Lunarchitects
Lunarchitects Rulebook
Table of Contents
Table of Contents
Components
- Game Board (1)
- Building Blueprint Tiles (73) — 5 Starting, 9 Initial, 23 Early, 19 Mid, 17 Late
- Scoring Scheme Tiles (16) — 4 Lap-Scoring, 12 End-Scoring
- Player Claim Pawns (5)
- Wooden Resource Tokens (40) — 10 Air: white cylinders, 10 Water: blue droplets, 10 Rock: gray clusters, 10 Food: green bunches
- Wooden Astronaut Tokens (20)
- Red Plastic Scoring Items (55) — 30 Rockets, 25 Crystals
- Red Point Tokens (96)
- Plastic Dice (2) — 1 White (Spot the dog), 1 Red (for solo play)
- Resource Tray Dividers (2) — for use with fancy tray
- Expansion Tiles (5) — for optional alternative gameplay experiences
Initial Setup
- Place the game board in the center of the table, and create token supply piles around the board, within reach of the players:
- wooden resource and Astronaut tokens
- plastic Rockets and Crystals
- point tokens
- Each player: choose a color and take the claim pawn and starting Quarters tile of that color. Put your starting Quarters in front of you. Each side shows a different set of resources you will receive. Place either side face up and take the items shown on the right-hand side, placing Astronauts and any resources on your starting Quarters, and points and any scoring items to the side of your moon base. Return any unused starting tiles and claim pawns to the box.
- Divide the blueprint tiles by game phase as marked on the back: INITIAL, EARLY, MID, LATE. Shuffle and stack each group separately, face down. You may keep the stacks separate, or stack them in order from top to bottom of: LATE, MID, EARLY, INITIAL.
- In a 1, 2, or 3 player game, place the white die (Spot) counterclockwise behind the scoring line. Behind Spot, place the players' claim pawns, in a random order. In a 4 or 5 player game, just place the claim pawns.
- From the INITIAL stack, place blueprint tiles face-up in front of the scoring line, filling spaces clockwise until there is only one empty space.
- In a 1, 2, or 3 player game, place a 1-point token on each of the 1-point (top) slots on the Exchange.
Scoring Scheme Setup
(For a solo game, see setup adjustments under The Solo Game.)
In a game with new players, you should use the scoring schemes printed in the board's scoring area. Otherwise:
- Shuffle the lap-scoring scheme tiles and place one on its location in the board's scoring area, covering the printed scheme.
- Return the SOLO TAXES end-scoring scheme tile to the box.
- Shuffle the remaining end-scoring scheme tiles and place two on their locations in the board's scoring area, covering the printed schemes.
- Return the unused scheme tiles to the box.
The game board, labeled
The board layout includes: the Token Supplies area, the Exchange, the Scoring Line, the Scoring Area, the Blueprint Tile Queue, the Blueprint Stacks, and each player's Moon Base area in front of them.
Game Turns
Throughout the game, the player whose claim pawn is LAST in the blueprint queue takes the next turn. In the image above, the green player's pawn is last. When a die is last, roll the die, move it forward the rolled number of spaces, skipping over other dice and pawns. Remove the blueprint tile it ends on.
Additional 1-player rule: when the red solo die moves, it moves like the white die and removes the tile it ends on UNLESS it reaches a red (scoring) blueprint tile: if it does, it stops on and removes the red tile instead.
On your turn:
- Move your pawn forward as far along the queue as you'd like, then stop on and take a blueprint tile from the queue.
- Pay any costs shown on the left side of the blueprint tile using resources on your previously-placed blueprint tiles, or purchase missing resources from the Exchange: see The Exchange.
Each blueprint tile shows, in its printed layout: its Connection (if any), its Cost, its Bonus, its Type / Name, and its Action.
- Add the blueprint tile to your personal moon base. It must:
- be oriented the same as your starting Quarters;
- be placed next to an Astronaut;
- maintain diagonal building connections (rail to rail / tube to tube) AND not stop or start a new line of connections
- Take any one-time bonuses shown on the right side of the blueprint tile you just placed, adding any Astronauts or resources to the placed blueprint tile itself and scoring items to the side of your moon base. See Tile Bonuses for explanations of all tile bonuses.
- Activate the newly-placed blueprint tile, AND all blueprint tiles it touches: you may perform the actions shown on the bottom white sections of all of the activated blueprint tiles, in any order. See Tile Actions for explanations of all tile actions. Note: each blueprint tile's action can only be used once per turn.
- Refill empty spaces in the queue, drawing from the supply stack and placing new tiles face-up. Leave one empty space behind the last pawn or die in the queue. Be sure to use all the INITIAL tiles before drawing EARLY tiles, then MID, and finally ending with LATE tiles. All of the blueprint tiles will be placed in the queue by the end of the game.
Note: if all of the claim pawns and dice have passed a blueprint tile, return that tile to the box and continue to add blueprint tiles from the supply stack until there is only one empty space behind claim pawns and dice.
Example: A Player's Turn
Because Minnie's purple pawn is the last in the blueprint queue, it is her turn to take the next blueprint tile. She moves her pawn forward, skipping the Purifier, and takes the Industry Quarters. She pays the cost of an Air and a Water, returning resources to the supply from any of her tiles.
Because tiles must be placed next to an Astronaut and Industry Quarters does NOT have a building connection (rail/tube), her placement options on her moon base are: four possible spaces, numbered 1 through 4 in the diagram.
She places the Industry Quarters at location 1, and collects the bonus shown on the right-hand side of the tile: she places an Astronaut from the supply onto the tile, and she takes 2 points for each resource on her tiles (2 Air + 1 Water + 2 Food = 10 points worth of tokens). She chooses to keep her points hidden.
Because the Industry Quarters was placed at 1, she activates three total tiles: the Industry Quarters itself, the Purple Quarters, and the Purifier. Minnie may take these actions in any order. First, she places an Air cylinder on the Purifier. Next, using the Industry Quarters's Move action, she moves the Astronaut from the Purifier up to the Biome. Finally, she decides to not use the Move action gained from the Purple Quarters.
To end her turn, she first removes the Purifier that is behind all of the pawns. Next she takes two face-down tiles from the stack and places them in the queue so there is only one empty space remaining.
Rick's green pawn is now last, so he will take the next turn.
Laps and Scoring
Players will move their claim pawns around the blueprint queue a total of four times, after which the game ends.
Every time all pawns have completed a lap and are ALL past the scoring line:
- At the end of the current player's turn, award points according to the lap-scoring scheme in the board's scoring area (see details under Scoring Schemes).
After players have scored their fourth and final lap:
- Award points according to the two end-scoring schemes in the board's scoring area (see details under Scoring Schemes).
- If playing with Expansion tiles, score all claimed Achievements or unused Coffee tiles (see details under Expansion Tiles).
Note: player resources, tiles and scoring item counts are public information, but point totals may be kept hidden.
Game End
After the fourth lap and end scoring, the player with the most points is the winner. Ties are broken by the number of resource tokens remaining on players' blueprint tiles, then by Astronauts remaining.
After purple moves and completes her turn, the players score!
The Exchange
The Exchange is a "market" that helps players pay building or action costs when they don't have or don't want to spend the needed resources. It also allows players to sell excess resources for points.
Buy from the Exchange (only to pay a cost!): To gain a resource "credit" to pay an immediate cost, stack the indicated number of your point tokens (1, 2, or 3, making change with the supply as necessary) onto the next open spot aligned with the resource you want. This can be done multiple times as long as there are open slots, but ONLY to pay costs of blueprint tiles or actions—you may NOT buy resources you do not immediately need.
Sell to the Exchange (only on your turn!): To take points that are already on a spot on the Exchange, return a resource token from one of your blueprint tiles to the supply and take a single pile of points from the Exchange aligned with that resource. You can do this any number of times even on the same resource as long as there are point piles to take, but ONLY on your turn. You may sell resources at the Exchange to buy other resources on the same turn.
Example: Scoring and Game End
Just after all their claim pawns have crossed the scoring line for the fourth time, the players have the following items:
| PURPLE | GRAY | GREEN | |
|---|---|---|---|
| Rockets | 3 | 0 | 6 |
| Crystals | 5 | 0 | 7 |
| Red tiles | 2 | 4 | 2 |
| Total tiles | 16 | 11 | 18 |
First, each player takes points according to the lap-scoring scheme, as in previous laps:
- Purple: 3 points (3 more than Gray); Gray: 0 points (fewest); Green: 8 points (5+ more than Gray)
- Purple: 8 points (5+ more than Gray); Gray: 0 points (fewest); Green: 8 points (5+ more than Gray)
- Purple: 0 points (tied for fewest); Gray: 2 points (2 more than Purple/Green); Green: 0 points (tied for fewest)
Finally, each player takes points according to the end-scoring schemes. All players score each scheme. Here:
- Purple: 0 points (some of each scoring type); Gray: 16 points (no Rockets, no Crystals); Green: 0 points (some of each scoring type)
- Purple: 10 points (2 fewer tiles than Green); Gray: 35 points (7 fewer tiles than Green); Green: 0 points (has the most tiles)
After totaling points, Green and Gray are tied with the most at 75. Because Green has an Air remaining on his blueprint tiles, Green is the winner!
The Solo Game Play and Setup
To play the game with 1 player, follow the same rules as when playing with 2 players but make the following changes during setup:
- When first setting up the blueprint tile queue, place the red die first clockwise behind the lap line, before the white die and your claim pawn.
- The lap-scoring scheme should always be INDEPENDENCE, and the end-scoring schemes should be SOLO TAXES and one other end-scoring scheme that is NOT either EFFICIENCY or FRUGALITY.
At the end of the game, total your points to assess your performance:
- 0-20 points: Below Average...
- 20-30 points: Good Game
- 30-40 points: Great game, you win!
- 41+ points: Amazing, top 1%!!
Expansion Tiles
There are five tiles included that may be used in two ways to vary the play experience. Before the game, players should choose whether and how they should be used.
Expansion Tiles, Side 1: Achievements
Before the game, deal one expansion tile per player Achievement-side-up near the board. Return the extra to the box. During the game, the first player to satisfy the conditions shown on an Achievement takes that tile. At the end of the game, each player takes the number of points shown on the Achievements they claimed during the game. Unclaimed Achievements award no points. Players can take more than one Achievement, as long as the conditions were met at some point—even in the middle of a turn. Players keep Achievements even if the conditions are no longer satisfied.
- When you have at least one of each resource (Air, Water, Rock, Food) on blueprint tiles, take this. Awards 4 points at the end of the game.
- When you have filled two resource-producing blueprint tiles with three resources each, take this. Awards 3 points at the end of the game.
- When you have at least one of each type of scoring item (Rocket, Crystal, red tile), take this. Awards 2 points at the end of the game.
- When you have completely surrounded an empty space with blueprint tiles, take this. Awards 5 points at the end of the game.
- When you have at least three Astronauts on two adjacent blueprint tiles, take this. Awards 3 points at the end of the game.
Expansion Tiles, Side 2: Coffee
Before the game, give one expansion tile Coffee-side-up to each player—the Coffee sides are identical. During the game, at any point on your turn, you may return your Coffee tile to the box in order to perform your choice of the following two actions:
- DRINK: Move one of your Astronauts to another blueprint tile on your moon base;
- POUR: Take an unclaimed blueprint tile from the queue and return it to the box. Do not replace it. Note: players' claim pawns must skip the empty space this lap. The gap is filled as normal after all players have passed it.
At the end of the game, each player who did NOT use their Coffee tile takes 5 points.
Example: Coffee POUR. As she is completing her turn, Minnie (purple) sees that the available Pilot's Quarters blueprint tile would let Rick (green) overcome her lead in Rockets. To keep her lead, she POURs her Coffee onto the Pilot's Quarters (returning both the Pilot's Quarters blueprint tile and the Coffee tile to the box). This will let Minnie stay ahead into the next lap-scoring. It is now the end of her turn.
FAQ, Teaching Video, and Credits
FAQ: www.lunarchitects.com/faq
Teaching Video: www.lunarchitects.com/video
Game Design: Dan Cunningham
Illustration: Paul Cox, Dan Cunningham
Graphic Design, Rulebook Layout: Dan Cunningham, Alais Fortier-Meyer
Rulebook Translations: Dominique Doguet (French), Jan-Malte Frieg (German)
Playtesting: Cunninghams, Steven D, Sue G, Andrew H, Steve K, Doug K, Brad L, Keith M, Dustin O, Jenna R, Gen Con FEPH, Protospiel: Madison, GameHole Con
Fiction: Phil Cunningham, Dan Cunningham
Story and Rulebook Editing: Sandee & Holly Cunningham, Steven & Peter Dast, Jenna Regis, Sebu, Jérôme Vuarand, Sacha Wilberg
Special thanks to Matthias Cramer for his game inspiration, and to boardgamegeek user mo7189 for solo rules inspiration.
Copyright 2016, Iron Kitten Games LLC. All Rights Reserved.
Scoring Schemes
These scoring variations provide different game experiences for players after their first play. When varied, the scoring tiles are shuffled and placed in the board scoring area before the game. Games with new players should use the printed schemes.
Lap-Scoring Schemes
- INDEPENDENCE (printed and tile) — Take 1 point for each scoring item you have (Rocket, Crystal, red blueprint tile).
- MAJORITY (tile) — For each of the scoring categories (Rockets, Crystals, red blueprint tiles), if you have the most items in that category, take 6 points. If you have the second-most, take 2 points. If tied for first, divide 8 among tied players (rounded down). If tied for second, divide 2 (rounded down).
- DOMINANCE (tile) — For each of the scoring categories (Rockets, Crystals, red blueprint tiles), if you have the most items in that category, take points according to the lap (1st lap = 1 point, 2nd lap = 2 points, 3rd lap = 4 points, 4th lap = 8 points). Split ties (rounded down).
- COMPETITION (tile) — For each of the scoring categories (Rockets, Crystals, red blueprint tiles), compare the number you have to those of the player who has the fewest and take points according to the difference: 1 more = 1 point | 2 more = 2 points | 3 more = 3 points | 4 more = 5 points | 5+ more = 8 points.
End-Scoring Schemes
- SCARCITY (printed and tile) — For each of the scoring categories (Rockets, Crystals, red blueprint tiles), if you have 0 items of that category, take 8 points.
- DENSITY (printed and tile) — For each of your blueprint tiles that is completely surrounded by other blueprint tiles, take 3 points.
- DIVERSITY (tile) — For each set of blueprint types you have (dome+triangle+star), take 4 points (example—you have 2 domes, 3 triangles, 3 stars: take 8 points).
- EFFICIENCY (tile) — Count your total blueprint tiles: if you have fewer than the player with the most, take 5 points for each blueprint tile fewer you have (example—you have 10 and a player has 13: take 15 points).
- ENCLOSURE (tile) — For each empty blueprint space in areas completely enclosed by blueprint tiles, take 5 points (example—you have 3 empty spaces enclosed by blueprint tiles: take 15 points).
- FOCUS (tile) — Pick a blueprint type (dome, triangle, star) and take 2 points for each of your blueprint tiles of that type (example—you have 3 domes, 5 triangles, 1 star: take 10 points).
- FRUGALITY (tile) — Count your total blueprint tiles: if you have fewer than the player with the most, take 2 points for each blueprint tile fewer you have (example—you have 12 and a player has 15: take 6 points).
- MOBILITY (tile) — Counting your blueprint tiles with connections (including your starting Quarters), take 3 points for each tile greater than 5 (example—you have 9 tiles with rails/tubes: take 12 points).
- REDUNDANCY (tile) — For each set of Rocket+Crystal you have, take 4 points (example—you have 4 Rockets and 6 Crystals: take 16 points).
- SPRAWL (tile) — For each of your blueprint tiles that is touching only ONE other blueprint tile, take 6 points.
- SUFFICIENCY (tile) — For each set of resources you have remaining on blueprint tiles (Air+Water+Rock+Food), take 7 points (example—you have 3 Air, 2 Water, 1 Rock, 2 Food: take 7 points).
- SOLO TAXES (tile, solo play only) — Count your total number of blueprint tiles: RETURN 4 points for each blueprint tile you have (example—you have 12: lose 48 points).
Tile Actions
These are actions found on blueprint tiles. A tile's action may be used once immediately when the tile is added to your moon base, and whenever a blueprint tile is added next to it. They are optional.
- Move an Astronaut from any tile to an adjacent blueprint tile, OR return an Astronaut to the supply to take a Rocket.
- Add the indicated resource to this blueprint tile (maximum 3 resources on a tile).
- Return 2 or 3 or 4 resources of DIFFERENT types to take 5 or 9 or 14 points.
- Return 1 or 2 Food to take 3 or 7 points.
- Return a Rock to take a Crystal.
- Return any 2 resources (of the same or of different types) to take a Crystal.
- Take 3 or 4 points.
- Add 1 resource of any type to this blueprint tile (maximum 3 resources on a tile).
- Activate 2 other blueprint tiles (Note: blueprint tile actions can only be used once per turn).
- Return an Air and a Water to take 8 points.
- Return any 3 resources (of the same or of different types) to take 9 points.
Tile Bonuses
These are bonus effects found on tiles. They only happen once, when their tile is first added to your moon base.
- Add any 2 resources to this blueprint tile (of the same or of different types).
- For each of your dome-type blueprint tiles (Quarters), take 2 points.
- For each of your triangle-type blueprint tiles (Air/Water/any producer), take 2 points.
- For each of your star-type blueprint tiles (Rock/Food/Crystal producer), take 2 points.
- For each resource token on your blueprint tiles, take 2 points.
- Activate all of your triangle- and star-type blueprint tiles (Note: blueprint tile actions can only be used once per turn).
- Activate 1 other blueprint tile (Note: blueprint tile actions can only be used once per turn).
- Activate 5 other blueprint tiles (Note: blueprint tile actions can only be used once per turn).