Home on Lagrange
Home on Lagrange Rulebook
Table of Contents
Table of Contents
Components
- 1 Admiral's Log
- 5 Reference Cards
- 102 Resource Cards
- 46 Module Cards
Card Overview
Module Price. As your station grows, the cost of Modules will also increase. The price is shown in the top-left corner of each Module Card as four values: the 1st Module cost, the 2nd Module cost, the 3rd Module cost and the 4th Module cost. The number of Modules you already have in your station determines which value applies.
Module Card Name.
Module Type. One of: Accommodation, Infrastructure, Recreation, Education, Defence.
Module Colour. The prominent colour of each Module Card also indicates the Module type.
Resource Card Name.
Resource Type. The background colour of a Resource Card corresponds to the Module the card can be played on, other than:
- White: may help to further your lead.
- Black: may affect your opponents.
- Multi-Colour: can be played on any Module.
Card Mechanism. This explains any effects the card may have on the game.
Resource Value. The number shown at the bottom of the card.
Setup
- Separately shuffle the decks of Module Cards and Resource Cards, and place them into two piles face down on the table.
- Deal five cards from the Resource Card deck to each player.
- From the Module Card deck, place cards in the centre of the table equal to the number of Players, plus two extra cards. Place these cards face up on the table, in a line, next to the Module Card deck. This area is known as the Mass Driver, and these are the Modules you may purchase for your station.
- The last person to have watched a science fiction film will go first. Play then continues clockwise.
The printed diagram shows the setup for a 2 player game. Place a Resource Discard Pile next to the Resource deck and a Module Discard Pile next to the Module deck.
Admiral's Abilities
At any point during the game, if you have 2 Modules of the same type, you are immediately granted the Admiral's Ability listed below for that type.
- Infrastructure: During the Action Phase, play up to 2 Resource Cards on any of your Modules.
- Defence: During the Action Phase, play up to 2 black or white Resource Cards.
- Accommodation: The Draw Phase is now at the beginning of your turn (before the Action Phase).
- Education: During the Draw Phase, draw 2 Resource Cards and discard 1 of them.
- Recreation: During the Draw Phase, draw 2 Resource Cards. If you have more than 4 Resource Cards in your hand at the end of your turn, discard down to 4.
If you have 2 different pairs, their abilities work alongside each other. If at any time you no longer have two Modules of the same type, the Admiral's Ability is immediately lost. The Abilities may affect each other and change how you play the game!
Turn Overview
A player's turn involves three phases: the Action Phase, the Draw Phase, and the Restock the Mass Driver step.
Action Phase
In this phase you must complete one of the following four actions:
- Purchase a Module.
- Play a Black or White Resource Card.
- Play a Resource Card on one of your purchased Modules.
- Discard then take from the Resource deck.
Resource Cards are used to buy Module Cards. Resource Cards with black backgrounds will affect your opponents, while white Resource Cards may help further your lead. Follow the rules on the card to see the effects.
If you do not want to complete any of the other actions, you must discard a Resource Card from your hand and take one from the top of the Resource draw deck.
Draw Phase
Draw one new Resource card from the top of the Resource deck.*
Restock the Mass Driver
Module Cards which have been purchased from the Mass Driver during your turn will need to be refilled from the Module Deck. Take the card in the Mass Driver that is furthest from the Module Card deck and turn it over, placing it on the discard pile at the end of the row. Move the remaining available Module Cards right, towards the discard pile (in a conveyor belt motion), and replace the cards that have been removed with new Module Cards from the Module Card deck on the left.**
For example, if no Module Card has been purchased, one card will be discarded and one new card placed in the Mass Driver. If a Module Card has been purchased, one card will be discarded and two cards will be placed in the Mass Driver on the left to replace both the purchased and discarded Module Cards.
The Action Phase is outlined in further detail below.
* If for any reason you have no Resource Cards in your hand to perform an action, move straight to the Draw Phase.
** If no Module Cards or Resource Cards remain in the draw piles, shuffle the discard piles and create new draw piles.
Action Phase Breakdown
The four actions outlined in the game turn are explained in more detail here.
Purchase a Module Card
- Discard Resource Cards from your hand, with a value equal to or greater than the Module Card you are purchasing, and place the Module Card in front of you in your station.
- The Module Card's price is dependent on the number of Module Cards currently in your station. This is shown in the graphic at the top left of the Card (explained above).
- If any of the Resource Cards being used for purchase share the same background colours as the Modules they are purchasing (or are multi-coloured), they are immediately played face up on the Module, rather than discarded.
- When Resource Cards are used to purchase a Module, the actions on them are not activated.
Play a Resource Card on one of your Module Cards
- All Resource Cards have one of eight different background colours. A Resource Card can be played on a Module Card if the background colour matches. Resource Cards with multi-coloured backgrounds can be played on any Module in your station.
- If you are playing a Resource Card on a Module Card as your action, play it face down.
- Resource Cards should be stacked in a way that allows other players to see how many cards are in each Module.
- Black or white Resource Cards cannot be played on your own station unless the card states otherwise.
Play a Black or White Resource Card
- Resource Cards with black backgrounds may affect your opponents when played, while white Resource Cards may help further your lead. Follow the rules on the card to see the effects.
- After the action the card is discarded onto the Resource discard pile unless the card states otherwise.
Discard then take from the Resource deck
- If you do not want to undertake any of the actions above, you must discard a Resource Card from your hand in exchange for one Resource Card from the top of the Resource deck.
End of the Game
The game ends immediately when all players have a completed space station of 4 Modules.
The value of your space station is then totalled by adding together the lowest value on your 4 Module Cards and the values of the Resource Cards in the station.* (A calculator is handy here!)
After adding together your Resources and Modules, additional points are given depending on the Module Cards that make up your station:
- 3000: A station made from four different Module types.
- 2200: A station made from four Modules of the same type.
- 1800: A station made from two pairs of two different Modules.
- 1400: A station made from three Modules of one type and one of another.
- 1000: A station made from one pair and two different Modules.
* Any Resource Cards that may have been moved during the game and no longer match the colour of the Module Card they are on score no points. Resource cards left in your hand also score no points.
The example in the manual shows a complete station scoring 8800 points (4200 Modules + 3600 Resources + 1000 Station Makeup = 8800), after turning over all the Resource Cards in the station at the end of the game.
Admiral's Log
You should then consult the Admiral's Log to discover the fate of your stations. A different story will unfold for every station, giving a fun and satisfying conclusion to the game, regardless of whether you have won or not!
The winner of the game is the player with the most points after all of your stories have been told.
Resource Card List & Clarifications
- Al Eysium: Place the three Resource Cards back in any order you like.
- Alien Invasion: The attacked Admiral must discard one of their Module Cards and any Resource Cards on that Module. Laser Turret is a one time defence against this attack.
- Asteroid: Modules + Resource Cards Total = the amount of Module and Resource Cards in a station, not their total value. In the event of a tie, flip a coin. Be careful, this may backfire and affect your own station if it is the largest! Laser Turret is a one time defence against this attack.
- Athlete: There are 2 Athlete cards in the deck. If both are played on any Recreation Module together, they are worth 1200, rather than 300 each if played independently.
- Blue Harvest: If Resource Scarcity is currently on one of your Modules, playing this card on the Module removes it. Discard Resource Scarcity, and leave Blue Harvest face up on the Module. If Resource Scarcity is not present, play this card face down on any Module, where it will protect against it in future.
- Booby Trap: If attacked, all Resource Cards in the player's hand are placed in the Resource Card discard pile. If attacked, Booby Trap is also discarded from the Module and placed in the Resource Card discard pile.
- Buckminster Fuller: Card acts as a "coupon" for an Accommodation Module. Buckminster Fuller gets played face up on the chosen Accommodation Module in your station immediately.
- Civilian: Card is worth 300 on any Module. However, when it is played on an Accommodation Module it is worth 400 at the end of the game.
- Compulsory Purchase Order: This card cannot be used on yourself. This card has no effect if played on a player who already has a complete Space Station of 4 Modules. Resource cards in the attacked player's hand must be used to purchase the Module.
Module Card List
The printed Module Card List groups the 46 Module Cards by type:
- Accommodation: Animal Shelter, Apartment, Hostel, Hotel, Homestead, Loft, Mansion, Retirement Home, Time Share.
- Defence: Area 53, Armoury, Astro-Camp, Cryolab, Military Academy, Military Base, Police Station, Reform Camp, S.I.A. H.Q.
- Education: Archive, Gallery, Library, Museum, Observatory, School, Sky-Lab, University, Winnebago.
- Infrastructure: Atmospheric Control, City Hall, Control Centre, Factory, Farm, Hospital, Mine, Solar Plant, Spaceport, Water Works.
- Recreation: Arcade, Bar, Gym, Holoplace, Mall, Nightclub, Park, Stadium, Theatre.