite. of their choice of either
Upper Back zone (the side that all Cavorite, Antimatter or Dark
players can see) of the Matter Cards of Matter.
any player. They must pay one resource
gem as usual, but in this case the card
Antimatter Soldier
is not Flipped but Spun once the action
is done. The Upper zone becomes to The player gets 1 point of The player gets one Soldier
Antimatter. Miniature per each Soldier
the Lower zone and vice versa.
icon in the chosen card
The owner of the card then turns their zone. Unlike the Resource
Diplomacy Card over to indicate that Gems rule, the Soldier Miniatures can be
the current active player has used once used in the same turn as they are earned.
Dark Matter
their cards. A player can play only one Earning Soldier Miniatures can be only
The player gets 1 point of
Matter Card per each opponent each perfomed once per turn, either with Matter
Dark Matter.
turn. The Diplomacy Card serves solely Cards and/or Planet Cards.
as a reminder. If only two people are Example: Player A plays 2 zones of Matter
playing, they each have two Diplomacy Cards from their hand and earns one Soldier
Hero Miniature for each zone. They also play an
Cards. They may use two of their
opponent’s cards, each time turning The player Spins any opponent’s card, receiving another Soldier
Matter Card they choose, Miniature. The total cost is 3 resource gems,
one diplomacy card over to indicate it
belonging either to 1 per each zone played, for a total of 3
has been used.
themselves or any another Soldier Miniatures. This means that Player
player. When this skill is used and the player A cannot play more actions to get Soldier

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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the end of the game or when it is Example: Player A has 5 Soldier Example: Player A wants to terraform the
improved. Miniatures. They want to use the special planet with a cost of one point of Cavorite
skill of a planet controlled by Player B and one point of Dark Matter. They pay one
Like Matter Cards, many Planet Cards
that shows a Resource icon and has Resource Gem and use the Upper Face zone
have skills that can be used during a of one of their cards to earn one point of
turn. Some are shared, as shown in a defense value of 2. Player A takes 2
Cavorite, Flipping the card. They pay a second
the previous section, but some Planet Soldier Miniatures and places them on
Resource Gem and use the Upper Back
Cards have unique special skills. Player B’s Planet Card. Player A earns zone of an opponent’s Matter Card, earning
one Resource Gem which is set aside one point of Dark Matter, Spinning the card.
(as it cannot be used this turn). Player Their opponent turns their Diplomacy Card
A cannot place more Soldier Miniatures
PLANET CARD on the Planet Card to get more resource
to indicate that their cards have been used.
Player A takes the now claimed Planet Card
ICONS gems as there are already Soldier and sets it in their play zone.
Miniatures there. When a Planet Card has Sophia Matter as a
Diplomacy
cost, the current player must choose from
This skill allows the player Note: Diplomacy Cards are not turned
the other matter costs of that planet and
to use an already spent when using skill on a planet card. copy it. If the Planet Card only has Sophia
Diplomacy Card again, so Matter as a cost, this must be paid for using
the current player can use SPECIAL MANEUVER
a set Matter of the same kind – for instance,
an opponent’s Matter Card
On their turn, a player can use a three Sophia Matter can be covered using
once more. three Cavorite.
Resource Gem to Spin one of their own
Matter Cards. They cannot Spin other Example: A planet has a terraforming cost of
Planets belonging to the other players’ Matter Cards, or Flip any Matter one point of Cavorite, one point of Dark Matter
players Cards regardless of who holds them. and one point of Sophia Matter. The player can
pay two points of Cavorite and one point of
A player can use the skill shown on
Dark Matter, or one point of Cavorite and two
another player’s Planet Card at any time
points of Dark Matter to terraform the planet.
in their turn. To do so, the current player
must place as many Soldier Miniatures
ACTIONS Example Two: A planet has a terraforming
on the target Planet Card as indicated During the action phase a player may cost of 2 points of Sophia Matter. The player
by the current defense value. Whether perform as many actions as they wish. can pay two points of Cavorite, or two points
These are: of Dark Matter, or two points of Antimatter to
the Planet Card is turned (because
terraform the planet.
it has been used) is irrelevant. When TERRAFORM PLANET
the current player performs another IMPROVE A CONTROLLED PLANET
Pay the terraforming cost of one of the four
player’s Planet Card skill, this does not planets in the middle of the playing area To improve a planet already controlled by a
mean this planet has been used, so the to terraform and gain control of it. If you player, they must pay as many improvement
planet remains in the same position as perform this action, spend Matter points, points as indicated on the Planet Card. On
before. It must not be turned after being then take the Planet Card and sets it in front doing so, they then turn the Planet Card
attacked with Soldier Miniatures. of you. A player cannot control more than over. From now onwards, the player uses the
five planets in a game. Once they terraform new values indicated on the improved Planet
If a Planet Card already has Soldier a fifth planet, they cannot terraform anymore Card.
Miniatures in place, it is not possible in the game. Example: Player A controls a planet
to use that planet anymore during that worth three Victory Points which has an
In a two-player game, each player can
turn. A player can only use a planet control up to seven planets. improvement cost of 2. They play two cards
once per turn. from their hand, earning one improvement

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point from each card, for a total of two ready for the next player’s turn. Finally, score is the winner. If there is a tie, the
improvement points. They pay two Resource the Planet Cards in the center of the tied players total the initiative value of
Gems, then Flip both cards used. The two table are refilled so four are showing. the Back Upper zone of their cards (in
improvement points improves their controlled Remember, any new Planet Cards are the position the cards were at the end
planet, which is now worth six Victory Points. of the game) then add this value to their
to be taken from the bottom of the
If a player improves a Planet Card that deck. Victory Points. If the tie remains, all tied
previously been turned 90º when their players are declared joint winners.
turn began, this planet is improved and Play then passes to the next player
straightened, meaning its special skill could clockwise around the table. If all
be used in this turn. players have completed their turns, VARIANTS
Play then passes to the next player the round ends. If the fourth round has
clockwise around the table. If all players been completed, the game ends. CIVILIZATION CARDS
have completed their turns, the round ends. (an expansion to the basic game)
If the fourth round has been completed, the
game ends.
ENDING THE GAME At the start of play, each player takes
If the planet has already been used in one Civilization Card at random and
When all players have played in the
the player’s current turn and they choose fourth round, the game comes to an sets it in front of them, face side up.
to improve the planet, then the card is end and it is time to count up your On their turn, a player can pay the
improved but not straightened until the start Victory Points. Each player scores for: improvement cost of their Civilization
of the player’s next turn.
• Terraformed planets: Card, then can turn the card over. The
Recruit soldiers
The player gets as many Victory player must pay the total improvement
See Soldier in “Matter card icons” section.
Points as indicated by the planets they cost in one go. At the end of the game if
Flip matter cards control. the Civilization Card has been improved,
See Politics in “Matter card icons” section. the player gains 10 Victory Points.
• Resource gems:
Spin matter cards The player gets 1 Victory Point per
See Hero in “Matter card icons” section. each Resource Gem they hold at the Civilization Cards
end of the game. have four reduction values:

FINAL PHASE • Planets with soldiers: Reduction


The players place their Soldier by planets
When a player cannot play or does Miniatures on Planet Cards they
not want to perform any more actions, control. For each planet that contains If the player controls a
their action phase ends and they move as many Soldier Miniatures as the number of planets equal
to that turn’s final phase. The player indicated defense value on the card, to or higher than the
reclaims their Soldier Miniatures from the player gets 2 Victory Points per indicated value, they do not have to pay
any opponents’ Planet Cards, add any improved planet, and 1 Victory Point the matter point cost above this value
new Resource Gems earned during per unimproved planet. If the Planet when improving their Civilization Card.
their turn to those held previously, and Card doesn’t have a defense value, the
then straightens any improved planets player must place 5 Soldier Miniatures
they control. The planets used in this to get 3 Victory Points if the planet has
turn that are not improved remain been improved, or 1 Victory Point if
turned. Any used Diplomacy Cards the planet is unimproved.
are returned to the unused position, The player who gets the highest total

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Reduction the player had 6 or more Resource EXPLORING
by resources Gems, they would have paid only 1 THE BLACK HOLE
Cavorite point, 1 Antimatter point and
If the player controls a In this variant, after every final phase,
2 Improvement points to improve their
number of Resource after getting back their Soldier
Civilization Card.
Gems equal to or higher Miniatures, players may take whatever
than the indicated value, they do not The Civilization Card is improved and number of Soldier Miniatures and put
have to pay the matter point cost the player gains an extra 10 points at the them in an opaque bag or box (not
above this value when improving their end of the game. provided). Players cannot check the
Civilization Card. amount of Soldier Miniatures they have
At the end of the game, all unimproved
Reduction Civilization Cards score as many stored away. At the end of the game,
by Soldier Victory Points as indicated in the all players reveal the amount of Soldier
Miniatures requirements for reduction values that Miniatures that have been hidden
have been completed. over the course of play. The player or
If the player controls players with the most Soldier Miniatures
a number of Soldier Example: The player from the previous
receive 10 Victory Points. The player
Miniatures equal to or higher than the example does not manage to improve
with the second highest amount gets 6
indicated value, they do not have to their Civilization Card. Checking their
Victory Points. The next lowest amount
pay the matter point cost above this reduction values, they control 5 planets,
scores 4 and the lowest one gains 2
value when improving their Civilization and since the requirement is 4 or more
Victory Points. If a player has no Soldier
Card. they gain 2 Victory Points. They have
Miniatures stored, they do not get any
only 2 soldier miniatures, so scores
Victory Points, no matter their position
Reduction nothing from them. Their planets have
in the ranking.
by planets defense a total defense value of 8, so they gain
If the player controls a further 2 Victory Points. In total, they
have scored 4 extra Victory Points with UNLIMITED
planets with a total
defense value equal to their Civilization Card. CONTROLLED PLANETS
or higher than the indicated value, they (recommended only for a game
do not have to pay the matter point QUICK PROCESS of 2 players)
cost above this value when improving (recommended only for a game In this variant, there is no maximum
their Civilization Card. of 2 players) amount of planets that a player
In this variant, Resource Gems are can terraform. Players can still only
Example: Player A has a Civilization
available to be used in the same turn as terraform a maximum of four planets
Card with an improvement cost of 3
they are earned. per turn, since there are still only four
Cavorite points, 2 Dark Matter points,
1 Antimatter point, and 2 Improvement planets in the table. In the final phase,
points. This player controls 4 Planets,
POWERFUL PLANETS the Planet Cards are redrawn back to
has 3 Resource Gems, and 3 Soldier four cards in the middle of the table.
In this variant, Resource Gems earned
Miniatures. Their planets total joint through skills shown on Planet Cards
defense value is 5. are available to be used immediately.
Resource Gems earned through use
The final cost to improve this Civilization
of Matter Cards cannot be used on the
Card is: 2 Cavorite points, 1 Antimatter
same turn, as usual.
point and 2 Improvement points. If

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CREDITS
Design: Óscar Arévalo
Additional Ideas: Raquel Puerto, Servando Carballar y Marta Cervera
Illustrations: Víctor Pérez Corbella
Graphic design and rulebook design: Priority Soluciones Gráficas
Play testers: Servando Carballar, Marta Cervera, Raquel Puerto, Lola V. Sánchez, Alejandro Muñoz,
David Gómez, Anita DP, Mewi DP, Carlos Batto, José Alberca, Rachel Atopen, Pedro de Oro, Yurika
Katsu, Fanny Sarasola, Irene Molina, Víctor Diéguez, Ana Dors, Jorge Nieva, José Manzano, Álvaro de
Parra, Alberto Lunabia y Alejandra Bukowski.
Animated Make Robot design by zefram.
Licensed under the Creative Commons. Avaliable at: http://www.thingiverse.com/zefram/

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