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Planepita

Planepita Rulebook

Table of Contents

Table of Contents

  • Contents
  • Objective
  • Setup
  • Game Flow
  • 01 Send Alien Discs
    • Launch an Alien Disc
    • Flip the Alien Disc Face Down?
    • Determine the Area of the Disc
    • If Not in Any Area
    • Last Player Token
  • 02 Jammer and Calculate Power
    • Jammer's Action
    • Calculate Power
    • Example of Scoring
  • 03 Setup the Next Round and Final Scoring
    • Setup the Next Round
      • Collect the Discs
      • Add Scoring Tokens
      • Change the Start Player
    • Final Scoring
    • Team Play Variant
    • Double Token
    • Rules for 2 Players
    • Rules for 5-6 Players

Contents

  • 1 Planet board
  • 4 Launch Pads
  • 16 Alien discs
  • 1 Jammer disc
  • 12 Scoring tokens (5-pt, 4-pt, 3-pt)
  • 1 Scoring Token board
  • 1 Black Hole board
  • 1 Last Player token
  • 4 Double tokens

Objective

Send your aliens to the 3 areas of the planet, and whoever scores the most wins.

Setup

  1. Players each receive 4 Alien discs of the color they choose and 1 Launch Pad.
  2. Place the Planet board with the Black Hole board and Scoring Token board next to it on the table.
  3. As the movable range of each Launch Pad, refer to the symbols (triangle/square) on the Planet board and divide it into 2 parts with square for 2 players, 3 with triangle for 3 players, or 4 with square for 4 players.
  4. Place the Jammer disc face up in the center of the Planet board.
  5. Place all scoring tokens next to the Scoring Token board, then one of each type on the board.
  6. Determine the start player in whatever way you like.
  7. The player to the right of the start player attaches the Last Player token to their Alien disc.

Game Flow

  1. Send Alien Discs
    • Launch an Alien disc
    • Flip it face down or not.
    • Repeat this clockwise from the start player until all discs are launched.
  2. Jammer and Calculate Power
    • Remove the face-up Alien discs in the same area as the Jammer.
    • Count the power of remaining Alien discs.
    • Whoever has the most power in each area scores points.
  3. Setup the Next Round
    • Return the Alien & Jammer discs, determine the start player and add scoring tokens.
    • Calculate the Final Score after 4 rounds.

Repeat for 4 rounds.

01 Send Alien Discs

Players take turns to launch 1 Alien disc and position it face up or face down on the Planet board. The Planet board has 3 areas (center area: 5-pt / middle area: 4-pt / outer area: 3-pt). Players compete with the power of their Alien discs in each area.

Beginning with the start player, players take turns clockwise to send an Alien disc until they have sent 4 discs each.

Launch an Alien Disc

Place an Alien disc on your Launch Pad and launch it from behind the center line. Place the Launch Pad near the Planet board with its front end within the borders marked by the triangle/square symbols.

To launch the Alien disc, you can flick it or put your finger on and swipe it. It is OK if any disc bumps into a Launch Pad and bounces off, but you must not position Launch Pads to prevent a disc from moving out of the board. If any Launch Pad obstructs hitting any disc out, the active player can ask to move the Launch Pad. If the launched Alien disc remains on the Launch Pad, put it back and retry the launch.

Flip the Alien Disc Face Down?

After launching an Alien disc, choose to flip it face down or not.

If you flip it face down, keep it in the same place in the same area. Face-down Alien discs will attach to the Planet board and are more immovable against Alien disc shots, but doing so reduces its power.

Note that you cannot flip Alien discs in the same area as Jammer. Also, the disc with the Last Player token cannot be flipped.

Determine the Area of the Disc

The Planet board is divided by white lines into 5-pt, 4-pt, and 3-pt areas, and the Alien and Jammer discs each belong to one area.

If a disc is positioned across 2 areas, it belongs to the inner area. If a disc is in the outer area but it is in contact with the white line, it belongs to the inner area. If not, it belongs to the outer area.

If a disc is positioned on top of another disc, reposition it near that disc in the same area.

If Not in Any Area

The Alien discs that move out of the Planet board are "not in any area" and are moved onto the Black Hole board.

A disc is "not in any area" only if it is "completely out of the Planet board". If it is even partly on the board, it is still in an area.

If the Jammer disc moves out of the board, the active player places it wherever they like in the 5-pt area on the board. If there is no space available in the 5-pt area, place it in the 4-pt area.

Choose whether or not to flip the Alien only after placing Jammer.

Last Player Token

The player with the Last Player token takes the last turn with the Last Player token attached to the top of their Alien disc. The Alien with the Last Player token cannot be flipped face down after it is launched, and it counts as 1 Power despite being face up.

02 Jammer and Calculate Power

After everyone has sent their Alien discs, resolve the Jammer's action to remove applicable Alien discs, and then count the power.

Jammer's Action

Move the Jammer disc and all face-up Alien discs in the same area as Jammer to the Black Hole board. These discs do not count in Power Count.

Calculate Power

In each area, add up each player's power:

  • Face up Alien discs: 2 Power each
  • Face down Alien discs: 1 Power each
  • The Alien disc with the Last Player token: 1 Power

The player with the most power in each area acquires all corresponding scoring token(s) on the Scoring Token board.

In the case of a tie, the scoring tokens in that area are carried over to the next round without being acquired.

Example of Scoring

First, from Jammer's action, move 2 red and 2 blue in the 4-pt area to the Black Hole board.

  • In the 5-pt area, green has 3 Power, blue has 2 Power, and red has 2 Power, so green gets 5-pt.
  • In the 4-pt area, red has 1 Power and yellow has 2 Power, so yellow gets 4-pt.
  • In the 3-pt area, green has 2 Power and yellow has 2 Power, resulting in a tie, so 3-pt is carried over to the next round.

03 Setup the Next Round and Final Scoring

Setup the Next Round

In Rounds 1 to 3, prepare for the next round as follows.

Collect the Discs

Return the Alien discs to the owners and place Jammer in the center of the Planet board.

Add Scoring Tokens

Add 1 scoring token to each corresponding space on the Scoring Token board.

If there are any tokens carried over from previous rounds, add a token to it.

Change the Start Player

The player who acquired the scoring token(s) in the area closest to the center of the Planet board is the start player for the next round. If no one has acquired any scoring token, the start player moves to the person on the right.

The new start player receives the Last Player token and attaches it to one of their Alien discs.

(Only in a 4-player game, the start player may move clockwise for ease of play.)

Final Scoring

After 4 rounds, add up each player's score and the player with the highest score wins.

In the case of a tie, the player with more 5-pt tokens wins. If that is also a tie, the player who acquired more 5-pt tokens in the last round wins. If that is also a tie, the tied players share the victory.

Team Play Variant

In this variant, two players team up against the other two, and team members sit opposite one another.

The rules are basically the same as the regular 4-player rules, with Power Count and scoring token acquisition done by each player, but in the final scoring, add up the team members' scores, and the team with the higher score wins.

Double Token

These are expansion rules for players familiar with the regular rules.

At the start of the game, place aside Double tokens matching the number of players.

At the next round setup, the tied players in any areas get 1 Double token each. If you attach the Double token to the front of an Alien disc and launch it, its power is doubled to 4 Power, but it can no longer be flipped face down.

The Double token can only be used on its owner's third turn in the next round after it is acquired. You may choose not to use it, but you must return it after Power Calculation.

Rules for 2 Players

During the setup, after the players receive their Alien discs, choose the Alien discs of one remaining color (called "3P discs") and each player receives two 3P discs.

Players can choose to play their own disc or 3P disc on their turn.

After launching 6 discs each, resolve Jammer's action and count the power.

Count the power of the 3P discs as that of the third player, separately from your Alien discs.

If the 3P discs have the highest power in an area, it counts as a tie and no one can score points there.

Rules for 5-6 Players

The number of players can be expanded by using the optional Alien discs (sold separately).

With 5 players, refer to the star to determine the movable range of each Launch Pad, and each player uses only 3 Alien discs.

With 6 players, the game can be played in teams of 2 players each or 3 players each. Refer to the triangle symbols to determine the movable range of each two players' Launch Pads, and each player uses only 3 Alien discs.