AstroNuts
AstroNuts Rulebook
Table of Contents
Table of Contents
Contents (Inhalt)
- 12 AstroSpaceships, 3 per colour
- 80 coins, called "Nuts" (20 per colour)
- 60 colonies, the little figures (Männchen) (15 per colour)
- 1 die
- 1 game board
- 1 rulebook
- 1 box with the action bar
Setup
Starting with the player who looks most like an alien, and proceeding clockwise, each player chooses one set of components:
- 3 AstroSpaceships
- 20 Nuts
- 15 colonies
Each player places one of their AstroSpaceships on their home planet, one of the planets in the four corners of the game board.
One colony is needed for the action bar. Then the Nuts are distributed to the planets:
- Small planets receive 2 Nuts of different colours.
- Large planets receive 3 Nuts of different colours.
The distribution is carried out by all players together, who take turns placing one coin each. To start more quickly, the Nuts may also be distributed at random.
Each player then receives 4 Nuts, one per colour. The remaining coins form the AstroBank.
Turn Sequence
First, the players determine the number of actions they can take this round. A player declares a number of actions and then rolls the die to confirm. If the result of the roll is equal to or higher than the declared number, the declared number is doubled.
Example: The player declares 3 actions and rolls a 4. In this case he has 3 × 2 = 6 actions this round.
If the result of the roll is lower than the declared number, the rolled number stands.
Example: The player declares a 5 but rolls only a 3. In this case he has only 3 actions.
The figure (Männchen) on the action bar is set accordingly.
Example: If the player has 6 actions, he sets his figure on position 6 of the action bar.
Actions
After the number of actions has been determined, the player may choose freely, in any order, from the following actions. Action points cannot be kept for the next round.
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MOVE: Moving one AstroSpaceship to an adjacent space costs 1 action. Two AstroSpaceships, of whatever colour, can never stand on the same space.
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EXTRACT (Fördern): Extracting Nuts on a planet (regardless of the number of coins) costs 1 action. The player then receives all available coins on the planet.
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COLONISE: Founding colonies on planets costs 1 action and 1 coin of any colour. The player places a figure as the marker for his colony on the planet on which his AstroSpaceship stands. Large planets can hold up to 3 colonies; small planets up to 2 colonies.
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BUILD A SHIP: Placing an AstroSpaceship on the home planet costs 1 action and 4 Nuts of different colours. If a player has two or three AstroSpaceships, he may distribute his action points freely among them.
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ATTACK: Attacking an enemy AstroSpaceship or colony costs 1 action for each attack. It may be carried out when one of the player's AstroSpaceships stands adjacent to the opponent. Both players roll the die.
- If the attacker rolls a higher result, the opposing unit is destroyed.
- If the defender's result is equal to or higher, the attack fails.
- If the attack is directed at a planet on which several targets are present, the defender chooses the target.
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TECHNOLOGY UPGRADE: Costs 4 actions and 1 Nut. There are four available technologies, represented by the colours of the Nuts:
- RED Nut: Power Laser. When attacking, the player has a bonus point (+1).
Landing on a Planet: Fate Table
When one of your AstroSpaceships lands on a planet, you must see what fate has in store for you. Roll the die twice and consult the Fate Table (Schicksalstabelle) to see what happens to you.
Example: You roll a 5, then a 4. On the Fate Table, "5-4" reads: you find an additional coin, which you may take from the AstroBank. With a result of 1-1 the AstroSpaceship is destroyed; with a 6-6 you meet the Genii of the Universe …
Note (as printed): the example above gives 5-4 as one additional coin, whereas the Fate Table entry for 5-4 below reads "3 Nuts of your choice". Both are transcribed as printed; the table entry is the one listed in the Fate Table itself.
If the first roll is a 1, you may be able to use Time Warp and roll again!
- The fate applies only in the current round.
- Coins that fate gives you are taken from the AstroBank. If there are none at that moment, the player receives nothing.
- If you own the yellow technology, Time Warp, you may roll again once per round.
Example: If you land on a planet and the first roll is a 1 … then it is time to roll again!
Fate Table — Problems on Landing (1-x)
- 1-1 Ka-Booooom! Catastrophic landing: the AstroSpaceship is destroyed. It is good to know that the player — provided he now has no AstroSpaceship left — starts again with a new AstroSpaceship from his home planet.
- 1-2 Ouch! Bad landing: in this round the AstroSpaceship can take no further actions.
- 1-3 Extraction system defective: in this round the AstroSpaceship cannot extract.
- 1-4 Colonisation system defective: in this round the AstroSpaceship cannot colonise.
- 1-5 Machine damage: in this round the AstroSpaceship can no longer be moved.
- 1-6 Laser cannons defective: in this round the AstroSpaceship cannot attack.
Fate Table — Uninhabitable Planets (2-x)
- 2-1 Toxic atmosphere: if the AstroSpaceship founds a colony in this round, the colony dies on a die roll of 1, 2 or 3.
- 2-2 Non-breathable atmosphere: if the AstroSpaceship founds a colony in this round, the colony dies on a die roll of 1 or 2.
- 2-3 Hot surface: if the AstroSpaceship extracts in this round, it needs 2 actions more.
- 2-4 Icy planetary surface: if the AstroSpaceship extracts in this round, it needs 1 action more.
- 2-5 Deadly gravity: if the AstroSpaceship wants to leave the planet in this round, it needs 2 actions more.
- 2-6 Abnormal gravity: if the AstroSpaceship wants to leave the planet in this round, it needs 1 action more.
Fate Table — Problematic Natives (3-x)
- 3-1 Aggressive Ogres: on a die result of 3 or more they disappear; otherwise the turn of this AstroSpaceship ends.
- 3-2 Giant animals: on a die result of 2 or more they put it to flight; otherwise the turn of this AstroSpaceship ends.
- 3-3 Changeable-minded natives: when the player lands, they must invest 1 action to calm them.
- 3-4 Money-lending natives: if you want to extract in this round, you must pay them 1 Nut.
- 3-5 Tax collectors: if you want to colonise in this round, you must pay them 1 Nut.
- 3-6 Clinging natives: if you want to start in this round, you must spend 1 additional action on them.
Fate Table — Friendly Natives (4-x)
- 4-1 Happy natives and beautiful landscape: you can take nice photos!
- 4-2 Traders: you may exchange any 1 Nut with the AstroBank.
- 4-3 Bankers: you may exchange any 2 Nuts with the AstroBank.
- 4-4 Natives fraternise with settlers! For each colony you need no action, only 1 Nut.
- 4-5 Support from the natives: you may found one colony free of charge.
- 4-6 Fraternisation with natives: to found colonies you need spend no actions or Nuts.
Fate Table — Extra Raw Materials (5-x)
- 5-1 Stony surface with resources: you find 1 purple and 1 red coin!
- 5-2 Tropical forests with natural resources: you find 1 yellow and 1 orange coin!
- 5-3 Surface with liquid resources: you find 2 Nuts of your choice!
- 5-4 Glittering surface: you find 3 Nuts of your choice!
- 5-5 POKER! In the greatest casino of the galaxy you win 4 Nuts, 1 per colour!
- 5-6 Worship by the inhabitants: they sacrifice 5 Nuts of your choice to you!
Fate Table — Superior Races (6-x)
- 6-1 Technological race: they give you a technology of your choice.
- 6-2 Time Masters: they give you 3 extra actions for this round!
- 6-3 Bioengineers: they allow you to found one further colony on one of your planets.
- 6-4 Enlightened ones: they teleport your ship to a free planet of your choice.
- 6-5 Lords of the galaxy: they build you a new AstroSpaceship on one of your planets!
- 6-6 Genii of the Universe: choose one of the 5 gifts from block 6-X!
Fate only has effects in the current round. Coins that fate gives you are taken from the AstroBank; if none are available at that moment, the player goes away empty-handed.
Example of Play
This example explains the different situations in this game. At the start of this turn, Player A's AstroSpaceship is three spaces from a planet on which there is 1 AstroSpaceship and 2 colonies of Player B.
- Player A declares a 4 and rolls a 6, so he has 8 actions (2 × 4).
- He has the orange technology, Extra Energy, and therefore has one additional action. He places his figure on space "9" of the action bar.
- Player A wants to attack the opponent, so he MOVES his AstroSpaceship next to the planet. This costs him 3 actions: his figure moves from space 9 to space 6.
- Now the ATTACK begins. Player A declares the attack on the planet. Since there is more than one target, the defender determines who fights the attacker. In this case he chooses the AstroSpaceship.
- Because he has the red technology, Power Laser, Player A attacks with +1 and rolls a 5. The total result is therefore 6 (5 + 1 for Power Laser).
- Player B defends and rolls a 6. Draw: the first attack was unsuccessful and the target is not destroyed. Player A moves his figure from 6 to 5 on the action bar.
- Player A attacks again and rolls a 1. Because he has the yellow technology, Time Warp, he decides to roll again and gets a 3. Player B defends but rolls only a 2. The AstroSpaceship is destroyed and is removed from the board. Player A's figure is moved from position 5 to 4.
- Player A attacks again, this time one of the colonies. He rolls a 6. Plus 1 makes 7. Player B does not have the purple Mega Shields technology. Since a 6 is also not enough to protect itself, the colony is destroyed.
- Player A's figure is placed on space 3 of the action bar. Player A attacks again and rolls a 2. Plus 1 makes 3. Player B has no Mega Shields technology and rolls a 2, so the second colony is also destroyed. Player A's figure is set on space 2.
- The planet is now empty and Player A LANDS there. His figure is placed on space 1.
- Player A must now roll twice and then consult the Fate Table to see how the landing manoeuvre works. He rolls 5-1, i.e. he may EXTRACT one red and one purple Nut free of charge, which he takes from the AstroBank.
- With his last action, and by paying one coin, Player A founds a new COLONY by placing a figure on the planet.
At the end of the turn Player B has lost two colonies and an AstroSpaceship; Player A has built one new colony.
How it works: explore, secure technologies, roll again if necessary, build new AstroSpaceships, and attack at the right time. If a space is occupied, simply ask whether you may pass. Otherwise, there is a reason to attack…
End of the Game
The game ends at the end of the round in which all planets have been explored (no Nuts remain on them). The winner is the player with the most colonies at that moment. The game also ends if a player has founded 14 colonies.
Optional Rules
If you wish, you may add these rules; if not, use these spaces as normal spaces.
Asteroids
Several spaces on the game board contain asteroids. When an AstroSpaceship crosses an asteroid space, the player must roll the die and survives only on a result of 2 or more. When an AstroSpaceship lands on a space with asteroids, the player must roll the die and survives only on a result of 3 or more. Otherwise … BOOOM … the AstroSpaceship is destroyed!
AstroHoles
There are four AstroHoles on the game board, which allow players to move more quickly and efficiently. When an AstroSpaceship enters an AstroHole, it may jump to another AstroHole and continue moving from there.