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Home on Lagrange

Home on Lagrange Rulebook

Table of Contents

Table of Contents

  • Components
  • Card Overview
  • Setup
  • Admiral's Abilities
  • Turn Overview
    • Action Phase
    • Draw Phase
    • Restock the Mass Driver
  • Action Phase Breakdown
    • Purchase a Module Card
    • Play a Resource Card on one of your Module Cards
    • Play a Black or White Resource Card
    • Discard then take from the Resource deck
  • End of the Game
  • Admiral's Log
  • Resource Card List & Clarifications
  • Module Card List

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.
  • Cosmic Ray: When you have chosen your card, put the other Resource Cards back in the discard pile in the same order.
  • Criminal: 'In play Resource' refers to a Resource card which is on another player's Space Station, not in their hand.
  • Dusty Books: Card is worth 400 on any Education Module, however when it is played on the Library it is worth 600.
  • Entertainer: Card is worth 300 on any Module. However, when it is played on a Recreation Module it is worth 400 at the end of the game.
  • Express Delivery: Cannot be used to take an in play Resource Card.
  • Freeman Dyson: Card acts as a "coupon" for an Education Module. Freeman Dyson gets played face up on the chosen Education Module in your station immediately.
  • Gerard O'Neill: Card acts as a "coupon" for an Infrastructure Module. Gerard O'Neill gets played face up on the chosen Infrastructure Module in your station immediately on purchase.
  • Giant Cork: Card is worth 100 on any Infrastructure Module. However, when it is played on the Mine it is worth 600 at the end of the game.
  • Government Grant: This card has no use other than currency to buy Modules. It cannot be played on a Module.
  • Gran Crackers: Take any other card in your hand and discard it along with this one to take the last 2 Resource Cards from the Resource discard pile. These are cards that have been discarded in the previous player's turn.
  • Home Sweet Home: Card is worth 300 on any Accommodation Module. However when it is played on the Homestead it is worth 600 at the end of the game.
  • Hot Bomb: If attacked with a black card, reveal this card to the attacking player, then the attacking player discards all black Resource Cards in their hand and places them in the Resource Card discard pile. Hot Bomb is also discarded from the Module and placed in the Resource Card discard pile.
  • Jettison: All Resource Cards in the chosen Module are also discarded.
  • Landfill: Stays on the Module, face up, until removed. Resource Cards currently in play on the Module are not removed. This card has no effect if Space Dozer is already present on the chosen Module; this card is discarded immediately. If the Module is destroyed or removed, this card is discarded alongside it.
  • Laser Turret: If this card is present on a Module which is attacked by Alien Invasion or the Asteroid then those cards have no effect on the Module, and only the Laser Turret is discarded.
  • Livestock: Card is worth 300 on any Module. However, when it is played on an Infrastructure Module it is worth 400 at the end of the game.
  • Misconception Medicine: Card is worth 600 on any Infrastructure Module. However, when it is played on the Hospital it is worth 800 at the end of the game.
  • Multi-Universal Guzzle Shooter: Card is worth 300 on any Recreation Module. However, when it is played on the Bar or Nightclub it is worth 600 at the end of the game.
  • N2STELLA: The card which is drawn should be done blind.
  • Officer: Card is worth 300 on any Module. However, when it is played on a Defence Module it is worth 400 at the end of the game.
  • Overpopulation: Depicting a human = If there is a human on the illustration of any other Resource Card.
  • Pal 900: Card is worth 400 on any Infrastructure Module. However, when it is played on the Control Centre it is worth 600 at the end of the game.
  • Partial Recall: Card is worth 600 on any Infrastructure Module. However, when it is played on Atmospheric Control it is worth 700.
  • Particle Accelerator: In total this allows three actions, the first is playing this card, the second two can be any action of your choice.
  • Peephole: Card is worth 600 on any Accommodation Module. However, when it is played on the Apartment it is worth 800 at the end of the game.
  • Potato: Card is worth 500 on any Infrastructure Module. However, when it is played on the Farm it is worth 600 at the end of the game.
  • Primitive Technology: Card is worth 600 on any Education Module. However, when it is played on the Museum it is worth 800 at the end of the game.
  • Professor: Card is worth 300 on any Module. However, when it is played on an Education Module it is worth 400 at the end of the game.
  • Repo Man: 'In play Resource' refers to a Resource card which is on another player's Space Station, not in their hand.
  • Resource Scarcity: Stays on the Module, face up, until removed. Resource Cards currently in play on the Module are not removed. Card has no effect if Blue Harvest is already present on the chosen Module; this card is discarded immediately. If the Module is destroyed or removed, this card is discarded alongside it.
  • S.I.A. Agent: Face down Resource Card refers to a card in play, not a card in a rival's hand. If the Booby Trap is activated on its owner, that player loses their entire hand.
  • Siliconite Statue: The cards taken from each player are taken from their hand rather than cards which are in play. This card is discarded after it has been revealed and activated. The effects of the played black Resource Card still occur.
  • Smuggler: Cannot be used to take an in play Resource Card.
  • Solar Eclipse: Players will still have an action phase for their next turn, just no draw phase.
  • Solar Winds: Any player can be chosen, this card has no effects on cards already in play on a station.
  • Space Dozer: If Landfill is currently on one of your Modules, playing this card on the Module removes it. Discard Landfill, and leave Space Dozer face up on the Module. If Landfill is not present, play this card face down on any Module, where it will protect against it in future.
  • Space Explorer: Opponent will only show their hand to you, not to any other players.
  • Space Invaders: Any Black Resource cards which are played on top of this Resource Card are deflected to the player left of the attacked player, and the action on that card affects them instead. This card is discarded after it has been revealed and attacked.
  • Space Junk: Any player can be chosen, they cannot draw or perform an action on their next turn.
  • Specimen: Card is worth 300 on any Module. However, when it is played on an Education Module it is worth 400 at the end of the game.
  • Teleporter: Resource Cards moved into a Module of a different colour will not score at the end of the game. Can be used on your own station if necessary.
  • Telescope: Card is worth 600 on any Education Module. However, when it is played on the Observatory it is worth 800 at the end of the game.
  • The Limits to Growth: This card does not affect any Modules that are currently in players' space stations.
  • Thermal Event: Modules + Resource Cards Total = the amount of Cards in a station, not the total value of the cards. Be careful, this may backfire and affect your own station if yours is the largest! There is no defence against this attack. The attacked player chooses the Module.
  • Thermal Exhaust Port: Card is worth 100 on any Infrastructure Module. However, when it is played on the Spaceport it is worth 800 at the end of the game.
  • Three Body Problem: If only two people playing, players will swap hands of Resource Cards.
  • Timothy Leary: Card acts as a "coupon" for a Recreation Module. Timothy Leary gets played face up on the chosen Recreation Module in your station immediately.
  • Tokamak Coil: Draw three additional Resource Cards, as well as the ones that are to be drawn in the Draw Phase.
  • Tractor Beam: Use this list as a reference when choosing the Resource Cards to pick. Resource Cards which can affect each other are noted. If anyone in the group has either of those cards in their hand, they must give them to you.
  • Vaccination: If Viral Outbreak is currently on one of your Modules, playing this card on the Module removes it. Discard Viral Outbreak, and leave Vaccination face up on the Module. If Viral Outbreak is not present, play this card face down on any Module, where it will protect against it in future.
  • Viral Outbreak: Stays on the Module until it is removed. Depicting a human = Any human in the illustration of another Resource Card. This card has no effect if Vaccination is already present on the chosen Module; this card is discarded immediately. If the Module is destroyed or removed, this card is discarded alongside it.
  • Wernher Von Braun: Card acts as a "coupon" for a Defence Module. Wernher Von Braun gets played face up on the chosen Defence Module in your station immediately.
  • Wogon Poetry: Card is worth 600 on any Recreation Module. However, when it is played on the Theatre it is worth 800 at the end of the game.
  • Wormhole: Card is worth 400 on any Defence Module. However, when it is played on the Military Base it is worth 600 at the end of the game.