Cosmic Run: Express
Cosmic Run: Express Rulebook
Table of Contents
Table of Contents
Object
Be the first to reach the three planets.
Components
- 16 Ship Cards
- 3 Planet Cards
- 6 Tracking Cards (3 per player)
Setup
- Players sit opposite each other.
- Place the 3 planet cards in a row in numerical order.
- Each player takes 3 tracking cards in one color and places a tracking card next to each planet card on their side of the planet.
- Turn all tracking cards so the "0" is next to the planet.
- Place the ship cards in a deck nearby.
Playing the Game
- Play a series of rounds until a winner is determined.
- Movement toward a planet is shown by the number on the tracking card next to the planet.
- When you score a "movement point," rotate the tracking card counter-clockwise to increase the number by 1.
- The front side tracks the first 5 points of movement. When scoring the 6th point, turn the card over to continue movement.
- If you score 12 movement points on a planet, you reach the planet.
- The player to reach all 3 planets first wins.
Playing a Round
- Shuffle the ship cards and deal 6 to each player. Place the remaining 4 cards aside temporarily.
- Both players simultaneously choose 2 cards to pass to the other player.
- After receiving the passed cards, each player may (but is not required to) discard 1 card to draw a new card from the cards placed aside. There is no turn order for this; players just decide who draws first.
- Next, players simultaneously choose a card to place, face-up. One player says, "3-2-1-place" and both players place their chosen card next to any tracking card where there are not 2 of their own ship cards already.
- Players continue to place 1 ship card at a time until all 6 cards from their hands are placed.
- By round's end, there must be exactly 2 ship cards next to each tracking card.
Point of Emphasis: When placing ship cards, the orientation of the arrows is important (explained in "arrow" scoring). After placing a ship card, you may not turn it.
Scoring (i.e., Moving)
There are 3 types of scoring: card matching, best hand, arrow matching. The timing of scoring is especially important near the game's end, so pay special attention to timing rules as the game nears the end.
Card Matching
- Immediately after placing a ship card, if the card's color matches the color of the icon at the top of the tracking card, the player earns 1 movement point toward that planet and rotates the tracking card 1 time.
Example: You play a green card, matching the green icon on the top of the tracking card, so you score 1 movement point and rotate the card from 0 to 1.
- If both players place a ship card at the same planet, the player playing the higher numbered card moves first. In case of ties, use the color (see tie-breaking rules in "Scoring Best Hand").
- If players play at different planets, the player playing at the lower numbered planet moves first.
Best Hand and Arrow Scoring
- After all 12 cards (6 per player) are placed, score the planets in order from #1 to #3.
- For each planet, score the best hand first, then score the arrows, then score the next planet.
Scoring Best Hand
- Compare the 2-card hands at the planet. The player with the better hand earns 2 movement points at that planet.
- The rank of hands, from best to worst, is:
- Same Number
- Same Color in Sequence
- Same Color
- In Sequence
- High Card
[The rules sheet illustrates the ranks with a column of sample two-card hands, best at the top. The illustration is not transcribed here.]
Example: At planet 1, you have a red 1 and a blue 1. Your opponent has a blue 2 and a blue 3. Your pair of 1s wins, so you score 2 points and rotate your tracking card two times.
- Whenever players tie for best hand, the first tie-breaker is the number. The player with the higher numbered card wins the tie. If the number is the same, compare the second card number.
- If both players' card numbers are identical, the second tie-breaker is the color of their higher numbered card. The color rank is shown on each planet, from left to right. The player whose higher card's color is further left on a given planet wins the tie.
Scoring Arrows
- The player who did not win best hand scores arrows first.
- The arrow in the top left corner of the ship card, from the player's own perspective, is the "active" arrow. Ignore the arrow in the lower right.
- At each planet, the player may score 0 to 2 movement points for each active arrow.
- The active arrow aims at all cards in the next column (in the arrow's direction). For each card in the next column that matches the arrow's color, the player earns 1 movement point. The movement point(s) is earned for the planet where the arrow is.
- If the arrow in the leftmost column points left, it "wraps" around and points to the cards in the rightmost column (and vice versa).
Example: At Planet 1, you have a red arrow pointing left (wrapping to planet 3). At Planet 3, you have 2 red cards, so you score 2 movement points at Planet 1 for this arrow. The other arrow at Planet 1 is green and points right. You have no green cards at Planet 2, so you score 0 for this arrow.
Reaching a Planet
- When a player scores 12 or more movement points at a planet, she reaches the planet and slides her movement card under the planet.
- Players continue to place cards at scored planets, as those cards can help with arrow scoring at other planets. Also, they can be used to slow down the opponent.
Round End
If the game has not ended, gather the 16 ship cards and start a new round.
Game End
When a player reaches all 3 planets, she wins. Ties for the game are impossible since only 1 player moves at a time. If it is obvious that one player is going to win before reaching all 3 planets, players may opt to end the game early.
Solo Rules
Object
To reach 3 planets in 4 or fewer rounds.
Setup
- Place the 3 planet cards in a row.
- Place a tracking card next to each planet card on your side of the planet card and turn tracking cards to 0.
- Place another tracking card to the side and turn it to show "4" at the top. This card (the "Round Card") is used to count down the rounds.
- Remove the other 2 tracking cards from the game.
- Choose a difficulty level (explained later).
Playing the Game
Play the game according to the normal rules, except as noted.
Playing a Round
- Shuffle the ship cards and place the deck face-down.
- Flip the top ship card from the deck and place it at Planet 1, either on your own side or on the opposing side (your choice).
- Flip the next ship card and place it at the empty side of Planet 1, i.e., if you placed the first card on your side, this card must be put on the opposing side (and vice versa).
- Repeat this process at Planet 2, then Planet 3, so that there will be 1 card on each side of each planet at this point.
- Now, return to Planet 1 and continue the same process, i.e., drawing 1 card at a time and placing it on your side or the opposing side, and placing the following card on the alternate side.
- Continue the process for planets #2 and #3.
- After flipping 12 cards, there will be 2 cards on each side of each planet.
Difficulty Level
A certain number of times per round, you may discard a card after flipping it and flip a new card in its place. In "cadet" (easy) mode, you may do this three times each round. In "captain" (medium) mode, two times. In "admiral" (difficult) mode, one time. Place discarded cards face-up to the side. Return them to the deck at round's end.
Scoring
Scoring is unchanged, except that only you score points and move toward planets. Also, although the opposing side does not score, it prevents you from scoring the best hand if it has a better hand.
Round End
At the end of each round, turn the Round Card down by 1. If the game is not over, gather and shuffle the ship cards and start a new round.
Game End
The game ends immediately if you reach all 3 planets. If the round card reaches 0 and you have not reached all 3 planets, you lose the game.