The near future, in a galaxy not so far away... After decades of research and technological development, humanity is about to leave Earth. A system of six viable Exoplanets has been identified. To get there, there is only one possible means of transport: space portals. For reasons of physics and other quantum aspects, these portals can only be built in space.
The Confederations have therefore embarked on the construction of their own orbiting base, equipped with space portals. The leaders of the Confederations use their influence in the Odyssey command station to send as many of their colonists as possible to these exoplanets. You will play the leader of one of these Confederations. You will have to organise the work of your engineers in the Odyssey command station, supervise the layout of the new modules in your space base and above all manage the flow of colonists to your base and then to the Exoplanets.
At the end of the colonisation of the five outlying Exoplanets, the stations will be teleported to the central planet and the influence of each Confederation will be evaluated. The most influential Confederation will take control of this new system, and hold the future of humanity in its hands.
But if not, how to play?How to play?
On his turn, the active player moves one of his engineers to a control room. All players then perform the action of this arrival room, according to the number of engineers they have in it: Engineer = 1 action point, Chief Engineer = 2 action points, Robot = 1 action point.
There are 3 types of rooms/actions: Water, Vegetation and Energy Control Rooms: these allow you to move a settler from one module to another. The domain of the destination module must match the domain of the activated control room. The New Modules Room: this gives access to the space yard to choose a module to add to the base. The Airlock Room: This is used to fill an open airlock module to its maximum capacity with colonists from its reserve.
Modular space construction imposes a number of rules that players must follow. Any module added must have at least one corridor connected to the existing base. However, it is not necessary to connect all corridors. But beware, an open corridor in space will cause you to lose influence points at the end of the game. On the other hand, if there are no more open corridors in space in your base, you cannot add new modules.
How to win a game?How to win?
When the fifth Exoplanet is closed - the three Portals have been moved to Hawking and the fifth Exoplanet's Influence points have been deducted - the colonists to be deployed this turn are landed on Hawking and the game ends immediately.
The player with the highest Government Rank counter wins. If more than one counter is present on the highest occupied Rank, the position of their Colon on the Influence Wheel breaks the tie. If the tie persists, the player with the most Open Modules in his base wins.
Rule, Educational Sheet ... 2 Files Available2 Files Available
Contents of the box : 1 Odyssey Board consisting of 5 Control Rooms, 5 Action Stations to be placed on the Odyssey Board, 1 Central Exoplanet, 5 Predominance Chits, 8 Recto/Verso Exoplanets, 3 Space Portals, 4 Starting Airlock Module Tiles, 81 Module Tiles of various types, 1 Space Shipyard, 4 Reorganisation Chits. Each Confederation has : 52 counters of its own colour (Colon, Robot, Engineer, Combination Engineer), 1 Rulebook.