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12 Parsecs

12 Parsecs Rulebook

Table of Contents

Table of Contents

  • Goal
  • Setup
  • How to Play
  • Symbols
  • Placing Numbers
  • Stations and Academies
  • Adding Fuel and Cadets
  • Completing Ships
  • Upgrades
  • Scoring

Goal

The goal of the game is to score points by building three (or more) space ships. To build a space ship, you must first build it using numbers taken from the dice rolls, and also supply it with a certain number of cadets and fuel.

When a player has completed three ships, the game ends and the completed and unfinished ships are counted, along with surplus cadets and fuel.

Setup

Give each player a score sheet and a pencil or pen.

Have three six-sided dice at hand.

Shuffle the upgrade cards and deal three of them face up so that everyone can see them.

How to Play

During the game all players take their turns at the same time, moving on to the next turn when every player has finished.

Each turn consists of the same steps:

  1. Roll the dice.
  2. Place the numbers.
  3. Mark fuel stations or space academies.
  4. Add cadets and fuel.
  5. Keep surplus and use bonuses/upgrades.

If during or at the end of a turn any player has completed 3 of their space ships (or more), the game is over, and you must move on to scoring after all the other players have finished their turns.

Symbols

The sheet shows two symbols:

  • Fuel
  • Cadet

Placing Numbers

Any player begins a turn by rolling three dice. Each player independently chooses any two of the three dice to form one or two numbers (for example, 2 + 4 becomes 24 and 42). These numbers are added to one space ship, or split between two ships.

Numbers must be placed in ascending or descending order (placing repeated numbers next to each other is allowed). Note that ship 3 already has two numbers (43-34). If you have obtained only one number (11, 22, 33, etc.), place it only once. If you cannot place a number, nothing happens.

The sheet's examples show ship 3 with 24 placed, and ship 3 with 43 and 34 already printed at the bottom. Ship 4 shows 42 placed in its lower section.

Stations and Academies

After placing one or two numbers on ships (or skipping numbers that cannot be placed), all players use the unused third die (depending on which two they chose earlier) to fill the corresponding number of boxes next to fuel stations or space academy spaces (without splitting).

When all the boxes are filled, circle the fuel or the cadet. Note that one fuel station is already ready when you start the game.

Adding Fuel and Cadets

After using the third die, cadets and fuel are added to ships depending on the cadets and fuel that are circled by your stations and academies. For example, one circled fuel element means adding one fuel.

You may use cadets and fuel on one ship, or distribute them across several ships. You must use all available cadets and fuel on your turn.

If you do not want to (or cannot) add fuel or cadets to your ships, you may mark the surplus spaces at the end of the track to keep them, worth 1 point each at the end of the game.

Completing Ships

A ship is complete when all of its spaces are filled with numbers and all of its cadet and fuel spaces are filled. Building three ships means that the current round will be the last, although all players still finish their turns.

When a ship is built, cross out (circle) its acceleration and immediately apply the effect:

  • Mark one progress on your academies/stations.
  • Add a number of your choice to any permitted space on a ship.
  • Complete your next academy/station.

Upgrades

Three upgrade cards give the option of an upgrade. Complete the stated goal to receive the upgrade shown at the bottom of the card.

Scoring

Each player gets 10 points for each filled space on completed ships, and 5 points for each filled space on unfinished ships. Each surplus fuel and each cadet also scores one point.