Race To The Red Planet

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RACE TO THE RED PLANETRULEBOOK

OBJECT OF THE GAMEIn Race to the Red Planet your goal is to completea mission to Mars. Once you reach Mars, youbecome a Martian and must eliminate everyone.The last player standing is the champion.M AT E R I A L S14 Pirates (red pieces)6 Ships (colored pieces)1 Gameboard2 Dice8 Ship Cards60Science Cards60 Event Cards50 SalvageCoinsGAME SETUP1.Roll a die to see who goes first. Turns moveclockwise. Next, shuffle the Science and EventCards and place them facedown in theirrespective positions. Place the top 3 ScienceCards face up in the numbered positions nextto the Science deck. Place 4 Salvage Coins oneach S tile and keep the rest of them close.2.Each player must place a pirate anywhere onthe board. Players may not place a pirate onthe surface of Earth.3.Each player must choose a Ship Card atrandom, they will keep this for the rest of thegame. Place the remaining Ship Cards to theside, you will not need these again.4.All players may place their pieces anywhereon the starting Earth tile, this acts as a singlespace from which players can leaveanywhere.1

THE GAMEBOARDGreen grid lines outline tiles that are on Earth’ssurfaceBlue grid lines outline tiles that are affected bythe gravity of a celestial bodyThe small arrows on each of these tilesindicate the direction in which gravitywill move a player’s piece at the endof that player’s movementDiagonally hatched tiles indicate anoverlap between gravity fields andhave no gravitational pullBold white lines outline the rim of the DebrisField; S tiles are included in the Debris FieldThe ISS, all moons, and all asteroids cannot bemoved through and any player who ends theirturn on these tiles will crashTiles labeled with the letter S allow the playerto acquire 4 additional Salvage Coins (but canonly be used once per game)Any player cannot utilize more than 1 Stile per gameRed grid lines outline the gravitational field ofMars, ending a turn in this area will result indeath for any non-Martian playerMars acts as a single space from whichplayers can leave anywhere2

MOVEMENTRoll a die to move; you may only moveorthogonally. If the player rolls a 1 they do notmove and instead draw an Event Card.A player cannot go back over a tile that theyhave already passed through during their turn(ignoring the effects of gravity).In order to move off of a Debris Field tile,players must roll a 1 with the second die. EachScience Card they possess increases thenumbers that they can roll. Rolling off of DebrisField tiles takes place after the movement diehas already been rolled.Example: A player with 2 Science Cards canroll a 1, 2, or 3 to successfully roll off of a DebrisField tile. This is because they have 1 Ship Cardand 2 Science Cards.Gravity moves players 1 tile towards the centerof its field at the end of their movement.If gravity moves the player onto the ISS or anycelestial body, the player dies.3

D E AT HIn the event of any death, players will return toEarth (or Mars if they are a Martian)Dying in the Debris Field allows the player tocollect 4 additional Salvage CoinsCrashing into the ISS or any celestial bodyresults in death and, with the exception ofEarth, the collection of 1 Salvage CoinIf a player dies as a result of an Event Card,they gain 2 additional Salvage Coins whenthey are sent back to EarthP L AY E R S TAT SMovement and combat cannot be increasedby any more than 2 or decreased by any morethan 1Combat buffs apply to human playersas well as piratesAfter acquiring 5 Science Cards, aplayer is no longer affected by gravityand can freely pass through the DebrisFieldAfter acquiring 10 Science Cards aplayer gains 1 combat, ignoring thecapAfter acquiring 15 Science Cards aplayer gains 1 movement, ignoringthe cap4

C O M B ATPlayers must attack each other if the aggressorends their turn on the same tile as anotherplayerPlayers must roll a die when in combat.The player who rolls the higher numberwins and collects 3 additional SalvageCoinsThe losing player dies and goes back toEarth, collecting nothingIn the event of a tie the defenderalways wins (and still gets their spoils)In order to engage in combat with a pirate,the player must move through the tile that thepirate is onA player must roll a 4 or higher inorder to kill a pirate and continue theirmove, rolling a 3 or lower will resultin death for the playerUpon defeating a pirate, remove thepirate from the board and collect 2additional Salvage CoinsIf a pirate defeats a player in combat,place 1 Salvage Coin on that pirate’stile. These Salvage Coins mayaccumulate indefinitely until the pirateis defeated. The player who defeatsthis pirate collects the accumulatedSalvage Coins and the default 2.5

CARDS AND COINS BASICSEvent Cards are discarded after they are readunless the card says otherwiseReshuffle the deck of Event Cards ifthey run outWhen the deck of Science Cards runs out, anyactions that would normally yield a player anadditional Science Card no longer doThe Science Cards of players who havebeen eliminated are no longer in playand are not placed back into theScience Card deckSalvage Coins can be spent in 3 ways:Players may spend 2 Salvage Coins tonegate any Event Card that they drawPlayers may spend 4 Salvage Coins togain the top card of the Science CarddeckPlayers may spend a cetain number ofSalvage Coins indicated on the card togain that Science Card at any pointduring their turnSpecial Occurrence: Players cannot use therepair bot Event Card to repair themselves inan area where they would naturally die. Thisincludes the Martian atmosphere, the ISS, andany celestial bodies.6

CARDSCard NameCard TypeDescriptionSalvage CoinCost (only forScience Cards)If a player has a card that allows them tomove as well as draw an Event Card whenrolling a 1, they must move before they drawtheir Event CardIf a player rolls a 1 from a re-roll Event Card,they must draw another Event CardCards that only take effect when attacking areonly useful to the agressor in combatCards that only take effect when defendingare useful to the victim in combatReplace any face up Science Cards thatplayers purchase with the current top card ofthe Science Card deck7

VICTORYWhen a player reaches Mars they must draw 5additional Science Cards off of the top of theScience Card deck. They are now a Martian.There can be multiple Martians.The goal of a Martian is to eliminate theremaining players; a player must be the lastplayer left in order to win.When a Martian defeats any otherplayer in combat, the defeated playeris eliminated from the game and canno longer playAll Martians are immune to the atmosphere ofMarsAny normal player who defeats a Martian incombat may collect 4 additional SalvageCoins afterwardsIf a Martian is defeated in combat bya normal player they must start theirnext turn on Mars and wait 1 turnbefore leavingA tie between 2 Martians in combat will sendthe attacker back to Mars withouteliminating them.8

ACKNOWLEDGEMENTSGAME DESIGNERSBrian HusselRoberto RitgerJason SimpsonJacob WoomerSPECIAL THANKSCourtney BellishAlex LebadevJoe BurnettMegan LinardChristian CoppolettiJJ MizerJonathon DerschAllison NiemanSeth EmersonDerek RiceJake HaaseMadeline SmithEric HartkopfJC StattJose JacoboCatherine WarrenSeth KleinJohn Wells9

ENJOY!

There can be multiple Martians. The goal of a Martian is to eliminate the remaining players; a player must be the last player left in order to win. When a Martian defeats any other player in combat, the defeated player is eliminated from the game and can no longer play All Martians are immune to the atmosphere of Mars

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