Reworld
Reworld Rulebook
Table of Contents
Table of Contents
Components
- 1 game board
- 100 module tiles, front: module, back: settlement
- 16 satellites
- 20 shuttles
- 25 terrabots
- 39 builder units
- 20 city signs — 4 of each type of terrain, and each with a unique name
- 30 officer cards — 6 each of cards numbered 1, 2, 3, 4 and 5
- 4 carriers — 1 per player
- 4 score markers — 1 per player
- 14 population ships
- 1 final population ship
- 1 round marker
- 1 bag
- 1 starting player marker
Initial Setup
- Place the game board in the middle of the table.
- Place the final population ship onto the indicated space on the game board, showing the side for your player count (indicated at the tail of the ship): the side marked 4 for 4 players, or the side marked 2/3 for 2 or 3 players.
- Place the 14 population ships in any order onto the indicated spaces on the game board. Some ships must have a specific side up. This depends on the player count and is indicated at the tail of each ship.
- Each player chooses a carrier and places it in front of her, so that its nose is pointing away from her. To the left and right of each carrier there should be as much room as possible (since several rows of tiles will be placed there during the game). The area to the left of the carrier is called the docking area, the area to the right is called the settlement area.
- Each player takes the score marker of her carrier's color and places it onto space 0 of the score track.
- Take the 100 module tiles, put them into the bag and mix them thoroughly. Place the bag next to the game board for later use.
- Sort the 20 city signs by type. There are 5 types. Each type is recognizable by its background terrain and by the letter its city name starts with (A, B, C, D or E). Form a supply of each type (4 tiles each) and place them next to the game board.
- Place the round marker onto the leftmost space of the round track.
- Place the 30 officer cards next to the game board for later use.
- Determine a starting player and give her the starting player marker, which she places onto her carrier.
The Concept
Reworld is divided into two very distinctive chapters.
Chapter One: Colossus Station
The first chapter is set in Earth orbit, at Colossus Station, where each player's carrier lies at anchor. Here, you deploy officer cards to acquire modules which you'll later use to make Eurybia habitable: terrabots, satellites, shuttles and builder units.
Any module that you acquire must be docked immediately to the open end of one of your 5 docking rows to the left of your carrier. In this way, the docking rows grow longer and longer during Chapter One.
After the 5th round, Chapter One ends and you leave Earth for Eurybia.
Chapter Two: Settlement
Chapter Two takes place as the carriers swing into orbit around Eurybia. Now you and your opponents take turns launching one module at a time from your carriers to make Eurybia habitable. However, you can only launch a module that is at the end of a docking row of your carrier.
Any module that you launch is immediately used in a specific way to advance settlement. Usually this means that you flip it and place it in your settlement area. This way:
- up to 5 city rows
- a defense row
- a shuttles row and
- a satellites row
may gradually grow in front of each player.
Briefly, the modules are used in the following ways:
Terrabots are for founding cities (by preparing the ground of Eurybia). There are 5 types of terrabots (A to E), one for each type of terrain. You can found just one city in each type of terrain.
Builder units expand cities. They belong to 5 different construction companies and to 1 farming company. You can't use more than one construction company in any of your cities, nor may any construction company exist in more than one of your cities. Farming company units can be used in all of your cities.
Shuttles transport builder units to cities (because builder units cannot fly on their own). Alternatively, satellites and most shuttles can expand the defense network with shields.
Satellites immediately give you points depending on how well their unique task has been met when they are launched.
While you work, the population fleet approaches Eurybia. Each population ship has a requirement. The first player to meet each ship's requirement takes that ship from the game board and gains its points.
Once all module tiles have been moved to their settlement areas, the final population ship arrives and gives points to those who contributed the most shields to the defense network, as well as to those who built the longest city rows in each type of terrain.
Then the game ends and the player with the most points wins.
Playing the Game
Chapter One: Colossus Station
Chapter One is played over 5 rounds. Each round starts with the following setup:
Setup at the beginning of each round
-
Draw module tiles from the bag — one by one — and place one at each port of Colossus Station on the game board. First fill the upper row of ports from left to right. Then fill the lower row from left to right. Make sure that each tile is placed face up so that it shows its module. Once all 20 ports have received one module each, put the bag aside.
-
Shuffle the 30 officer cards face down and deal each player a hand:
- With 2 players, deal each player 13 cards.
- With 3 players, deal each player 9 cards.
- With 4 players, deal each player 7 cards.
Place the remaining cards (4 cards with 2 players, 3 cards with 3 players, 2 cards with 4 players) as a face-down discard pile next to the game board. Keep your hand concealed from your opponents.
Playing the round
The player with the starting player marker takes the first turn of the round. Play then proceeds clockwise.
On your turn, you must play 1 or more officer cards from your hand into a card slot of Colossus Station to either:
A) acquire 1 module or B) acquire the starting player marker (if still available).
Then it is the player to your left's turn.
If, on your turn, you cannot or do not want to acquire anything, you must:
C) discard any remaining officer cards from your hand and drop out of the current round.
Once all players have dropped out, the round ends. Then the next round is set up by placing new modules at Colossus Station and re-dealing the officer cards to the players.
A) Acquire 1 module
Each module is connected to its own card slot. To acquire a module, you must place one or more officer cards from your hand face up in its slot, complying with the following rules.
Each card slot has exactly 2 adjacent card slots. Cards in adjacent slots affect how many and what type(s) of cards you must place in the module's slot.
If there are no cards adjacent, you can place any 1 card in the module's slot.
Attention: The starting player space is not considered a card slot and so does not interact with them.
If one of the adjacent slots has one or more cards, you must place in the module's slot either: a) 1 card of the same type as the top card of that adjacent slot, or b) any 2 cards.
If you choose option b), it is up to you which of these 2 cards you put on top of the other, as only the top card is relevant in the following.
If both adjacent slots have cards, you have to match both adjacent top cards. Again, you may place any 2 cards in place of a required card.
If the top cards of the two adjacent slots are identical, you must place either: a) 1 card of the same type as these adjacent top cards, or b) any 2 cards.
If the top cards of the two adjacent slots are different, you must place either: c) 2 cards — each of which matches a different one of the adjacent top cards, or d) 3 cards — of which at least one matches an adjacent top card, or e) any 4 cards.
Again: Whenever you place more than one card in a slot, you decide which to put on top.
The officer on the top card you placed in the module's slot determines at which docking base (1 to 5) of your carrier you must place the module. Take the module from the game board and place it at that docking base. If there is already a row of one or more modules at that docking base, place the module at the open end of that docking row.
Attention: Whenever you acquire a terrabot, immediately gain on the score track as many points as shown by the round marker in the middle of the game board: in rounds 1 and 2 = 4 points, in round 3 = 3 points, in rounds 4 and 5 = 2 points.
B) Acquire the starting player marker
If the starting player space on Colossus Station is empty, place any 1 card from your hand face down onto it. Immediately gain 1 point on the score track and place the starting player marker onto your carrier.
C) Dropping out of the current round
If it is your turn and you cannot or do not want to place any officer cards, you must drop out of the current round. If you still have any officer cards left in your hand, gain 1 point for each. Then discard them face down onto the discard pile next to the game board. For the rest of the current round, your turn is skipped.
End of the round
Once all players have dropped out of the round, the round ends. Then carry out the following steps:
- Remove any leftover modules from the game board and return them to the box.
- Gather all officer cards from the game board and add them to the discard pile.
- Move the round marker 1 space to the right and set up the next round.
After the 5th round (the round marker won't be able to move any farther right and the bag will be empty), Chapter One ends. Now, continue with Chapter Two.
Chapter Two: Settlement
Chapter Two begins with the turn of the player with the starting player marker and then proceeds clockwise.
On your turn, you must:
A) undock exactly 1 module from one of your docking rows and use it immediately according to its purpose, B) then check if you have fulfilled the requirements of one or more population ships.
Then it is the player to your left's turn.
If, on your turn, you have no module left to undock, your turn is skipped for the rest of the game.
As soon as all carriers have no modules left, the final population ship arrives and the game ends.
A) Undock 1 module
Choose the leftmost module of any of your docking rows and use it immediately. The options for each type of module are described below.
Terrabots
Terrabots are for founding cities by preparing the ground of Eurybia. There are 5 types (lettered A through E), each of which can clear a certain type of terrain.
If you undock a terrabot, immediately flip it and place it in your settlement area:
- If it is the first terrabot of its type (i.e. letter) that you have undocked, you automatically found a new city. Thus you must start a new city row with the flipped tile. Then choose from the supply a city sign of the corresponding terrain (whose name starts with the same letter) and place it to the left of that flipped terrabot.
- If the terrabot's letter is of a city row you have already started, add the flipped terrabot to the end of that row. (You can start only one row of each letter.)
Shuttles
Shuttles are used to either a) expand the defense network or b) transport builder units to your cities.
a) Expanding the defense network
If you undock a shuttle and decide to use it to expand the defense network, immediately flip it and place it in the defense row of your settlement area. (If it is your first tile used for defense, place it above your city rows to start your defense row.)
Each shuttle shows either 0, 1 or 2 shields on its back. How many shields a shuttle has on its back is shown at the bottom of its front.
Attention: The shuttle that shows 0 shields can never be used to expand the defense network. It can only be used for transportation.
b) Transporting builder units
A shuttle can transport up to 2 builder units by coupling them to its docking arms.
If you undock a shuttle and decide to use it to transport builder units, first perform up to 2 docking maneuvers. With each docking maneuver you can couple one builder unit to one of the shuttle's docking arms. It does not matter which of your docking rows that builder unit comes from, as long as it is the leftmost tile in its docking row.
Special case: Usually, you can only undock a module if it is the leftmost tile of its docking row. However, there is one exception: You can undock a shuttle that has a builder unit to its left if this builder unit is the leftmost tile of its docking row and will be transported on that shuttle. (The builder unit is already coupled to the shuttle so the first docking maneuver is already completed.)
Once you have coupled up to 2 builder units to your shuttle (it can be only one or even none), place the shuttle and its builder units in your settlement area:
- Add the builder units (in any order) to your city rows following the rules described below in the "Builder units" section.
- Then add the shuttle face up to the shuttles row in your settlement area. (If it was your first shuttle used for transportation, start your shuttles row at the top of your settlement area.)
Builder units
Builder units are used to expand your city rows. They belong to 5 different construction companies and to 1 farming company.
Attention: Builder units cannot fly on their own. They must be transported to the settlement area by shuttles as described in the section above.
Place your transported builder units as follows:
- If it is a builder unit of the farming company, flip it and add it to the end of any of your city rows.
- If it is a builder unit of a construction company, flip it and use it according to the following rules:
- If it is your first unit of that company, add it to the end of any of your city rows that does not yet have a tile of any construction company in it.
- If you already have a city row that contains one or more tiles of that company, add it to that row.
- If there is no city row in which you can place the tile, discard it to the box.
Attention: Each construction company has one special builder unit with yellow marks. When you add such a tile to a city row, immediately gain 1 point per tile in that row, including the city sign and that special tile.
If you have a builder unit at the end of a docking row which you cannot or do not want to transport, you must sacrifice it at some point. Therefore, on your turn, instead of undocking another module, you may undock 1 builder unit from the end of a docking row and return it to the box.
Satellites
Satellites are used to either a) expand the defense network or b) gain points for their unique tasks.
a) Expanding the defense network
If you undock a satellite and decide to use it to expand the defense network, immediately flip it and place it in the defense row of your settlement area. (If it is your first tile used for defense, place it above your city rows to start your defense row.)
Each satellite shows either 1 or 2 shields on its back. How many shields a satellite has on its back is shown on the bottom of its front.
b) Gaining points for the satellite's unique task
If you undock a satellite and decide to fulfill its unique task, immediately gain on the score track that task's points. Then add the shuttle face up to the satellites row in your settlement area. (If it is the first satellite you have launched for points, start your satellites row at the top of your settlement area.)
Each satellite's task relates to the progress you have made in your settlement area. Usually, it gives you points for a certain type of element: the more tiles of that element you have currently placed in your settlement area, the more points you get. An overview of all satellites can be found on page 12.
B) Check if you have fulfilled the requirements of any population ships
Each population ship on the game board poses a requirement that you can meet during settlement. At the end of each of your turns, after you have undocked and used a module, check if you meet one or more of these requirements.
Take each ship whose requirements you meet, gain its points and place it onto your carrier. Note that only the first player to meet the requirement of any population ship gains that ship and its points. An overview of all population ships can be found on page 12.
Note: Population ships whose requirements are not fulfilled by any player during the game remain on the game board.
If you have emptied all of your docking rows (and thus have no modules left in your docking area), your turn is skipped for the rest of the game.
End of the Game
The game ends as soon as all docking areas are empty.
The final population ship now arrives at Eurybia. Take it from the game board and go through its six categories:
- Biggest contribution to the defense network
- Largest city in terrain "A"
- Largest city in terrain "B"
- Largest city in terrain "C"
- Largest city in terrain "D"
- Largest city in terrain "E"
In each category, award the points to the players according to their positions.
- In a 4-player game, award points to 1st, 2nd and 3rd places.
- In a 3-player game, award points to 1st and 2nd places.
- In a 2-player game, award points only to 1st place!
Biggest contribution to the defense network:
- The player with the most shields in her defense row gains the points for 1st place.
- The player with the second most shields gains the points for 2nd place.
- The player with the third most shields gains the points for 3rd place.
Largest city in each of the 5 terrains:
- For each terrain letter, the player with the most tiles in her city of that letter gains the points for 1st place.
- The player with the second most tiles gains the points for 2nd place.
- The player with the third most tiles gains the points for 3rd place.
In the case of a tie, the tied players share the relevant places. Thus, sum the points of all shared places and divide them by the number of players involved in that tie. Each tied player gains the result (rounded down) as victory points.
Attention: For each category that you do not participate in (because you do not have a single tile in that row), lose 3 points.
Point values for the final population ship's six categories:
| Category | 4-player 1st/2nd/3rd | 3-player 1st/2nd | 2-player 1st |
|---|---|---|---|
| Defense network | 20 / 10 / 4 | 15 / 7 | 1st only |
| Terrain A | 18 / 10 / 4 | 14 / 6 | 1st only |
| Terrain B | 16 / 8 / 4 | 12 / 6 | 1st only |
| Terrain C | 14 / 8 / 2 | 11 / 5 | 1st only |
| Terrain D | 12 / 6 / 2 | 9 / 5 | 1st only |
| Terrain E | 10 / 6 / 2 | 8 / 4 | 1st only |
Not participating in a category costs 3 points.
After the points of the 6 categories have been awarded, the player with the most points on the score track wins the game. In the case of a tie, the tied player who has the most population ships on her carrier wins. If there is still a tie, the victory is shared.
Satellite Overview
Satellites award points for a unique task when their unique task is fulfilled instead of using them for defense:
- Gain 2 points per terrabot in your settlement area that shows the letter-symbol depicted (one satellite for each letter, A through E).
- Gain 2 points per different company (farming and construction) represented by the builder units in your settlement area.
- Choose one of your city rows. Multiply the number of terrabots in that row by the number of builder units in that row and gain that many points.
- Choose one of your city rows. Gain 1 point per tile in that row (including the city sign).
- Gain 3 points per builder unit in your settlement area that belongs to the construction company depicted (one satellite for each of the 5 construction companies).
- Gain 1 point per terrabot in your settlement area.
- Gain 1 point per shield in your defense row.
- Gain 1 point per builder unit in your settlement area (farming and construction companies).
Population Ship Overview
Each population ship's points value and requirement can depend on the player count (values for 2/3/4 players are given as "2/3-player value (4-player value)" where they differ):
- Take this ship (worth 5 points) if you are the first to have no modules left in docking row "1" of your carrier.
- Take this ship (worth 5 points) if you are the first to have no modules left in docking row "2" of your carrier.
- Take this ship (worth 5 points) if you are the first to have no modules left in docking row "3" of your carrier.
- Take this ship (worth 5 points) if you are the first to have no modules left in docking row "4" of your carrier.
- Take this ship (worth 5 points) if you are the first to have no modules left in docking row "5" of your carrier.
- Take this ship (worth 7 points) if you are the first to have no modules left in your docking area.
- Take this ship (worth 7 points) if you are the first to have at least 8 tiles in one of your city rows (including the city sign).
- Take this ship if you are the first to have at least 6 (5) shields in your defense row: worth 6 points for 2/3 players (needing 6 shields), or 5 points for 4 players (needing 5 shields).
- Take this ship (worth 5 points) if you are the first to have at least 5 (4) shuttles in your shuttles row: 2/3 players need 5 shuttles, 4 players need 4 shuttles.
- Take this ship (worth 5 points) if you are the first to have at least 5 (4) satellites in your satellites row: 2 players need 5 satellites, 3/4 players need 4 satellites.
- Take this ship (worth 5 points) if you are the first to have at least 3 builder units of the farming company in your settlement area.
- Take this ship if you are the first to have builder units of 6 (5) different companies in your settlement area (farming and construction companies): worth 5 points, needing 6 different companies for 2/3 players or 5 different companies for 4 players.
- Take this ship (worth 5 points) if you are the first to have started all your 5 city rows and your defense row. In a 4-player game, take it if you are the first to have started any 5 of those rows.
- Take this ship (worth 7 points) if you are the first to reach or pass the 70 (60) point mark on the score track — 70 for 2/3 players, 60 for 4 players. You may even take it right after you have reached that mark by gaining points for other population ships.
Note: You can also win a docking-row population ship if you didn't place any tiles in that docking row. You may still only take them at the end of your turn in Chapter Two.