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Lift Off! Get me off this Planet!

Lift Off! Get me off this Planet! Rulebook

Table of Contents

Table of Contents

  • Overview
  • Components
  • Setting Up the Game
  • Objective
  • Starting the Game
  • General Gameplay
  • A Game Turn
  • Understanding the Moon and Day Track
    • The Day Track
    • The Moon Phases
  • Anatomy of a Lift Off Point
    • Stargate Die
    • Lift Off Die
    • Core Icon
    • Starred Moon
  • Game Cards
    • Resource Cards (64 Cards)
    • Action Cards (36 Cards)
  • End of the Game
  • Game Variants
    • Family Fun
    • Let's Team Up
    • We Don't Have Time!
    • Cutthroat Planet
  • Lift Off Points
    • Bonfire
    • Satellite
    • Rocket Ship
    • Jetpack
    • Trampoline
    • Miracle
    • UFO
    • Teleport
    • Slingshot
    • Stargate
  • Examples of Play
    • Beginning of Game Examples
    • Middle of Game Examples
    • End of Game Example

Overview

Players: 2-5. Ages: 13+. Time: 45 minutes.

Components

Inside Lift Off! Get me off this Planet! you will find:

  • 1 Game Board
  • 1 Planet Core
  • 4 Exit Points
  • 10 Lift Off Points
  • 1 Moon and 1 Sun Token
  • 1 Garglore
  • 50 Aliens (5 colors - x10 each)
  • 3 Custom Dice
  • 100 Game Cards (64 Resource, 36 Action)
  • 5 Turn Cards

Setting Up the Game

Place the Game Board in the middle of the players and place the Planet Core on the indicated spot in the center. Place the 4 Exit Points then randomly select and place 4 Lift Off Points around the Core so that the bottom nubs fit snuggly and the pieces create a small planet.

If this is your first time playing, you should use Jetpack, Bonfire, Satellite, and Rocket Ship.

Place the Moon Token on the Starting Moon Spot indicated with a star. The Moon travels around the board at the end of each player's turn. Each full cycle of the Moon around the planet represents the passage of 1 day.

Place the Sun Token on the Day Track on the spot which corresponds to the number of players playing the game. The track is used to monitor the days that pass. The planet immediately explodes when the Sun Token reaches the explosion at the end of the track.

Hand out a Turn Card to each player. Shuffle the Game Cards thoroughly and deal each player 2 starting Cards face down. If this is your first time playing, remove the 4 Terraform Cards from the deck.

Place the Garglore in the lava pool on the Planet Core.

Place 10 Aliens per player on the Planet Core.

Objective

The objective of Lift Off! Get me off this Planet! is to be the first player to get their 10 Aliens off the planet using Lift Off Points, Game Cards, and Phases of the Moon to escape.

Beware the GARGLORE!

Starting the Game

The player with the best story about being stranded by their own accord goes first, or roll the number die and whoever rolls the highest goes first. The game then proceeds counter-clockwise through the players along with the orbit of the Moon.

Lift Off Points: Players use Lift Off Points to save their Aliens. Aliens take off immediately once the Lift Off Point requirements are met.

The Moon: Most Lift Off Points are affected by the position of the Moon. Pay attention to its location!

The End: The first person to save all their Aliens wins. However, if the planet explodes first, the player with the most saved Aliens wins.

Don't Forget: The Moon's orbit and the Game proceed counter-clockwise!

General Gameplay

During the game, players are going to use their turn to move their Aliens out of the core of the planet and then to its perimeter. From there, they can use their Fuel and Screw Resource Cards in order to move onto the Launch Platforms of each Lift Off Point. Each Lift Off Point requires different resources and phases of the Moon to take off. Action Cards are used to assist in getting your Aliens off the planet or to block others. Remember, sometimes you can help yourself while helping your opponents - You decide what works best!

When moving the Aliens around the Planet, leave them flat on their backs facing up. Then, when you pay a Placement Cost to get onto the Launch Platform, stand them up. This is a great way to distinguish between Aliens on a Lift Off Point and those who have actually paid to be on the Launch Platform and are ready to take off.

A Game Turn

1. DRAW: A player starts their turn by drawing two Game Cards from the draw pile.

2. PLAY: On their turn, the player can do any of the following actions IN ANY ORDER AT ANY TIME.

  • Move (2x): The player can take two movement actions moving one Alien twice, or two Aliens once. Aliens move through an Exit Point from the Core to the Surface as one movement action. Moving across each segment of the planet (Lift Off Points and Exit Points) also takes one movement point.
    • Moving an Alien through the tunnel to the planet surface is 1 Move.
    • Moving an Alien in either direction around the planet surface is 1 Move.
    • You can move through a Lift Off Point without being placed on the Launch Platform. You can also move either direction through any of the Exit Points.
  • Play Action Cards: The Player can play any number of Action Cards IN ANY ORDER. (See Lift Off Points below for details.)
    • Using Cards: Discarded or used Resource and Action Cards are placed in a discard pile. When the draw pile is empty, reshuffle the discard pile to continue play.
  • Pay Launch Platform / Lift Off Costs:
    • If a Lift Off Point is not full, the player may pay the Lift Off Placement Cost in order to place their Alien on the black-and-yellow striped Launch Platform. This is paid into the area below the Launch Platform and applied toward Lift Off Costs.
    • A player may pay a Lift Off Cost or additional resources at any time. For example, a player may pay a Fuel to roll the die on the Bonfire Lift Off Point any time during their Play Phase.
    • Paying these costs does not require any movement points and can happen at any time during your Play Phase. If on a Lift Off Point from a previous turn, simply pay the appropriate cost to get onto the Launch Platform.
  • Trade 2 Cards for 1: The player may discard 2 cards of their choice from their hand to draw 1 new Card. This exchange can be done as many times as desired.

3. Moon: End each turn by moving the Moon Token counter-clockwise one spot around the planet.

Understanding the Moon and Day Track

The Moon moves counter-clockwise one spot on the Moon Track to symbolize the end of each player's turn. As the Moon moves around the planet, it represents different Moon Phases for all of the Lift Off Points on the board. Each time the Moon moves all the way around the planet, it drives the Sun forward one spot on the Day Track.

The Day Track

When the Moon Token reaches the Star Icon at the top of the Game Board, a player must also move the Sun Token one spot forward on the Day Track.

If the Moon moves backwards over the Star Icon because of a Move the Moon Action Card, the Sun Token on the Day Track moves back as well. In addition, each and every time the Moon hits the Star Icon, the Garglore is returned to the Core and the Stargate roll occurs (if it is in play).

The Moon Phases

Moon Phases are determined by the location of the Moon Token on the Moon Track in relation to each individual Lift Off Point. If the Moon Token is above a Lift Off Point, it is a Full Moon (white). If the Moon Token is on the complete opposite side of the board, it is a New Moon (dark). If it is anywhere in between, it is a Half Moon (grey). All Lift Off Points have Moon Phase icons that show the Lift Off Cost.

Anatomy of a Lift Off Point

All Lift Off Points are unique but use common icons to show their function.

When the Lift Off Cost is met, ALL Aliens on the Lift Off Point take off. This is regardless of the player that put in the final resources or moved the Moon. This happens the moment all requirements are met and can occur multiple times a turn.

  • Required Resource or Action Cards: These icons indicate the number of Resource or Action Cards needed to achieve Lift Off, stand on the Launch Platform, or roll.
  • Rocket Ship Icon: Appears next to the required Moon Phase and cost for Lift Off.
  • Launch Platform: The area where Aliens stand once they have paid the Placement Cost.
  • Alien Spaces: This icon indicates the maximum number of Aliens that can be placed on a Launch Platform. Lift Off does not require the Launch Platform to be full.
  • Area for Cards Played: Where paid resource and action cards are placed.
  • Placement Cost: The yellow arrow icon indicates the cost to place a single Alien on the Launch Platform. You are allowed to overpay to ensure your Aliens escape.

On your turn, you may use a movement point to abandon a Launch Platform. Resources remain, and you must pay again to get back on.

Stargate Die

Shown on the Stargate Lift Off Point, this icon is a reminder to roll the blue Stargate Die whenever the Moon Token reaches the Star Icon at the top of the Game Board.

Lift Off Die

When this die is shown on a Lift Off Point such as Bonfire, the die icons mean the following:

  • Launch has failed.
  • Roll 1 Rocket or more to launch.
  • Roll 2 Rockets or more to launch.
  • Roll 3 Rockets to launch.

Core Icon

When on a Lift Off Point, this icon indicates an Alien is returned to the Core if a Lift Off attempt fails. (See Trampoline under Lift Off Points below.)

Starred Moon

This icon indicates an action when the Moon Token is on the starting Star Icon. (See Stargate Lift Off Point below.)

Game Cards

Resource Cards (64 Cards)

  • Fuel (24): Counts as 1 Fuel.
  • Screw (24): Counts as 1 Screw.
  • Wild (16): Counts as either 1 Fuel or 1 Screw.

Action Cards (36 Cards)

  • Move the Moon! (8): Move the Moon 1 spot in either direction. This move can advance progress to the next day.
  • Supernova! (2): Makes all Lift Off Points "Full Moon" for the remainder of that player's turn. The Moon does not move.
  • Tornado! (2): All Aliens return to the Core. Aliens on Launch Platforms are not affected.
  • Move Your Alien! (8): Move 1 of your Aliens 1 spot. If a placement cost is required, the player must still pay the cost to do so.
  • Asteroids! (2): Makes all Lift Off Points "New Moon" for the remainder of that player's turn. The Moon does not move.
  • Electric Storm! (2): All players must discard all of their cards.
  • Terraform! (4): Replace any Lift Off Point that has an empty Launch Platform with another from the game box. Aliens not on Platform remain.
  • Garglore! (8): Move the Garglore to any Lift Off Point or his lava pool. When on a Lift Off Point, Aliens can be placed on the Launch Platform, but cannot launch. Lift Off Points instantly become active when he is returned to the lava pool. The Garglore is also returned to his lava pool any time the Moon touches the Star Spot at the top of the board.

Some Lift Off Points require Action Cards instead of Resource Cards. Any Action Card can be used.

End of the Game

As soon as a player saves all of their Aliens, the game ends. If this does not occur before the Sun hits the Explosion Point on the Day Track, the player with the most saved Aliens wins.

Tie: If multiple players save all of their Aliens in the same Lift Off OR multiple players have the same number of Aliens saved when the planet explodes, the player with the most Resource Cards wins.

Tie+: If multiple players save the same amount of Aliens AND have the same number of Resource Cards, both players rejoice in having saved so many wonderful creatures.

Game Variants

Family Fun

In a family friendly match, Lift Off! Get me off this Planet! does not end when one player successfully rescues their Aliens. Their turn is over, but everyone else gets to try and save their Aliens before the planet explodes. Helping each other to escape is encouraged.

  • Cards: Remove the Tornado and Electric Storm Cards.
  • Terraform: When Terraform is played, select Lift Off Points randomly.
  • Additional Tweak: To nullify all "Take that!" you can remove the Garglore and Garglore Card.

Let's Team Up

This is for 4-player games. Two teams of two are formed and each player chooses a different color of Aliens to save. Teammates may not sit next to one another or play sequentially.

  • Cards: Teammates may not share cards or resources, but one player may use an Action Card on another player's turn.
  • Aliens: A team wins when BOTH of their colors (their 20 Aliens) are rescued. All players continue play and can assist their teammate until the conclusion of the game, even if their own Aliens have been saved.

We Don't Have Time!

When you have a need for speed, try this variant. It features more cards, fewer Aliens to save, and starts the Day Track 2 days later than normal.

  • Cards: Start with 3 cards.
  • Aliens: Play with 8 Aliens instead of 10.
  • Terraform: When Terraform is played, select Lift Off Points randomly.
  • Day Track: Start 2 days later.

Cutthroat Planet

For Lift Off with a competitive edge, try this variant. Definitely NOT for the timid!

  • Cards: The Move your Alien Card can move ANY player's Alien, including off of a Launch Platform. That player's resources stay and Aliens have to pay again to get on the Launch Platform.
  • Day Track: Start 1 day later.
  • Additional Tweak (Vicious): Terraform can be used on any Lift Off Point and ALL Aliens are sent to the Core whether on the Launch Platform or not. Resources are discarded.

Lift Off Points

Bonfire

At the price of 1 Screw to sit around the fire, Aliens can pay 1 Fuel to create a great blaze in the hopes of flagging down a ship. Chance of Lift Off is best during New Moon.

  • Number Of Aliens: Max of 4.
  • Placement Cost: 1 Screw.
  • Lift Off Cost: 1 Fuel to roll die. Success chance changes based on Moon Phase.

Satellite

Aliens can be placed for 2 Screws, but 6 are required for the Satellite to call a ship for a pickup, which happens as soon as the threshold is met regardless of the Moon Phase.

  • Number Of Aliens: Max of 3.
  • Placement Cost: 2 Screws.
  • Lift Off Cost: 6 Screws, any Moon Phase.

On their turn, a player may pay additional Screws to increase the total. When 6 Screws are paid, Lift Off occurs.

Rocket Ship

The Rocket Ship holds 6 Aliens, the most of all initial Lift Off Points. Each Alien needs 1 Fuel and 1 Screw to place. The Rocket Ship requires 6 Fuel and 6 Screws to take off, but does not need 6 Aliens.

  • Number Of Aliens: Max of 6.
  • Placement Cost: 1 Fuel and 1 Screw.
  • Lift Off Cost: 6 Fuel, 6 Screws. Automatic Lift Off on Full Moon with full resources.

A player may pay additional Screws at any time on their turn. Lift Off occurs when a Full Moon is over the Rocket Ship and all Resources have been paid.

Jetpack

The Jetpack is a fast way to take off from the board as the Placement Cost equals the full Resource Cost to take off. The Jetpack Lift Off Cost is highly dependent on the Moon.

  • Number Of Aliens: Max of 1.
  • Placement Cost: Fuel, dependent on the phase of the Moon.
  • Lift Off Cost: The Placement Cost COUNTS AS Lift Off Cost.

An Alien can never be sitting on or "blocking" the Jetpack. If moved onto the Launch Platform, Lift Off occurs immediately because the cost counts for both.

Trampoline

The Trampoline functions similarly to Bonfire, but placement is free and Lift Off Cost is 1 Screw to roll instead of 1 Fuel. Trampolines are dangerous though, so a failed roll results in all Aliens on it being sent back to the Core. Chance is greatest during Full Moon.

  • Number Of Aliens: Max of 2.
  • Placement Cost: Free.
  • Lift Off Cost: 1 Screw to roll die. Success chance changes based on Moon Phase.

All Aliens on the Trampoline, regardless of who rolled, either Lift Off the board or are returned to the Core.

Miracle

Creating a Miracle requires 1 Alien from every player for Lift Off. Placing an Alien costs 1 Action Card and Lift Off occurs the moment the last player has placed their Alien.

  • Number Of Aliens: Number of Players.
  • Placement Cost: 1 Action Card.
  • Lift Off Cost: Requires 1 Alien from each player.

Only 1 Alien per player can be placed on the Miracle Lift Off Point per launch.

UFO

The UFO functions similarly to the Rocket Ship, but only carries 3 Aliens and requires fewer Resources to take off. The biggest difference is that Placement Cost changes with each Alien placed.

  • Number Of Aliens: Max of 3.
  • Placement Cost: Increases per Alien. (1st = 1 Fuel, 2nd = 2 Screws, 3rd = 3 Fuel)
  • Lift Off Cost: 4 Fuel, 2 Screws. Automatic Lift Off on New Moon with full resources.

A player may pay additional resources to take off with less than 3 Aliens, but subsequent placements still must follow the Placement Cost.

Teleport

Placement on the Teleport Platform is free. Each time a New Moon occurs, all players with Aliens on the Platform have the option to pay for Lift Off. The full cost of all Aliens must be paid prior to launch, so if there are 3 Aliens, players must come up with 3 Fuel or no one is leaving the planet. Players may not pre-pay this cost.

  • Number Of Aliens: Max of 3.
  • Placement Cost: Free.
  • Lift Off Cost: 1 Fuel per Alien.

The full Lift Off Cost needs to be paid, but payment does not need to be even. If a single player wants to pay for an entire group of Aliens to take off, they can.

Slingshot

The Placement Cost on Slingshot is always 2 resources, but the specific resources required are dependent on the Moon Phase. Utilizing the Slingshot requires a second Alien to be placed on the Launch Platform. When the second Alien is placed, Lift Off occurs immediately for the first Alien.

  • Number Of Aliens: Max of 1.
  • Placement Cost: 2 Resources, specifics depend on Moon Phase.
  • Lift Off Cost: Placement of second Alien.

Players may Slingshot their own Aliens or others. Only 1 Alien can stand on the Launch Platform at a time.

Stargate

The Stargate is the most powerful Lift Off Point in the game. Whenever the Moon lands on the Starting Moon Spot (regardless of whether there are Aliens on the Stargate or not), the Stargate Die is rolled to determine 1 of 6 effects.

  • Number Of Aliens: Unlimited.
  • Placement Cost: 1 Action Card.
  • Die Results: When the Die is rolled, 1 of 6 results can occur. They are:
    • Draw 1: EVERY player draws 1 Card.
    • Draw 2: EVERY player draws 2 Cards.
    • Earthquake!: Remove Stargate from the game and replace. All Aliens on Stargate (Launch Platform or not) are returned to the Core.
    • Tornado!: All Aliens not on Launch Platforms return to the Core.
    • Electric Storm!: EVERY player discards their hand.
    • Lift Off!: All Aliens on the Stargate Launch Platform Lift Off!

Move The Moon Cards could cause 2 Stargate Rolls in the same turn.

Examples of Play

Standard First Play Set-Up: Lift Off Points: Satellite, Rocket Ship, Bonfire, and Jetpack. Cards: All players begin with 2 cards in their hand. The players in this example are Emily, Adam, Ed, and Nichole.

Beginning of Game Examples

Emily's First Turn — Aliens: 10. Hand: 1 Fuel, 1 Screw.

Draw: Emily draws 1 Fuel and 1 Move the Moon Card.

Play: She spends 1 move to take an Alien to the surface and 1 to move the SAME Alien to the Bonfire Lift Off Point. She pays 1 Screw to place the Alien on the Bonfire Launch Platform.

Moon: Emily moves the Moon one spot counter-clockwise to indicate her turn is complete.

Adam's First Turn — Aliens: 10. Hand: 1 Fuel, 1 Screw.

Draw: Adam draws 1 Fuel and 1 Screw.

Play: He spends 1 move to take an Alien to the surface and 1 to move the SAME Alien to the Rocket Ship Lift Off Point. He pays 1 Screw and 1 Fuel to place the Alien on the Rocket Ship Launch Platform.

Moon: Adam moves the Moon one spot counter-clockwise to indicate his turn is complete.

Ed's First Turn — Aliens: 10. Hand: 1 Screw, 1 Move your Alien Card.

Draw: Ed draws 1 Screw and 1 Garglore.

Play: He spends 1 move to take an Alien to the surface and 1 to move the SAME Alien to the Satellite Lift Off Point. He pays 2 Screws to place the Alien on the Satellite Launch Platform.

Moon: Ed moves the Moon one spot counter-clockwise to indicate his turn is complete.

Nichole's First Turn — Aliens: 10 to 9. Hand: 2 Fuel.

Draw: Nichole draws 1 Screw and 1 Wild Card.

Play: She spends 1 move to take an Alien to the surface and 1 to move the SAME Alien to the Bonfire Lift Off Point. She pays 1 Screw to place the Alien on the Bonfire Launch Platform. The Moon is above the Rocket Ship Lift Off Point from Ed's last move, so Lift Off from Bonfire requires a roll of 1, 2, or 3 Rockets. She pays 1 Fuel to the card region and rolls an "X". Nothing happens. She then pays 1 Wild (as Fuel) to roll again and rolls a 2 Rocket icon. The Lift Off cost is met and all Aliens on the Launch Platform are rescued. Nichole's AND Emily's Aliens are removed from the board and set in front of their respective owners.

Moon: Nichole moves the Moon one spot counter-clockwise to indicate her turn is complete.

Middle of Game Examples

Emily's Turn — Aliens: 6 to 4. Hand: 3 Screws.

Draw: Emily draws 1 Screw and 1 Garglore.

Play: Ed's Alien is still on the Satellite Lift Off Point and Emily has two Aliens on the surface adjacent to it. She spends 1 move to take an Alien to the Satellite Lift Off Point, and pays 2 Screws to get onto the Launch Platform. She spends her second move to take another Alien to the Satellite Lift Off Point, and pays 2 Screws to get onto the Launch Platform. The Satellite now has a total of 6 Screws paid which means regardless of where the Moon is, all Aliens on the Satellite Launch Platform are Lifted Off. Ed's 1 Alien AND Emily's 2 Aliens are removed from the board and give to their respective owners.

Moon: Emily moves the Moon one spot counter-clockwise to indicate her turn is complete.

Adam's Turn — Aliens: 7. Hand: 1 Fuel, 1 Move Your Alien Card.

Draw: Adam draws 1 Wild and 1 Supernova.

Play: Adam has 1 Alien adjacent to the Rocket Ship Lift Off Point. He spends 1 move to take an Alien to the Rocket Ship Lift Off Point, paying 1 Fuel and 1 Wild to get onto the Launch Platform. He spends his second move taking an Alien to the surface. He uses Move Your Alien to move another Alien to the surface.

Moon: Adam moves the Moon one spot counter-clockwise to indicate his turn is complete. This moves the Moon over the starting star spot, so Adam moves the Sun one spot on the Day Track. One Day is now complete. There are 4 left before the planet explodes.

Ed's Turn — Aliens: 5 to 4. Hand: 1 Fuel.

Draw: Ed draws 2 Fuel.

Play: He spends 1 move to take an Alien to the surface and 1 to move the SAME Alien to the Jetpack Lift Off Point. The Moon is on the starting Star Spot from Adam's last turn, so it is a Half Moon in relationship to the Jetpack Lift Off Point. Lift Off costs 3 Fuel at Half Moon, so Ed pays 3 Fuel as the Placement Cost and takes off immediately.

Moon: Ed moves the Moon one spot to indicate his turn is complete.

Nichole's Turn — Aliens: 5 to 4. Hand: 1 Screw, 1 Garglore.

Draw: Nichole draws 1 Terraform and 1 Wild Card.

Play: The Rocket Ship currently has 5 Aliens on it, none of which are Nichole's. She uses her Garglore Card to move the Garglore from the Core to the Rocket Ship Lift Off Point. Ed & Emily have Aliens on this Launch Platform, but they can't Lift Off until the Garglore goes away. Nichole uses her Terraform card to take the now empty Bonfire Lift Off Point and transform it into the Trampoline Lift Off Point. She spends 1 move to take an Alien to the surface and 1 to move the Alien to the Trampoline Lift Off Point, placing the Alien on the Launch Platform for the placement cost of zero. The Moon is above the Trampoline from Ed's last move, so Lift Off at Full Moon requires a 1, 2, or 3 Rockets with the die. She pays 1 Screw and rolls a 3. Nichole's 1 Alien is removed from the board.

Moon: Nichole moves the Moon one spot counter-clockwise to indicate her turn is complete.

End of Game Example

After more hands are played, Adam ends the game on this turn.

Adam's Last Turn — Aliens: 5 to 0. Hand: Empty.

Draw: Adam draws 1 Supernova and 1 Garglore.

Play: All 5 of Adam's remaining Aliens and 1 of Ed's (who still has others on the board) are sitting on the Rocket Ship with the Garglore on it. Adam uses his Garglore Card to move the Garglore back to the Core. He uses Supernova to make the entire board Full Moon. Since the Rocket Ship has 6 Screws and 6 Fuels paid, it takes off. All of Adam's 5 remaining Aliens AND Ed's 1 Alien are removed from the board.

Game Over: Having removed all of his Aliens, Adam has now won the game!