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Broken Planet

Broken Planet Rulebook

Table of Contents

Table of Contents

  • Component List
  • Set-Up
    • Set-up Common Area
    • Set-up Player Area
    • Starting the Game
  • Overview
  • Collect Phase
    • Movement
    • Collecting
    • Movement Tokens
    • Hazardous Tokens
    • Gemstones
    • Temples
  • Offer Phase
    • Ancient Tablet
    • Relics
    • Attacking
  • End of the Round
  • Last Offer
  • End of the Game
  • Two-Player Version
  • Round Overview
  • Extra Ruling

Component List

  1. Map of the Broken Planet (1x)
  2. Gemstones (4 types, 16x each): Diamonds, Emeralds, Rubies, Sapphires
  3. Relic cards (3 types, 12x each): Bronze Relic, Silver Relic, Golden Relic
  4. Player Tokens (5x): one Player Pawn per player colour
  5. Ancient Tablets (5x): one per player colour
  6. Compasses (5x): one per player colour
  7. Resource Dice (1x)
  8. Standard Temples (x20; the count printed next to the item is illegible in the source)
  9. Player Temples (x60): 12 per player colour
  10. Island Tokens (11x): Movement and Hazardous tokens
  11. Round Indicator (1x)
  12. Offer Card (1x)
  13. Overview Cards (5x)

Set-Up

Set-up Common Area

  • Unfold and place the Map (1) in the middle of the table.
  • Make piles for each Gemstone type (2) next to the map.
  • Make piles for each Relic type (3) and place them next to the map.
  • Place the Resource Dice (7) on the side of the map.
  • Place your Standard Temples (8) and Island Tokens (10) on the map according to the following set-up.

The set-up diagram shows these islands, numbered 1 to 14:

IslandStandard Temple (gemstone)Island Token
1none (this island starts with no temple)none
2Diamondnone
3Emeraldnone
4Sapphirenone
5Diamondnone
6Rubynone
7SapphireHazardous
8Rubynone
9
  • Alternatively you can play random by placing 13 Standard Temples (8) face down on the map. We don't recommend this for your first time.
  • Place 13 temples face down on the map. Max. one temple per island. One island will start with no temples.
  • Place three Hazardous tokens (10) on three random islands, you can place them anywhere on that island.
  • Place five Movement tokens (10) on random islands.
  • Flip over the temples and the map is set up.
  • Two Bronze Relics. (Source note: this bullet is printed with no verb. It sits in the Common Area set-up next to the Bronze Relic card side illustration, and is reproduced as printed.)
  • Place The Round Indicator (11) on the side of the map depending on the amount of players. (Use the correct side depending on the amount of players.)
  • Give each player an Overview Card (13). Use this card as a reference for the action order.

Set-up Player Area

Give each player their playset containing:

  • An Ancient Tablet (5). (Use the correct side depending on the amount of players.)
  • Their Player Temples (9) and place them on the ancient tablets of matching color and symbol.
  • Their matching color Compass (6).
  • Their matching color and symbol Player Pawn (4) and place them on island one of the map.
  • An Island Token (10).

Starting the Game

First we decide which player will start in the Offer Phase.

  • One player draws sapphire gemstones equal to the amount of players -one.
  • After that he also adds one diamond gemstone to his hand.
  • Shuffle the added cards and hold them facedown in your hand. Let each other player take a random card from your hand.
  • The player who has the diamond is the starting player. Put the gemstones back on the piles.
  • Give the starting player the Offer Card (12).

The starting player takes Three gemstones of his choice. (In a 5 player game the starting player may take Four gemstones.)

Moving clockwise every subsequent player may also take gemstones for their very first turn. The amount of cards they take is always one less than the previous player drew.

Example in a Four player game (shown with card illustrations in the rulebook): Player 1 takes three diamonds. Player 2 takes two gemstones, a ruby and an emerald. Player 3 takes one sapphire. Player 4 takes none.

Overview

The goal of the game is to gather the most favor points by the end of the game.

Players don't play turnwise but simultaneously in different phases with unique actions.

The Offer Phase (gaining favor): One player will be playing the offer phase and offer his collected gemstones to build temples for special effects, craft relics for favor or attack other players to steal their relics.

The Collect Phase (gaining gemstones): The remaining players will play in the offer phase and secretly decide their movement. After the offer player attacks they can perform the movement and collect gemstones from the temples on the floating islands.

Actions: 1) Building Temples - 2) Crafting Relics - 3) Choosing Secret Location - 4) Attacking - 5) Move and Collect

A turn consists out of following simultaneous actions, performed in the displayed sequence. A turn ends when the last action is completed, then the Offer Phase role and card is passed down clockwise.

A new round starts and all actions are repeated following the sequence.

The game ends after a certain amount of turns depending on the amount of players.

Collect Phase

In this phase a player can move and collect gemstones on the map.

Movement

The player map is divided into islands with unique numbers.

  • During your collect phase you must move your player token on the map by secretly choosing the number of the island you want to visit on your compass.
  • The islands need to be connected with routes and you can travel up to two islands far.
  • If you have chosen a location, put your compass face-down and wait for the other players to have chosen their location.
  • Once each compass is face down, you CANNOT change your location anymore.
  • If the player in the offer phase finished his turn, the players in the collect phase move to their chosen island and collect their resources.
  • If you have mistakenly chosen an island you can't travel to. Then you will have to stay at your original location!

Collecting

  • Every island has three temple slots.
  • Some temple slots have a Sapphire Lock.
  • Occupying this temple slot costs one additional sapphire.
  • Some islands have island tokens on them. These islands can give special perks or punishments to players that are visiting it.

As long as they have the necessary requirements.

Movement Tokens

These tokens allow you to travel one step further during you collect phase.

  • You need to start your turn on a movement island.
  • And you must have built the "Sapphire Shrine" temple.

Hazardous Tokens

  • Resources can't be collected on this island.
  • After you have built the "Obsidian Outpost" temple you can collect on these islands.
  • You can always move to islands with hazardous tokens.

Gemstones

These are cards that the player holds in their hand. (The printed caption for the sapphire card reads "Saphires".)

  • There is no limit in the amount of cards a player can carry.
  • You must always show how many cards you are holding.

Temples

Temples are represented by Temple Tokens (8+9) and appear on the map and your ancient tablet.

Players collect one gemstone per temple. The five temple types are: Diamond, Sapphire, Ruby, Emerald, and the Resource Dice temple.

  • Visiting an island awards you and any other visiting player the gemstones stated on the temples, and add them to their hand.
  • Multiple players can collect on one island and take the indicated gemstone per temple.
  • Temples stay there after collecting and every player can collect on every temple.
  • Temple slots (2-3) indicate the max amount of temples that can be built on an island.
  • Example: Visiting this island awards you one ruby.
  • When collecting on an island with the Resource Dice temple, you may throw the Resource Dice (7). And collect the result displayed gemstone.
  • The die face showing all four gemstones is shown in the rulebook with the text "Add a gemstone of your choice to your hand."

Offer Phase

There are Three possible actions that can be done during the offer phase.

Placing Temples - Crafting Relics - Attacking

  • These actions are performed in order, stated on the Tablet.
  • There is no limit in how many actions you can perform here as long as you have the necessary gemstones.

Ancient Tablet

Personal temples can be placed on an island of your choice with an available free temple slot by paying the cost.

The rulebook illustrates the anatomy of a temple card with these labels: Cost, Temple Slot, Favor Points, Temple Name, Temple Effect. The example card shown is the Sapphire Shrine, with 3 favor points and the effect "+1 You may use the effect of movement tokens."

  • The cost is displayed above the temple. Discard the required gems and place them back on the gemstone piles.
  • You may only place a temple if there is an unused temple slot left.
  • The placed temple grants an additional gemstone to ALL players that collect on this island.
  • They provide favor points and a passive/active effect to the player that built it.
  • The effects are usable after the temple is placed on the map.
  • "The effects are specified in the ruling on the last page of the manual."
  • When you place temples, you must first place the most innerwards of a tree to gain access to the next temple.

The Ancient Tablet is laid out as three tiers of linked temples, numbered 1, 2 and 3 on the illustration. The temples printed on the tablet are: Golden Golem, Amber Anvil, Sapphire Shrine, Opal Observatory, Magma Monastary, Obsidian Outpost, Bloodstone Bay, Crystal Crypt, Temple of Time, Garnet Garden, Onyx Oasis and Sun Sanctuary.

Source note: the per-temple cost and favor values are printed only as small icons on the tablet artwork and are not reproduced here; consult the printed tablet. The tablet names differ slightly from the Extra Ruling names ("Golden Golem" and "Bloodstone Bay" on the tablet, "Gold Golem" and "Bloodstone Altar" in the Extra Ruling); the Extra Ruling names are used in the Extra Ruling section below.

Relics

Relics can be crafted using gems during the offerphase.

  • Relics give the player favor points at the end of the game.
  • 'Be Careful! Relics can be stolen by other players (more on that in the 'Attacking' chapter).
  • Relics are placed next to the ancient tablet clearly visible.

There are three types of relics. Each relic type has a different cost and favor amount stated on the cards.

  • There are two sides based on the amount of players. Be sure to use the correct card side.

The illustrated 3-4 player cards are:

  • Bronze Relic: cost 2 Emeralds, 2 favor points.
  • Silver Relic: cost 3 Sapphires, 4 favor points.
  • Golden Relic: cost 3 Diamonds, 5 favor points.

Source note: the rulebook illustrates only the 3-4 player side of each relic card, so the 5-player side values are not reproduced here.

  • When a player ends its offer phase, the offering role is passed clockwise.

Attacking

Rubies can be offered for attacking other players during your offer phase.

  • After all players have chosen their secret movement location. You may guess where they are going.
  • Place a ruby from your hand for each island you think they will move to.
  • You can't attack yourself, so you can attack the island your player token is standing on.
  • When you have made ALL your offers, other players must show their compass to reveal their chosen location.
  • The players in the collect phase must perform their movement and collect the resources on the island they moved to.
  • If they are unable to move, they must stay on their current location and can still be hit.
  • Players who end their movement on an attacked island discard half of the gemstones in their hand (rounded down).
  • Additionally, the attacking player may choose one of the victim's relics and add it to its own relic collection.
  • Discarded cards are placed back on the resource piles.
  • If a player has no relics when attacked the attacking player doesn't get a relic.

End of the Round

  • Give the the new player in the offer phase the Offer Card (12).
  • Each time the starting player enters its offer phase again, the round indicator must be moved one spot.
  • This process is repeated until the round indicator is moved to the "Last Offer" spot.

Last Offer

  • Each player, following the same order, may use its remaining gemstones to build temples or craft relics. Moving or attacking is not allowed during the final offer.

End of the Game

  • After the final offer, players count their favor (found on relics and temples).
  • The player with the most favor wins the game, and will be chosen by the gods as the sole survivor!

Two-Player Version

  • In case of a tie, the gods are merciful and both tribes are victorious.

The two-player version plays similarly, with the addition of the following rules and using the 3-4 player components:

Give each player:

  • Two Compasses.
  • Two Pawns.
  • One Ancient Altar.

Players move two pawns simultaneous per turn.

  • The color of the compass doesn't have to indicate the movement of the similar colored pawn.
  • When two pawns are hit by attacks you lose two relics, but your gemstone collection can only be discarded by half once.

Round Overview

  1. The player in the offer phase builds their relics and temples.
  2. Players in the collect phase secretly choose an island on their compass that is within 2 routes of their tribe's location and put it face down until the player in the offer phase has made ALL of their offers (including attacks).
  3. The player in the offer phase may attack islands.
  4. After he has attacked or skipped this phase. players in the collect phase move and collect the gemstones stated on that island.
  5. If players in the collect phase stand on an attacked island, they first collect the gemstones on that island.
  6. Then discard half their hand size (rounded down) and loses one relic. The player in the offer phase chooses which relic is gained from the opponent.
  7. The round ends, the player on the left is now in the offer phase and the actions are repeated in the new round.

Extra Ruling

The Extra Ruling page explains the effect of each temple. These are the temples' effects as printed.

Sapphire Shrine: During each of your collect phases, you can now move one step further if you start on an island with a movement token. You can move one step further for each movement token on that island.

Bloodstone Altar: Once per offer phase, when you target an island for an attack. You may target a second island for free using a ruby from the ruby pile.

Amber Anvil: During each of your offer phases, you can spend up to one ruby to replace one of your relics from the common relic pile.

Crystal Crypt: During each of your offer phases, place a ruby from the ruby pile on the island your player token is placed. You attack this island for free.

Gold Golem: Every temple you unlocked awards you one extra favor point at the end of the game.

Temple of Time: During each of your offer phases, other players may move one fewer step.

Obsidian Outpost: You can now collect resources on islands with hazardous tokens.

Garnet Garden: During your offer phases, you may move one temple to an island with a free temple slot. You still have to discard a sapphire if you move a temple to a temple slot with a sapphire lock.

Magma Monastary: When you unlock this temple, you may place a hazardous or movement token on an island of your choice.

Onyx Oasis: At the end of your offer phase, if you did not attack. You may take a gemstone of your choosing from the gemstone piles and add it to your hand.

Opal Observatory: You may build all temples, even if the previous temple in line has not been unlocked yet. You still have to pay their cost.

Sun Sanctuary: When you unlock this temple, you may remove 3 temples from the map and remove them from play. Removing temples will not disable the effects of the owner's built temples. Removed temple still award favor.

Resource Dice temple
none
10SapphireMovement
11EmeraldHazardous
12Rubynone
13EmeraldMovement
14Resource Dice templeHazardous