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LUM42

LUM42 Rulebook

Table of Contents

Table of Contents

  • Components
  • Setup
    • General setup
    • Players
  • Game concepts
    • Light cube
    • Collection principle
    • Transformation principle
    • Movement principle
  • Game overview
    • Round structure
  • Phase 1: Discovery of systems
  • Phase 2: Deployment of units
    • Moving the spaceship
    • Portal movement
    • Deploying a unit
    • Resolving a combat
  • Phase 3: Production of probes
    • How to place a probe
  • Phase 4: Recovery of units
    • Collection
    • Transformation
    • Black planets
    • Bonus of the Exile
  • Phase 5: End of round
  • End of game
  • Units
    • Basic units
    • Special units
  • Objectives
    • Collect objective
    • Energy objectives
    • Light objectives

Components

The following is the component list as printed in the rulebook.

5 boards

  • 1 game board
  • 4 player boards

80 light cubes

  • There are 4 colours of light: blue, green, yellow and red.
  • 20 blue cubes, 20 green cubes, 20 yellow cubes, 20 red cubes.

64 pawns

  • There are 4 colours of pawn: white, black, silver and gold.
  • Each player has 16 pawns in their colour:
    • 1 spaceship
    • 3 basic units
    • 5 special units
    • 4 probes
    • 1 score cube
    • 2 objective cubes

28 planet tiles

  • 24 planets (6 of each colour).
  • 4 black planets. Black planets have two energy faces and no light face.
  • Light face: the light face of a planet lets you collect light.
  • Energy face: the energy face of a planet lets you transform light into energy (victory points).

28 satellite tokens

  • 12 moons (3 of each colour).
  • 4 white moons. A white moon lets you collect a colour of your choice.
  • 12 portals (4 of each type): side portal, diagonal portal and teleportation portal.

8 objective tiles

  • 1 collect objective.
  • 3 light objectives.
  • 4 energy objectives.

2 metal tokens

  • One token is used to designate the first player.
  • One token is used to track the rounds (round counter).

Player board components

  • Each player board has 3 basic units available at the start of the game.

Setup

General setup

  1. Place the game board in the centre of the play area and place a metal token on space 1 of the round track.
  2. Shuffle the 28 planet tiles, then place 1 planet at random (light face up) on each of the 8 spaces around the centre of the space zone. The remaining planets form 4 stacks of 5 planets, placed on the designated spaces of the game board.
    • Note: the black planet does not have a light face and must therefore be placed on its energy face.
  3. Shuffle the 28 satellite tokens, then place 1 token at random (face up) on each planet in play. The remaining tokens form 4 stacks of 5 tokens, placed face up on the designated spaces of the game board.
  4. Place 5 light cubes of each colour per player on the designated spaces of the game board. (With 4 players, all 20 cubes of each colour are placed on the board.)
  5. Place 3 objective tiles on the board.
    • Draw one of the 4 colours at random and place the collect objective on the space of the colour drawn beforehand.
    • Shuffle the 3 light objective tiles and place one at random on the designated space of the game board.
    • Shuffle the 4 energy objective tiles and place one at random on the designated space of the game board.

Players

  1. Each player takes 1 player board and receives all the pawns of one colour, which they place in their starting positions:
    • The spaceship pawn in the centre of the space zone.
    • The 3 basic units and the 4 probes at the bottom of their player board.
    • The 5 special units at the top of their player board.
    • The 2 objective cubes in the 2 designated spaces.
    • The score cube on 0 of the score track.
  2. Choose the first player at random; this player takes the remaining metal token.

The game can begin.

Game concepts

Light cube

The light cube is the main resource of the game. It is collected by units and probes. Once transformed, the light cube becomes an energy cube.

Collection principle

Collection consists of recovering light using your units and probes.

A light cube is taken from the supply on the game board and placed on the collection zone of your player board matching its colour.

Illustration caption: when you collect a blue cube, you place a blue cube from the supply on your blue collection zone.

Transformation principle

Transformation consists of turning your light into energy using your units.

A light cube becomes an energy cube. When you transform, you move your cube from its collection zone up to the energy zone at the top of your player board.

This is mainly how you gain victory points during the game.

In addition, at the end of the game you gain extra victory points for each energy majority of each colour:

  • 5 points for blue energy and 6 points for the blue majority at the end of the game.
  • 4 points for green energy and 7 points for the green majority at the end of the game.
  • 3 points for yellow energy and 8 points for the yellow majority at the end of the game.
  • 2 points for red energy and 9 points for the red majority at the end of the game.

Illustration caption: when you transform a blue cube into energy, you move one of your blue cubes to the blue energy zone and gain 5 victory points.

Movement principle

During the game you will move your spaceship from system to system. A system always consists of a planet and a satellite.

Game overview

Your goal is to collect light to transform into energy and thereby gain victory points.

To do so, you will move your spaceship from system to system in order to deploy your units.

During the game, you face your opponents, who will try to prevent you from gaining victory points.

Round structure

The game lasts 5 rounds. Each round is a succession of 5 phases:

  1. Phase 1: Discovery of systems (blue).
  2. Phase 2: Deployment of units (green).
  3. Phase 3: Production of probes (yellow).
  4. Phase 4: Recovery of units (red).
  5. Phase 5: End of round (grey).

Phase 1: Discovery of systems

In phase 1 you add new systems to the space zone. The space zone expands each round and offers more and more choices.

In turn order, starting with the first player, each player must add a planet AND a satellite to the space zone.

  1. Take 1 planet from the top of one of the stacks on the game board.
  2. Choose the face on which you want to place the planet, then place it on an empty space adjacent to another system already present in the space zone.
    • The light face allows you to collect light.
    • The energy face allows you to transform light into energy.
  3. Take 1 satellite from the top of one of the stacks on the game board and place it on the planet you have just placed.
    • Moons allow you to collect light.
    • Portals allow you to make a special movement of the spaceship.

Illustration caption: during this phase, the player decides to place a red planet on its energy face accompanied by a white moon.

Phase 1 ends when all players have placed a planet and a satellite.

Phase 2: Deployment of units

In phase 2 you move your spaceship to deploy your units on planets or moons.

In turn order, starting with the first player, each player moves their spaceship from system to adjacent system horizontally or vertically until they stop, then deploys an available unit from the bottom of their player board.

Players deploy one unit each, in turn, until no player has an available unit on their player board. Phase 2 then ends.

Moving the spaceship

On your turn it is mandatory to move your spaceship to another system.

  • When you move your spaceship onto an empty system, with no probe or unit, you must stop there (see Deploy a unit).

  • When you move your spaceship onto a system where a spaceship is present, the opposing spaceship is ejected and placed back at the centre of the space zone after gaining 1 victory point as a passing bonus.

  • When you move your spaceship onto a system where at least one probe or unit is already present, you may choose to:

    • continue your movement toward another adjacent system; or
    • stop, on the condition that you can deploy a unit there (see Deploy a unit).

    If you move onto or stop on a system occupied only by one or more opposing pawns, those opponents immediately gain 1 victory point as a passing bonus.

    Precision: if one of your pawns is on the system, the opponent does not gain any victory point.

Illustration captions: when your Silver spaceship moves onto the system already occupied by a Black probe, no passing bonus is due, because Silver already had a unit on that system.

Important: your spaceship cannot return to a system it has already occupied or passed through during its current movement. However, you may return to that system during your next turn.

Note: it is impossible to move your spaceship to the centre of the space zone. The only way for a spaceship to return there is to be ejected by another spaceship. It is however possible to fly over the centre of the space zone by using a portal.

Portal movement

When you leave a system that has a portal, instead of moving to an adjacent system you may use the portal. This gives you a special movement allowing you to reach systems that are not adjacent.

  • The side portal: lets you move your spaceship directly to another system present in the same line (vertical or horizontal), ignoring holes and other systems.
  • The diagonal portal: lets you move your spaceship directly to another system present in the diagonal, ignoring holes and other systems.
  • The teleportation portal: lets you move your spaceship directly to another system possessing a planet of the same colour or to another system with a teleportation portal.

Illustration caption: in this example, the portal allows the ship to go to a black planet or to the green planet that has the same portal.

Deploying a unit

When you stop your spaceship's movement, you must deploy an available unit from your player board onto the planet or moon's location.

  • Deploying a unit on a planet or moon:
    1. You may deploy a unit on a planet even if the moon is already occupied by one of your units or by an opponent.
    2. You may deploy a unit on a moon even if the planet is already occupied by one of your units or by an opponent.
  • Deploying a unit to fight an opposing unit: 3. You may deploy a unit on a space already occupied by an opposing unit. In this case, a combat is triggered (see below).
  • Prohibitions: 4. You may not deploy a unit on a space you already occupy. 5. You may not deploy a unit on a planet already occupied by a probe. 6. You may not deploy a unit on a portal.

In phase 4, these units will be recovered in order to carry out their collection or transformation action.

Resolving a combat

During a combat, both units are removed and placed in the Exile (L'Exil) of the game board:

  1. The player who was attacked places their unit on one of the available bonus spaces of the Exile (see page 11).
  2. Then the attacking player places their unit on one of the remaining bonus spaces of the Exile.

Note: bonuses are resolved when units are recovered in phase 4.

Illustration caption: the Gold player decides to deploy their unit on the planet already occupied by the Black unit, so combat is triggered. The Black unit and then the Gold unit are placed in the Exile. The Black player nevertheless gains 1 PT (passing bonus) when the Gold spaceship arrives.

Phase 3: Production of probes

In phase 3 you collect light using your probes in play.

In turn order, starting with the first player, each player automatically collects one light for each of their probes in play.

The light cube collected is the colour of the planet on which your probe is located.

During this phase you may look at your player board:

  • If a probe is not on a coloured zone of your player board, it is in play, and you collect a light cube of the colour of that zone.
  • If a probe is on a coloured zone of your player board, it is not in play, and you do not collect the cube of that colour.

Players thus collect, in turn, all the light cubes of their probes in play. Phase 3 then ends.

Note: during round 1, no probe is in play, so no one collects light during phase 3.

Illustration caption: during this phase 3, you collect 1 green cube and 1 yellow cube.

Phase 3 ends when all players have finished collecting for their probes.

How to place a probe

When you collect a light cube on your player board, if a probe is in the collection zone of that cube, the probe joins the space zone.

  • The probe is then placed on a free space on any light-face planet in play of the same colour as the cube collected.
  • This planet must not already be occupied by a unit or by a probe.
  • If there is no planet available, the probe remains on your player board. It may be placed later in the game when you collect light again.

Illustration caption: when collecting a red cube, you may place the probe from your red zone of the player board on a red planet of your choice.

Phase 4: Recovery of units

In phase 4 you recover the units you deployed during phase 2.

In turn order, starting with the first player, each player recovers, in turn, one of their units in play so that it carries out its action. The unit is placed back at the bottom of the player board.

  • When you recover a unit from a light-face planet or a moon, it carries out its collection action.
  • When you recover a unit from an energy-face planet, it carries out its transformation action.
  • When you recover a unit from the Exile, it gains the bonus of its space.

Players thus recover their units one by one, in turn, until none remain in play. Phase 4 then ends.

Collection

A unit recovered from a light-face planet or a moon collects a light cube of its colour. The cube is placed on the collection zone of your corresponding player board matching its colour.

This collection allows you to place your probe if it is not already done. In all cases you keep the collected cube, even if your probe remains on your player board.

  • Precision: if the supply is empty, the action is lost and you collect no light cube.
  • The white moon allows you to collect a colour of your choice.

Illustration captions: on the yellow planet, the unit collects 1 yellow cube. On the green moon, the unit collects 1 green cube. On the white moon, your unit collects 1 cube of its choice; here the player decides to collect a red cube.

Transformation

A unit recovered from an energy-face planet transforms one light cube of its colour into energy. The light cube is moved from its collection zone up to the energy zone at the top of your player board. You immediately gain the victory points indicated.

  • Precision: if you have no light cube in your collection zone, the action is lost and you do not transform a light cube.

Illustration caption: on the green planet, your unit transforms 1 green cube into energy. You gain 4 points.

Black planets

Black planets allow you to transform any light cube into energy.

  • Precision: if you have no light cube in your collection zones, the action is lost and you do not transform a light cube.

Bonus of the Exile

A unit recovered from a space of the Exile obtains the bonus on which it was placed.

Spaces that can accommodate only one unit per round:

  • Collect one light cube of your choice from the supply. This collection allows you to place your probe if it is not already done.
  • Transform any light cube from your board into energy, but the associated victory points are not gained.
  • Exchange one of your light cubes with a light cube of an opponent, or exchange one of your energy cubes with an energy cube of an opponent.
    • Note: if you exchange a light cube, this exchange lets you place your probe if it is not already done.
  • Gain 3 victory points.

Space that can accommodate an unlimited number of units:

  • Gain 1 victory point. This space is used by default if no other space is available or if the other bonuses are of no interest to you.

Illustration caption: when you recover your unit from the Exile space, the player collects the light of their choice. This collection allows them to place their probe if it is not already done.

Important: special units cannot apply their power in the Exile.

Phase 5: End of round

In phase 5 you modify your crew of units and prepare the next round.

  1. The metal token is moved one space down on the round track.
  2. In turn order, each player performs the crew modification action indicated (see the details of special units on page 12).
    • Note: as players choose the special units they wish to add to their crew, they may not have the same special units during the game.
    • Replace a basic unit: replace a basic unit from the top of your player board with a special unit of your choice from the top of your player board (end of round 1 and 3).
    • Add a special unit: add a special unit of your choice from the top of your player board to your available units (end of round 2 and 4).
  3. The first player is chosen by the player with the fewest victory points, who then takes the metal token and a new round begins.
    • Note: when several players are tied, the decision goes to the player seated furthest to the left of the first player.
    • A player may choose themselves.

Note: the phase 5 ends when the first player has been designated.

End of game

The game ends at the end of round 5.

Before comparing scores, additional victory points are awarded to players for each majority of energy cubes.

Note: in case of a tie for a majority, the players share the points equally (rounded down).

  • 6 points for the blue majority at the end of the game.
  • 7 points for the green majority at the end of the game.
  • 8 points for the yellow majority at the end of the game.
  • 9 points for the red majority at the end of the game.

Example from the rulebook: Player A gains 10 additional points: +6 for the blue majority, and +4 for the red majority (shared with player C). Player B gains 15 additional points: +7 for the green majority and +8 for the yellow majority. Player C gains 4 additional points: +4 for the red majority (shared with player A).

The player with the most victory points wins the game.

Note: in case of a tie for victory, the player with the most cubes on their player board wins the game. If the tie persists, the tied players share the victory.

Units

Basic units

At the start of the game, you have 3 basic units on your player board.

These units have no other abilities than:

  • collecting light from a light-face planet or a moon.
  • transforming light into energy from an energy-face planet.

Special units

During the game, you unlock these special units during each phase 5.

These special units have powers in addition to the abilities of basic units.

Important: these powers do not apply in the Exile.

  • Doubler: the doubler performs its action twice.
    • When you recover your doubler, the unit may perform 2 times its collection or transformation action.
    • Important: on the black planet, it transforms 2 times the same colour.
    • Illustration captions: collect 2 red cubes; transform 2 green cubes.
  • Scientist: the scientist may transform or collect on any planet or moon.
    • When you recover your scientist, it may transform or collect a cube of the colour of the planet or moon on which it is located.
    • Important: on the black planet or the white moon, it may transform or collect a cube of the colour of its choice.
    • Illustration captions: transform or collect 1 red cube; transform or collect 1 green cube.
  • Saboteur: the saboteur removes the opposing probe.
    • The saboteur is the only unit that can be deployed on a planet already occupied by an opposing probe.
    • When you play your saboteur on a planet already occupied by an opposing probe, the probe is removed and placed back on the colour zone of your player board (it may be placed again later in the game).
    • The saboteur then takes the vacated place.
    • Important: when the probe returns to its zone, the cubes collected remain in place.
    • Illustration caption: the White probe is removed.
  • Chief: the chief wins combats.

Objectives

  • The 3 objectives revealed during setup are active for the whole game. Each player must watch for the completion of these objectives.

Collect objective

At the start of the game, the collect objective is placed at random on one of the 4 light colours.

This objective allows you to gain 1 victory point each time you collect a light cube of the colour on which it is placed.

The point is gained as soon as you collect the cube, whether through a probe or a unit (planet, moon or Exile).

  • Note: exchanging a light cube does not gain any point.

Illustration caption: if this objective is placed on blue, you gain 1 point each time you collect a blue light cube.

Energy objectives

At the start of the game, an energy objective is placed on the game board.

This objective allows you to gain victory points as soon as a player has the number of cubes indicated in their energy zone(s).

  • The first player to achieve the objective gains 8 victory points. Other players who achieve it gain fewer victory points (5 points, then 3 points).
  • Once the objective is achieved, the player places one of their objective cubes under the objective tile. The objective can only be achieved once per player.

Note: the energy objective can only be achieved once per player.

Illustration captions: the objective is achieved as soon as a player has 3 green cubes in their energy zone. The objective is achieved as soon as a player has 2 blue cubes and 2 red cubes in their energy zone.

Light objectives

At the start of the game, a light objective is placed on the game board.

Among the 6 different light objectives, 4 concern collected cubes and 2 concern the placement of probes.

Collected-cube objectives: these objectives allow you to gain victory points when a player has the 4 light cubes indicated in their collection zone.

  • The first player to achieve the objective gains 8 victory points. Other players who achieve it gain fewer victory points (5 points, then 3 points).
  • Once the objective is achieved, the player places one of their objective cubes under the objective tile. The objective can only be achieved once per player.
  • Note: if a cube is transformed, it is no longer in the collection zone and does not count toward the objective. All 4 cubes must be in the collection zone to validate the objective.

Illustration captions: the objective is achieved as soon as a player has 4 red cubes in their collection zone. The objective is achieved as soon as a player has 4 yellow cubes in their collection zone.

Probe objectives: these objectives allow you to gain victory points when a player places their probes in the space zone.

  • The first player to fill the objective gains 8 victory points. Other players who manage it gain fewer victory points (5 points, then 3 points).
  • Once the objective is achieved, the player places one of their objective cubes under the objective tile. The objective can only be achieved once per player.
  • Note: the objective with 4 probes is achieved when you place all 4 of your probes on the space zone.
  • Note: the objective with 3 probes is achieved when you place 3 of your probes on 3 systems adjacent horizontally or vertically in the space zone (in an L shape or in a line).

Illustration captions (objective examples from the rulebook):

  1. The White player has 4 blue cubes in their collection zone and gains 8 points for achieving the objective first.
  2. The Black player has 2 green cubes and 2 yellow cubes in their energy zone and gains 5 points for achieving the objective second. (The objective had already been achieved by the Gold player.)
  3. In this game, when a player collects a green cube, they immediately gain 1 point.
  • In any combat with a chief, only the opposing unit is removed and placed in the Exile.
  • The chief then takes the vacated place.
  • Important: when 2 chiefs clash, they are both moved to the Exile.
  • Illustration caption: only the White unit is removed.
  • Traveller: the traveller may flee combats when it is attacked.
    • If an opponent plays a unit on a planet or moon with your traveller already present, the traveller may flee the combat and leave its place to the attacker.
    • If the traveller flees, you must replace it on any free space (planet or moon) of the space zone. In this case, when you replace your traveller, the passing bonus rule does not apply.
    • Important: if you do not flee, the combat rule applies.
    • Important: if there is no free space, the traveller cannot flee and is therefore placed in the Exile.