Gemini Gauntlet
Gemini Gauntlet Rulebook
Table of Contents
Table of Contents
Components List
- 1 Game board
- 18 Asteroid tokens (12 Asteroids, 6 Gates)
- 12 Acrylic Pilot tokens (6 blue, 6 pink)
- 16 Plastic Gems (Boost tokens)
- 10 Ship consoles
- 10 3D Ship tokens
- 6 Gate Sequence tokens
- 1 Six-sided letter die (A-F)
- 1 Six-sided numbered die
- 10 Ship Scoring tokens
- 24 Damage tokens
- 6 Turn Order tokens
- 74 Ship System tiles
Components Overview
Game Board
The game board has the following main areas:
- A hex grid showing a 7-hex Landing Pad area (1) as well as a Course area (2).
- A Scoring Track, used to track the race's current standings (3).
- An asteroid direction reference diagram (4).
Asteroid Tokens (6 Gates, 12 Asteroids)
These tokens create the course layout (Gates) and obstacles (Asteroids). Each Gate projects a checkpoint along a line of hexes. The ships must navigate through these checkpoints to complete the course. Every Asteroid and Gate has a letter (A-F) and a number of dots underneath which are used when moving tokens during the game.
Gate (•) — Asteroids (•• and •••)
Gate Sequence Tokens
The set of 5 Gate Sequence tokens are used to determine the order in which the Gates must be navigated, after Gate A. Only 4 of the 6 Gates will be part of the course each game. The others are decoys.
Dice
- Numbered die: The numbered die (with numbers 1-6) is used to randomize where ship damage from collisions is assigned on player boards.
- Letter die: The special die with the letters A-F is used together with the numbered die to determine which Asteroids move each round and in which direction.
Scoring Tokens
These are used to keep track of each ship's progress through the race. Each time a ship clears a Gate, its Scoring token is advanced along the Scoring Track. For fun, one side has a team logo, the other has the matching ship.
Ship Tokens
Each player uses one of these to mark their ship's current location and facing on the course area.
Ship Consoles
Each player uses one of these to control their ship's actions throughout the race. Each console has the following information:
- The race team's ship (1), team logo (2), and artwork for its pilots (3).
- The ship's systems, showing all the possible maneuvers and actions a ship can perform. These are organized into two rows (4), one for each pilot, and six columns numbered with dice icons for tracking damage (5).
- Default actions for repairing the ship (6).
Pilot Tokens (6 blue, 6 pink)
Each ship has a crew of 2 pilots, identified by 2 Pilot tokens: one blue, one pink. Players use these to program which actions their ship performs each round. However, each row can only be used by one pilot each round. They must be placed on separate rows. A ship's programmed actions are resolved Blue Pilot first, Pink Pilot second.
Boost Tokens (16 Plastic Gems)
When a player programs an action, they may also program a Boost token to add 1 to the action's number. Boost tokens are single-use.
Damage Tokens (24)
These tokens cover up columns on ship consoles to mark damage from collisions with Asteroids or other ships. Damaged systems can't be used until they are repaired. Note: Damage tokens are not limited. In the rare case that you run out, use a substitute.
Turn Order Tokens (6)
These are used to randomize player placement order at the start of the race. Players who place later in turn order start with additional Boost tokens.
Ship System Tiles (74)
When playing with the Advanced Rules on page 19, players use the back of the ship console and customize the abilities of their ships by placing new Ship System tiles in the tracks.
Setup
Board Setup
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Play Area: Place the game board in the middle of the table. Place the dice and Damage tokens beside the board, within reach of all players.
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Set Gate Sequence: Place the Gate A Sequence token in the first space of the Scoring Track. Mix the remaining 5 tokens face-down, and place 3 of them in the remaining spaces of the Scoring Track without revealing them. Return the others to the box without looking at them.
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Place Gate A: Roll the number and letter die together, and refer to the small numbers in the hexes on the game board. Reroll the letter die if it shows F. Find the hex that matches the letter-number combination and place Gate A in that hex with the laser facing the indicated edge. The possible area is outlined in the diagram, right.
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Remove Extra Asteroids: Some Asteroids are removed based on the number of players (ships, if playing with the Race Teams variant):
- 2-3 players: Use all Asteroids.
- 4 players: Remove F•••.
- 5 players: Remove F••• and E•••.
- 6 players: Remove F•••, E•••, and D•••.
Return any removed Asteroids to the box.
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Place Remaining Gates & Asteroids:
- a. Mix up all the remaining Asteroids and Gates and randomly place them around the Course. They cannot be in adjacent hexes, or be on the 7 Landing Pad hexes.
- b. Once all Asteroids and Gates are placed, flip them up. If any Gates are adjacent to a board edge or the Landing Pad and their lasers do not point to a hex in the Course area, rotate them clockwise until their lasers point toward the Course area.
(Diagram caption, page 7: "Gate A is shown in position D2." The diagram "shows one possible setup for a 3-player game.")
Player Setup
After setting up the board, set up the players:
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Turn Order: Take a number of Turn Order tokens equal to the number of players (e.g. in a 3-player game, use tokens 1-3), shuffle them, and deal one to each player. The player with the 1 token becomes the first player.
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Boost Tokens: Each player receives a number of Boost tokens as shown on their Turn Order token.
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Choose Race Teams: In ascending turn order, each player chooses a racing team and takes the matching:
- Ship console, Ship token, Scoring token
- Two Pilot tokens (one blue, one pink).
Note: Some race teams are a little more challenging to play. We suggest inexperienced players use one of the starting race teams. The race team icons are split into two groups: Starting (six teams) and Advanced (four teams).
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Custom Ship Draft (Advanced Rules): If using the Advanced Rules, players perform the Custom Ship Draft. See page 19.
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Place Scoring Tokens: Each player places their Scoring token on the starting space of the Scoring Track.
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Place Ships: Start with the first player and then proceed in ascending order based on the Turn Order tokens. Each player places their ship on any empty hex of the Landing Pad, facing any direction. Each hex can only contain 1 ship.
You are now ready to play!
Objective
The Gemini Gauntlet is a race to the finish! The first ship to cross all 4 Gate checkpoints in the proper sequence and return to the Landing Pad wins the game!
Round Sequence
A race in Gemini Gauntlet is referred to as a Gauntlet. Each race in Gemini Gauntlet is played over many rounds until one player (or more) reaches the finish. During each round, all players perform the following phases together, in order:
- Program Actions
- Resolve First Action (Blue Pilot)
- a. Resolve first action
- b. Score Gates
- c. Ship collisions
- d. Asteroids move
- Resolve Second Action (Pink Pilot)
- a. Resolve second action
- b. Score Gates
- c. Ship collisions
- d. Asteroids move
- Delayed Actions
- Assign Damage
- Reveal Next Gate
1. Program Actions
During this phase, all players simultaneously use their two Pilot tokens to program actions in secret. Use your hands to cover your ship console while you program so other players can't see where you have placed your tokens. When a player is satisfied with their move, they announce "ready". When all players are ready, they reveal their consoles and proceed to the Resolve First Action phase.
How Do I Program? Place one Pilot token on each row of your ship console. It does not matter which color goes in which row, or if they are in the same column. If a player reveals both pilots in the same row, see Programming Mistakes, p12.
Using Boost Tokens. Boost tokens can be used during any Program Actions phase. When you program an action for a system with a number on it, you may place one Boost token on top of it. A Boost token increases the number shown on that system by 1 when it is resolved. Once used, a Boost Token is returned to the box. For example, a 4-Forward system with a Boost token becomes a 5-Forward. A Rotate-1 system with a Boost token becomes a Rotate-2. Teleport, U-Turn, and Swap cannot be Boosted.
Doing Nothing. If you do not want to perform an action during a particular phase, you can assign that pilot to the Repair action on the left end of your console, even if you have no damage. Doing this with both pilots is called a Cold Restart.
Ship Damage. Columns of your ship console that are damaged cannot be used. Damage is dealt to ships throughout the round, but assigned to ship consoles later. See Assign Damage, p18.
What Can My Ship Actually Do? The following pages list all of the ship systems in the game and what they do when programmed. Once programmed, these actions are not optional; you must move exactly the number of hexes or rotate exactly the number of facings you programmed. Not every ship console will have all of the options listed on the following pages. In addition, there are two keywords associated with ship systems:
- Automated: These systems have dark icons and a light metallic background. Automated systems do not require a Pilot, and apply their effects as long as they are not damaged; don't forget to apply them! Pilot tokens assigned to Automated systems are ignored.
- Delayed: These systems are marked with a (!) icon in the bottom corner. These actions resolve in the Delayed Actions phase of the round. Which pilot activates a Delayed system does not affect its timing.
(Icon key on page 9: Normal, Delayed, Automated, and Automated & Delayed.)
Ship Systems
Move Forward
Your ship moves straight forward a number of hexes equal to the displayed number. Ships do not change facing during this movement.
If there are no Asteroids in your path, the 2-Forward is a normal move forward. However, you may hop over Asteroids during this move, as long as you don't end on an Asteroid. If your ending hex contains an Asteroid, move forward as far as possible, then collide. Note: If you use a Boost token with the 2-Forward system, you can safely hop over two hexes containing Asteroids.
Slide Forward
Your ship moves diagonally forward left or right (as programmed) a number of hexes equal to the displayed number, without changing facing. Slide Backward is the same, except your ship moves diagonally backward 1 hex left or right (as programmed) without changing facing.
Rotate and U-Turn
Your ship turns 1 facing (60°) or 2 facings (120°) in the direction you programmed: clockwise or counterclockwise. The U-turn flips your ship 3 facings (180°) to point the opposite direction.
Armor Plating (Automated)
Armor provides two benefits:
- When you are involved in a collision with one or more ships, each ship with fewer undamaged armor systems than you suffers 1 additional damage, regardless of how much more armor you have. For example, if your ship has no armor and collides with a 1-armor ship and a 2-armor ship, you will take an additional 2 damage, 1 for each armored ship.
- If you have undamaged armor when you assign a damage token, choose one column with armor to be damaged instead of rolling.
Deflector Shield (Automated)
You are not dealt a damage token for the first 1 damage from Asteroid collisions each round. Note: This does not protect you from collisions with ships.
Repair 2 (Delay)
All ships have two of these built-in. Remove up to 2 damage from your ship console if possible. If you program both rows of your console with this action, you do a Cold Restart (Repair 6 damage).
Swap (Delay)
Choose any adjacent hex containing an Asteroid, Gate, or ship, and swap the positions of all tokens in both hexes, keeping the facing of any ships involved. If there are no adjacent legal hexes, this action has no effect. If multiple players programmed this action, resolve them in ascending Turn Order. After resolving this action, any ships now in Gate Hexes may score those Gates. See Score Gates, p13.
Teleport
Move along the edge line of your hex, into a hex 2 spaces away in the direction programmed (left or right). If the destination hex is occupied by an Asteroid or Gate, remain in your current hex and deal your ship 2 damage. Note: since this system moves along a grid edge between two hexes, the contents of those two hexes are ignored, including Gate Hexes. See Only Gate Hexes Score, p14.
Auto-Repair (Automated, Delay)
If no new damage was dealt to you this round, remove 1 Damage token from your ship console if possible.
Ship System Examples
- White moves 3 forward.
- Red moves 2 forward, hopping the Asteroid.
- Yellow slides 2 left.
- Green slides backward 1 right.
- Purple teleports right, squeezing between two Asteroids.
- Black was facing the same way as the other ships, and has rotated 2 counter-clockwise.
Round Phases in Detail
2a. Resolve First Action
After all players have announced "ready" during the Program Actions phase, all players reveal their consoles and begin to resolve their actions. Phases 2 and 3 are the same, except for which color Pilot token players resolve.
Until all players are familiar with the game, have the players move their ships one at a time starting with the first player until all players have moved. This gives players a better grasp of how various ships move, and it also helps catch programming mistakes. Experienced players can resolve their actions simultaneously during each step of this phase.
Programming Mistakes (Both Pilot Tokens on the Same Row). When everyone reveals their ship consoles, check to make sure other players haven't programmed both pilots on the same row. If this happens, the pilots panic and fight over the same controls: That player must remove their Pink Pilot token from their ship console. Other kinds of mistakes, such as flying into an Asteroid, rotating the wrong way, or using a pilot on an automated system are played as-is. Double-check your program next time!
Tip: For your first game (or when teaching new players), we recommend giving a warning to any player for their first programming mistake and allowing them to adjust their board to program the move they intended, or a legal move with pilots in separate rows. If it occurs a second time, remove the Pink Pilot as described.
Resolving Ship Movement. Each player resolves the move or action programmed by their pilot for this phase. After resolving your actions, leave your Pilot tokens on your ship console. This is important in case you forget which moves were programmed and need to retrace your ship's path.
Delayed Actions [!]. If your pilot for this phase programmed a delayed action, it will resolve later. However, your ship counts as having moved zero hexes this phase, and all other steps of this phase are still performed. Other ships that enter your hex will still cause collisions. You can score Gates by remaining stationary if Asteroid movement causes their Gate Hexes to move into your path!
The following additional rules apply to resolving movement and actions:
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Moving through other ships. You may move into and through hexes containing other ships. See Ship Collisions, p15.
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Executing what you programmed. You must move the full number of hexes, or rotate the number of facings you programmed, limited only by rules 4 and 5 below.
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Moving into the Landing Pad area. Ships may enter and move through the hexes of the Landing Pad area during the race. Aside from marking the start and finish area of the Gauntlet, they have no effect on ships.
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Moving off the board. If your movement would take you off the hex grid of the Course area or Landing Pad, stop before leaving the board and take no damage. The gravity well keeps you on course.
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Colliding with Asteroids and Gates. If your movement would take you into a hex containing an Asteroid or Gate, move as far as possible and stop before entering that hex. Deal your ship 1 damage for each hex you programmed but could not travel.
Note: Damage is not assigned until the Assign Damage phase. See Assign Damage, p18.
2b. Score Gates
After all ships have resolved their actions, check to see if any have scored Gates. Each Gate projects a laser checkpoint in the form of a line of Gate Hexes, extending outward until blocked by the edge of the Course area, the Landing Pad, or another Asteroid or Gate. Ships do not block Gate Hexes, and Gate Hexes do not block each other.
Gate Hexes are shown in diagrams as laser lines.
A ship scores a Gate if it moved into or through a Gate Hex with the action it just performed, or if it ended its action in a Gate Hex.
Ships must score Gates in the sequence shown on the Scoring Track. Each ship that scores its next Gate advances its Scoring token along the Scoring Track to that Gate.
Example (diagram): Orange scores Gate E, advancing their token. White needs to score Gate A first.
Only Gate Hexes Score
Only the Gate Hexes, and not the hex containing the Gate Asteroid, count for scoring purposes. If a ship uses a 2-Forward to hop over a Gate Asteroid, or uses a Teleport to jump across a line of Gate Hexes, but in either case never enters or ends in a Gate Hex, it does not score that Gate.
Example (diagram): Orange hops over the Gate Asteroid, and Purple teleports across Gate F's laser. Neither ship scores Gate F.
Scoring Multiple Gates
It is possible to score multiple Gates in the same round (or action) if you pass through in the correct order. It's one of the advantages of not leading the race! See the Yellow ship, right.
- White ends its move on a Gate Hex, scoring A.
- Red can't score Gate B yet, but does score A.
- Yellow scores Gate A, then scores Gate B by moving through both in the correct order.
- Last round, Gate B was revealed and Black was in position to score it. This round they perform a Delayed action to score B.
Example (diagram): Last round, Black scored Gate A, and Gate B was revealed. The other three ships have not yet scored Gate A, but must score A before B.
Overlapping Gate Hexes
It is possible that the line of Gate Hexes from two different Gates intersect. In this rare case, you can score both Gates by passing through a single hex. In the example, right, if Gate B and D were both active (D as the third Gate), the Black ship would score them both at the same time.
2c. Ship Collisions
If two or more ships end their programmed action by moving into the same hex, they collide: stack the collided Ship tokens in a pile and maintain their facings.
If a hex contains only ships that programmed rotate or delayed actions (ships that did not move into the hex during this action), those ships do not collide. However, if at least one ship moved into the hex during this action, all ships in the hex will collide (even those already there).
Collision Damage. Each ship that has collided is dealt 1 damage for each other ship in that hex. For example, in a 3-ship collision, all ships are dealt 2 damage. Each ship in the collision is also dealt an additional 1 damage for each other ship that has more undamaged armor systems.
Repeat this process for all hexes containing more than one ship. Note: Damage is not assigned until the Assign Damage phase. See Assign Damage, p18.
Ship Collision Example
Three ships are heading for the same Gate, and after performing their first actions, all ended up in the same hex. The Orange ship has 2 armor systems; White and Purple have none. Orange is dealt 2 damage, while White and Yellow are both dealt 3 damage (2 ships + 1 with more armor). Source note: the printed text names "Yellow" here, but the diagram shows no Yellow ship; the third ship in the collision is Purple, which has no armor, so the damage figures apply to White and Purple.
When they perform their second actions, White and Purple both chose to rotate and thus remain in the same hex. Neither entered that hex this action so they do not collide again. Orange ends in a different hex and no longer collides.
2d. Asteroids Move
Once all ships have resolved their action during the phase, some of the Asteroids move and potentially collide. One player rolls both dice, resulting in a letter and number combination. All Asteroids of the matching letter move in the numbered direction shown on the game board's asteroid diagram.
Asteroid Adjustments. Move the Asteroids in ascending order of dots (e.g. B•, B••, B•••). If an Asteroid would move into an occupied hex, apply the adjustments listed below in order:
- The Asteroid moves off the Course area or into the Landing Pad Area: The Asteroid "bounces" and moves the opposite direction instead. If it is still blocked by an Asteroid or ship, apply adjustment 2 or 3 below.
- The Asteroid moves into another Asteroid: The Asteroid blocking the movement is moved instead. If there is a line of Asteroids, this can repeat multiple times until an Asteroid at the end of the line eventually moves.
- The Asteroid moves into a ship: If an Asteroid would move into a hex occupied by one or more ships, it does not move. Deal each of those ships 1 damage. Don't forget to use Deflector Shields! Note: Damage is not assigned until the Assign Damage phase. See Assign Damage, p18.
In rare cases, none of the adjustments above will allow an Asteroid to move from its current hex. In this case, the Asteroid remains where it is.
Open Blocked Gates. After moving all Asteroids, make sure all Gates that have not already been scored by all players are open. Each Gate's laser must point toward at least one empty hex. For each Gate that doesn't, roll the number die. If the result is...
- Even: rotate it to the nearest valid orientation in a clockwise direction.
- Odd: rotate it to the nearest valid orientation in a counterclockwise direction.
In the rare case that there are no valid orientations for the Gate, roll the numbered die and refer to the direction diagram on the board. If an Asteroid is in that direction, swap the Gate and the Asteroid while maintaining the Gate's orientation. Repeat these steps as necessary until the Gate is in a valid orientation.
Scoring Gates After Asteroids Move. After moving and adjusting all Asteroids, ships that occupy any Gate Hexes may score those Gates if applicable. Sometimes luck is in your favor!
Asteroids Example
Diagram notes:
- D5 is rolled. White arrows are adjusted in pink.
- Gate D• bounces off the board edge and blocks Gate E•. Then, Gate E• must be rotated to open (see Open Blocked Gates, above).
- D•• is blocked by B•, so B• moves instead. The Yellow ship is now in B's Gate Hexes, and would score Gate B• if applicable.
- D••• is blocked by a ship; it doesn't move and the ship is dealt 1 damage instead.
3. Resolve Second Action
Resolving the action programmed by your Pink Pilot works the same way as the Blue Pilot. Perform the same sequence of phases listed on the previous pages for 2a-2d, but use each player's Pink Pilot token instead.
4. Delayed Actions
If any player performed a Delayed action (or has an Automated Delayed action), those actions are carried out now. This is true regardless of which Pilot token was used to program the action. If multiple players have Delayed actions, resolve them in ascending order of Turn Order tokens.
Cold Restart. If a player used both pilots to Repair, the total number of systems repaired increases to 6 (not 4).
5. Assign Damage
All players remove their Pilot tokens from their ship console. Then, players assign the Damage tokens they have been dealt during the round.
If your ship has any columns containing Armor, place your Damage tokens on each of those first. Then, assign each remaining Damage token one at a time by rolling the numbered die. Place the Damage token covering the column of your ship console that matches the number rolled. If this would place a Damage token over an already-damaged column, choose another numbered column to place the token. If you have 6 damage (one in each column), ignore any further damage; it has no effect.
If your ship console is completely covered with Damage tokens, you will be forced to perform a Cold Restart: use both Pilot tokens to repair next turn.
6. Reveal Next Gate
If any players have scored all the revealed Gates, the next Gate in the sequence is revealed.
Note: If your ship happens to be in a Gate Hex for a newly-revealed Gate during this phase, you do not score it. See Score Gates Example, p14.
Ending the Race
When one or more ships have scored the 4th Gate, they must race back to the Landing Pad area to win. The race ends when at least one ship has landed.
Tiebreakers. If multiple ships arrive in the Landing Pad area during the same action, use these tiebreakers:
- The ship that ends its move furthest from the final Gate's Asteroid is the winner.
- The ship with the most remaining Boost tokens is the winner.
- The ship that has the fewest Damage tokens is the winner.
- The player with the highest-numbered Turn Order token is the winner.
Once ships have ended their movement on the Landing Pad, and their final standing is determined, remove them from the board. They do not cause collisions with others who have not yet landed.
Race Team Variant
For games with 2-3 players, each player controls a team of two ships. All other rules are the same as the normal game.
Tip: Program your ships one at a time. Cover your first ship's console with a spare ship console while you program the second.
If playing with the League Scoring Advanced Rule, players add up the points for all ships on their team to obtain their final score for each Gauntlet.
Advanced Rules
Once players know how to play Gemini Gauntlet, the following advanced rules add more depth and replayability to the game, and are highly recommended.
League Scoring
A single Gauntlet is short and chaotic. For players that want a longer and more strategic game, play multiple Gauntlets and score the standings according to the following table:
| Finish | 1st | 2nd | 3rd | 4th | 5th | 6th |
|---|---|---|---|---|---|---|
| Points | 6 | 4 | 3 | 2 | 1 | 0 |
When playing multiple games in a league, you must play each race until all players but one finish.
Players are free to change ships or customize systems between Gauntlets.
When starting the next Gauntlet in a league, players place their ships on the Landing Pad in podium order (i.e. the player who placed first in a race will receive the lowest-numbered Turn Order token next race).
Custom Ship Draft
For greater variety, players may customize their ships using the following drafting method:
- Give each player a 1-Rotate system, and a 2-Forward system.
- Sort all the other Ship System tiles into piles and place them in the middle of the play area.
- Starting with the first player and proceeding in ascending Turn Order, each player chooses and takes 2 slots worth of systems (i.e. two single systems or one double system), putting those system tokens in front of them. No player may take more than 2 of the same system during the draft.
- When it is the last player's turn, they choose 4 slots worth of systems, effectively going twice in a row. Players then continue choosing 2 slots worth of systems in descending Turn Order.
- Continue steps 2 and 3 until all players have 12 slots worth of systems (2 and a half rounds of snake drafting). Then, players simultaneously fill their ship console using their chosen systems. Once players have built their ships, resume Setup.
Important Terms
Cold Restart: Assigning both pilots to the Repair spaces on the left end of your ship console, combining their actions into a Repair 6.
Collision: When two or more ships end their programmed move in the same hex.
Course Area: The hex grid in the center of the board, excluding the 7 Landing Pad hexes.
Gate: An Asteroid with a laser emitter that serves as a checkpoint for the course. Pilots must navigate between Gates to make progress in the race. Gates are also Asteroids.
Gate Hex: Any of the hexes in the direction that the Gate Asteroid faces. These are used to determine if a Gate has been scored.
Landing Pad: The 7 hexes that form the starting and finish area of the races. Asteroids cannot be moved into these hexes, and Gate Hexes cannot project into them.
Quick Reference
Round Sequence
- Program Actions (p8)
- Boost token: +1 to system's number.
- Cold Restart: If both pilots program a Repair 2, the result will be a Repair 6.
- Mistakes: Players with both Pilots in same row remove their Pink Pilot.
- Resolve First Action (Blue Pilot) (p12)
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a. Resolve first action
- Stop when reaching edge of Course area.
- Colliding with Asteroids deals 1 damage per hex you could not move.
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b. Score Gates (p13): If you move into or end in a Gate Hex.
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c. Ship Collisions (p15): 1 damage per ship you collide with, +1 per ship with more armor than you.
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d. Asteroids Move (p16): Roll both dice. Adjust move if blocked by:
- i. Course edge or Landing Pad: bounce in the opposite direction.
- ii. Asteroid: move the blocking Asteroid.
- iii. Ship: don't move, ship takes 1 damage.
Open blocked Gates (random direction).
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Ship Systems (p10)
- Move into other hexes: (the printed quick reference shows this as icons only; see the Ship Systems section above)
- Rotate to change facing (no movement): (icons only; see the Ship Systems section above)