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Skymines

Skymines Rulebook

Table of Contents

Table of Contents

  • Components
  • Setup
  • Object of the Game
  • Playing the Game
    • 1) Planning phase
    • 2) Action phase
      • 1) Use 1 or more resource cards of a single type in your action area
      • 2) Use all energy cards in your action area
      • Research plans and research points
      • 3) Use 1 research scientist card in your action area
      • 4) Use 1 field scientist card in your action area
      • 5) Place 1 bonus marker
      • 6) Drop out of Action phase
    • 3) Preparation phase for the next round
  • End of the Game
  • Further Details
    • Details of the bonus tiles
    • Details of the company tracks and their bonuses
    • Special spaces of the player boards
    • General game notes and further special cases
    • Gameplay variant: Linked slots
  • Campaign and Modules
    • Earning success points
    • Chapter 1: Mining the Moon
    • Module: Mission cards
    • Chapter 2: Into the Belt
    • Module: Belt side of the board
    • Chapter 3: Return to the Moon
    • Chapter 4: Lurking in the Belt
    • Module: Threat cards
  • Overview of selected icons
  • Credits

Components

  • 1 double-sided game board (Front: Moon side / Back: Belt side)
  • 4 double-sided player boards (Front: Standard side / Back: Luna side)
  • 5 double-sided company tracks (each side shows a different track and has an ID made up of a letter and a number, A1 to E2)
  • 44 action cards
  • 5 track cards
  • 36 starting action cards (9 per player)
  • 4 single-energy cards
  • 4 bonus tiles
  • 10 starting research tokens
  • 8 ON/OFF markers (Front: ON side / Back: OFF side)
  • 72 research plans (24 A-research plans, 24 B-research plans, 24 C-research plans)
  • 6 special research plans
  • 60 CrypCoin (40x value 1, 20x value 5)
  • 4 player tokens
  • 20 bonus markers (5 per player)
  • 16 track markers (4 per player)
  • 1 first player marker
  • 60 outposts (15 per company)
  • 4 helium-3 markers
  • 4 upload markers
  • 1 scoring pad
  • 4 overview sheets (Front: Round overview / Back: Luna overview)

Additional components:

  • For simulating an additional player (see Luna booklet): 4 Luna tokens, 19 Luna cards
  • For playing with the module "Mission cards": 12 one-time bonus markers (3 per player), 6 mission cards
  • For playing with the Belt side of the board: 20 shuttles (5 per company)
  • For playing with the module "Threat cards" on the Belt side: 6 threat cards

For proper storage of the components, the game comes with 6 folding boxes.

Setup

Below you find the setup and rules for the basic game of Skymines, which is played on the Moon side of the board. We recommend playing the basic game once or twice first. Afterwards you could try the 4-chapter campaign, which is an exciting challenge and introduces you to the additional modules of the game: the mission cards, the Belt side of the board, and the threat cards.

  1. For the basic game, leave the following items in the game box: the one-time bonus markers, the mission cards, the shuttles, and the threat cards. Also leave the Luna cards and the Luna tokens in the game box. These items are only needed if you want to simulate an additional player (which is necessary in solo play or if you want to add competition to a 2- or 3-player game).

  2. Place the game board, Moon side up, in the middle of the table.

  3. Take the company tracks and set them up in one of the following ways:

    • A) In your first game, we recommend this default setup: Take the company tracks with the sides A1, B1, C1 and D1 and place them at the colored parts of the board's edges as follows: A1 at the yellow edge of Skymine Resources; B1 at the purple edge of Minerva Corp.; C1 at the pink edge of Astrogo Enterprises; D1 at the blue edge of Tawac Industries.
    • B) If you want to play with a random setup: Take the 5 track cards and shuffle them face down. Then place one of them face down next to each of the 4 edges of the board. Spin them a few times in place, before making sure that each card has one of its arrows clearly pointing towards the edge of its side of the board. Then flip all 4 cards face up and replace each with the company track shown on the card's half that is touching the board's edge.
    • C) If you prefer, you can also choose which track to place at which colored edge.

    Once you've allotted the company tracks, each of them is linked with its company for the remainder of the game. For example, if A1 is placed at the yellow edge of Skymine Resources, it is called the Skymine track. After the company tracks have been allotted, the spare company track and the 5 track cards are not needed any more. Return them to the game box.

  4. Place the 15 outposts of each color onto the home spaces of their matching station: the 15 yellow outposts in Skymine Station, the purple ones in Minerva Station, the pink ones in Astrogo Station, and the blue ones in Tawac Station. Make sure that in every station each home space (and any coin icon on it) is covered with an outpost.

  5. Sort the 44 action cards by the letter in the top right corner of each (A, B, C, D, E). Shuffle the 4 cards of letter E and place them as a face-down stack next to the bottom left of the game board. Then shuffle the 4 cards of letter D and place them face down on top of this stack. Continue in this manner with the 11 cards of letter C, the 16 cards of letter B, and the 9 cards of letter A. The resulting stack is called the action card stack. Below it, leave room for the action card discard pile.

  6. Now, fill the 12 spaces of the card display (numbered 1 to 12) with face-up cards drawn from the action card stack. Fill those spaces in ascending order, starting at space 1 in the top right corner and ending on space 12 in the bottom left.

  7. Place the CrypCoin (of values 1 and 5) as a supply next to the game board. This supply is called the bank.

  8. In the top right corner of the game board, set up the research display as follows:

    1. Place 1 CrypCoin from the bank onto the supplement space.
    2. Then take another 6 CrypCoin and place one onto each of the 6 round track spaces numbered 2 to 7. (Leave number 1 empty.)
    3. Take the 6 special research plans and place one face down onto each of these 6 coins, starting with plan 2 on the leftmost coin and continuing right in ascending order.
    4. Divide the other 72 research plans by the letter on their back (A, B, C). Shuffle them separately and place them as face-down stacks next to the top right side of the board to form the research plan supply.
    5. Then fill each of the 12 lettered spaces in the research display with a face-up research plan of the matching letter from this supply.
  9. Place the 4 bonus tiles face up below the right side of the game board.

  10. Each player: Choose a player color and take the corresponding player token. Then take the following items:

    • Take a player board and place it in front of you with the standard side up. (Make sure that you leave room above and below your player board for cards.)
    • Then place your player token onto the computer screen in the top left corner.
    • Take 1 helium-3 marker and place it onto the first space of your tank track in the bottom left of your player board.
    • Take 2 ON/OFF markers and place them, OFF-side up, onto the additional action slots in the bottom corners: one on the left and one on the right.
    • Take 1 upload marker and place it below your player board.
    • Take 1 CrypCoin from the bank and place it as your starting capital next to your player board in your reserve.
    • Take bonus markers of your color and place them in your reserve: In a 2-player game (and solo mode), take 3 bonus markers. In a 3- or 4-player game, take 2 bonus markers. Return your spare bonus markers to the game box; they are only used in games that include the company track A2.
    • Take the 4 track markers of your color and place one onto space 0 of each of the 4 company tracks.
    • Take the 9 starting action cards that are marked with the icon of your color in the upper right corner and put them in your hand.
    • Also take an overview sheet.
  11. Determine a first player and give them the first player marker.

  12. Give each player in clockwise seating order a specific single-energy card: The first player receives the single-energy card showing a 01 in the top right corner. The second player (if any) receives the 02. The third player (if any) receives the 03. The fourth player (if any) receives the 04. Each player adds their single-energy card to their hand, bringing it to a total of 10 starting action cards. Return any spare single-energy cards to the box.

  13. Now each player receives a starting research token.

    • A) In your first game, we recommend giving each player in clockwise seating order a specific starting research token (one designated for the first player, one for the second, etc.). Return the spare starting tokens to the game box.
    • B) If you know the game, you may use this random procedure: Shuffle the 10 starting research tokens and deal each player two face down. Return any spares to the game box. Each player looks at their own two tokens, secretly chooses one of them and returns the other one to the game box. Then all players reveal their chosen token simultaneously.

    Each player: After receiving your starting research token, carry out the following steps:

    1. Place your starting research token face up onto the starting screen of your research track.
    2. Search your hand for the 3 cards whose icons match the 3 icons shown on your starting research token. Place them in any order in the 3 central resting slots at the top of your player board.
    3. Gain the starting bonus in the bottom left of the token. (Your starting bonus refers to 1 or 2 specific tracks and the number of spaces you must move forward on these tracks with your marker; e.g. 3 spaces on the Skymine track, 2 spaces on the Minerva track, or 1 space on the Astrogo track AND 1 space on your tank track.)
    4. Finally, place your upload marker onto the left half of your starting research token.

Object of the Game

Your goal is to earn the most CrypCoin by investing resources in the 4 companies and by spreading their outposts across the Moon. By investing resources, you increase the number of shares you hold in a company and by spreading that company's outposts, you increase the value of each of its shares. Also, you can improve your earnings by storing helium-3 on your tank track and by uploading the research of your research track.

During the game, you gain CrypCoin in cash, which you mostly use to pay for certain actions. The main portion of CrypCoin, however, you earn at the end of the game. Then your wealth is calculated by summing:

  • the cash you have on hand
  • the value of the shares you hold in each of the 4 companies
  • the last value your helium-3 marker has passed on your tank track
  • the last value your upload marker has passed on your research track (plus the face-up values of any uploaded special research plans)

The player with highest total wins the game.

Company shares and their value: During the game, you can advance your marker on each company track. You own as many shares of a company as are shown on the last share icon you reached on its track. Also, some cards (which you can acquire during the game) may show an additional share of that company. The value of each share equals the number of coin icons showing on its corresponding station. Thus, during the game, as outposts are removed from the station to be placed in the Moon's sectors, the value increases.

Example: Lin has a total of 7 shares of Minerva Corp.: 5 shares on the Minerva track and 2 shares on cards. As each share has a value of 6 CrypCoin (because 6 coin icons are visible in Minerva station), Lin's shares of Minerva Corp. are worth a total of 42 CrypCoin (7 shares x 6 coin icons = 42).

Playing the Game

Skymines is played over 7 rounds. Each round consists of 3 phases:

  1. Planning phase
  2. Action phase
  3. Preparation phase for the next round

After the Action phase of round 7, the game ends with a Final scoring phase.

Note: The current round is always indicated by the highest large white number on the round track. At the start of the game, the first round track space is empty to indicate the first round. In subsequent rounds, the new round will be indicated by flipping the next special research plan face up (during phase 3).

1) Planning phase

The Planning phase is carried out by all players simultaneously and comprises 2 steps:

a) Place cards face down in your action area. Each player: Choose cards from your hand and place them face down in the available action slots of your action area (the area below your player board). You will use the cards in your action area during the Action phase. The cards you place will determine to a certain extent which actions you can perform.

At the start of the game, you have 3 action slots available (the 3 slots marked "ON" at the bottom of your player board). Each available action slot can hold 1 card. Therefore, you can place up to 3 cards. Later in the game, you may switch on one or even two additional action slots by reaching certain spaces on your tank track and your research track. As each switched-on slot lets you place a card, you could place up to 5 cards if you had switched on both additional action slots.

  • Which card you place in which slot is up to you.
  • You can place fewer cards than allowed.

Be aware that the cards that you use in a round won't be available to you again for a while: at the end of your action phase, you must move each card from its action slot to a different one of your resting slots. The cards that gather in each resting slot are called a resting deck. They are inactive and cannot be used until they are recovered. However, each round, you can only return one resting deck to your hand (see "Drop out of action phase").

b) Flip cards face up. Once all players are finished placing cards, everyone flips their cards face up.

2) Action phase

The player with the first player marker begins the Action phase by taking one turn. Then the player to their left takes one turn, then the next player and so on. In this manner, the Action phase proceeds turn by turn in a clockwise direction until all players have dropped out of the Action phase. When it is your turn, you must perform exactly ONE of the following actions:

  1. Use 1 or more resource cards of a single type in your action area
  2. Use all energy cards in your action area
  3. Use 1 research scientist card in your action area
  4. Use 1 field scientist card in your action area
  5. Place 1 bonus marker
  6. Drop out of Action phase

Resource cards come in 3 types: carbon, minerals, titanium (each with a value of 1, 2, 3 or 4 units). Once all players have performed the "Drop out of Action phase" action, the Action phase ends.

The cards you placed in the Planning phase determine what actions are available to you in the Action phase. After you have used a card for an action, you must flip it face down (to indicate that you have used it). Flipped cards cannot be used again this round.

1) Use 1 or more resource cards of a single type in your action area

With this action, you can acquire a new card from the card display and advance your markers on the company tracks.

To perform this action, choose from your action area any number of face up resource cards of the same type (carbon, minerals or titanium). You must choose at least one card, irrespective of how many resource cards of this type you have and which value each of them shows. The values of your chosen cards add up to form your resource value, which you must use to:

  • Acquire a maximum of 1 card from the card display AND/OR
  • Advance on 1 or more company tracks with your track marker(s).

Acquire 1 card from the card display: Acquire 1 card of your choice from the card display. Each card's total cost equals its printed cost plus the cost on the game board to its right. Your resource value must meet or exceed this total cost. If your resource value equals the total cost, take the card from the display and put it in your hand. If your resource value exceeds the total cost, take the card into your hand and use the remaining units to advance on 1 or more company tracks. Attention: The card display is not refilled until the end of the round.

Advance on 1 or more company tracks: Use your resource value (or the remaining units if you acquired a card) to advance on company tracks. For each unit, move one of your track markers 1 space forward. Do so until you have used up all units. You can split up your units in any way you want, using all of them on the same company track or dividing them among different tracks.

Once you are finished, flip each card that added to the resource value face down. Then your turn ends.

2) Use all energy cards in your action area

With this action, you can spend energy to expand a company by entering new sectors of the Moon with its outposts.

To perform this action, you must use all energy cards in your action area at once. You may not keep any of them for a later turn. Each energy card shows a number of energy points (1, 2 or 3). Add up the energy points of all energy cards in your action area and use that total to expand 1 company. Which company you expand is up to you (but you may not divide your energy points among more than 1 company).

Note: It doesn't matter if any of the energy cards you use show an additional share of any company. These additional shares only matter in the Final scoring phase.

First, choose a company. Then spend your energy points to enter new sectors with outposts taken from that company's station. The 24 sectors are separated from one another and the stations by single lines or double lines. Entering a sector consumes either 1, 2 or 3 energy points. Once you have spent all energy points, you receive the rewards of the sectors you entered. Then your turn ends.

To enter a sector, carry out the following steps:

  1. Choose which sector you want to enter. This sector must be adjacent to either the expanding company's station OR to any sector that contains an outpost of the expanding company. Important: The sector you choose can contain an outpost of another company but not of the expanding company itself.
  2. Check how many energy points entering the sector consumes (going out from the adjacent station/sector of the expanding company). If you only have to cross a single line to enter it, it consumes 1 energy point. If you have to cross a double line, it consumes 2 energy points. And if there is already an outpost of another company in the sector, entering it consumes 1 additional energy point.
  3. If you have enough energy points to enter the sector, take 1 outpost from the expanding company's station. Each station comprises 3 columns of 5 home spaces each. You can take the outpost from any of the station's columns, but only from the top of that column (closest to the game board's center).
  4. Place the outpost in the sector. However, place it on its hemispheric side, so that it stands upright. (This is to mark that you have entered the sector but have not yet received its rewards.)

Repeat steps 1 to 4 until you've spent all your energy points. If you cannot or do not want to spend all of them, you must forfeit any excess.

Once you have finished spending your energy points, carry out the following steps:

  1. Gain the reward of each structure in the sectors you just entered. Take the rewards in any order, regardless of the order in which you entered the sectors.
  2. Oust any outposts that were already in the sectors you entered. Return each of them to a vacant home space of its station. You may choose which column to place the outpost in, but it must go to the lowest vacant space of that column. However, you can never return an outpost to the crossed out home space of a column (the 5th space at the bottom). Once that's been revealed, it stays revealed for the entire game. Instead, return the outpost to the next vacant space above it.
  3. Once any ousted outposts have been returned to their stations (there can be no more than one outpost in each sector now), tip over the upright outposts.
  4. Finally, flip all energy cards in your action area face down. Then your turn ends.

The structures and their rewards:

  • Deep mine: Gain from the bank 1 CrypCoin or 2 CrypCoin.
  • Strip mine: On the track of the company you just expanded, move your marker forward 1 space or 2 spaces.
  • Gas collector: On your tank track, move your helium-3 marker forward 1 space or 2 spaces. (Follow the arrows of your tanks. If you move it through a pipe, follow the arrows to the next tank.)
  • Research station: Sum the research points shown above the research stations in the sectors you just entered. Utilize them to immediately acquire research plans from the research display and/or CrypCoin from the bank.

Further notes and special cases:

  • There are 2 enclave sectors on the Moon. Each of them is entirely surrounded by another sector. Thus, before you can enter an enclave sector, you must first have entered its surrounding sector.
  • If there are no outposts left in a station, you cannot expand this company until outposts are returned by ousting. If a station runs out of outposts while you expand its company, you must forfeit any remaining energy points.
  • If you need to return an ousted outpost to its station but there is no valid vacant home space left, remove the outpost from the game entirely.
  • If you only have one energy card and its energy points are not enough to enter any sector, you must forfeit them entirely.
  • In each column of a station, the crossed out home space is the most valuable as it shows 2 coin icons and cannot be covered again. Thus, when expanding a company, it is usually advisable to empty a column entirely before starting to empty the next column.
  • It does not matter if an outpost in a sector has any connection to its station; you are still allowed to enter a sector adjacent to this outpost's sector when expanding its company.
  • Stations are not sectors and thus cannot be entered.

Research plans and research points

Your upload marker can only enter a screen of your research track if there is a research plan on it. This means that in order to move forward on your research track at all, you must gradually fill its screens with research plans from the research display. (Each player already starts with 1 research plan on their starting research token.)

To acquire research plans from the research display, you need research points. You might get research points when expanding a company, by using a research scientist card or through certain bonuses. However, you cannot save research points up. Whenever you receive any, you must utilize them right away by spending their total on any of the following:

  1. Take 1 A-research plan from the research display (cost: 1 research point).
  2. Take 1 B-research plan from the research display (cost: 1 research point).
  3. Take 1 C-research plan from the research display (cost: 2 research points).
  4. Gain 1 CrypCoin from the bank (cost: 1 research point).
  5. Take 1 face-up special research plan from the round track (cost: 2 research points). Note: The first special research plan becomes available in round 2. Then each round, a new one is revealed.

If you take a research plan from any of the 3 red-framed spaces linked to the supplement space, also take any CrypCoin on that supplement space. (Note: Each round, only 1 CrypCoin is added to it.)

At the end of your turn, after you have utilized all your research points, carry out the following two steps if you acquired any research plans:

  1. Place each plan you acquired onto any screen on your research track. However, consider:
    • You are not allowed to place an A-research plan onto an empty screen that shows a crossed out A. (Only B-, C- and special research plans may be placed onto these screens.)
    • Research plans show requirements which you must meet with the cards in your action area. Since you cannot skip empty screens, it usually is advisable to fill the screens of the track from front to back. However, planning ahead and trying to place research plans with similar requirements next to each other can be a good reason to place research plans farther up the track.
    • Once placed, research plans cannot be removed from the track, though they may be flipped.
    • You are allowed to place a newly acquired research plan on top of any research plan that is already on your track (irrespective of its type/letter).
  2. After placing the acquired research plans onto your research track, fill each of the now empty lettered spaces in the research display with a face-up research plan of the matching letter from the research plan supply. Any empty round track spaces remain empty.

3) Use 1 research scientist card in your action area

With this action, you can upload your research by advancing your upload marker on your research track. This may give you various rewards. To perform this action, carry out the following steps:

  1. Before moving your upload marker, you may pay 2 CrypCoin to the bank to flip 1 research plan on your research track face down (this includes the research plan on your starting research token).
  2. Move your upload marker as far forward on your research track as you like, bearing in mind the following rules:
    • You must move the upload marker forward plan by plan (in the direction indicated by the arrows of the screens and the cables). Before your upload marker can enter a research plan, you have to check whether you meet its requirements. Each research plan shows in its upper half 1 or 2 requirements. These requirements refer to the cards which you currently have face up in your action area. To meet a requirement, you must make sure that the total value of the cards of this type in your action area equals or exceeds the total value required. (The order of the requirements is irrelevant.) If you meet all requirements of a research plan, you may enter it with your upload marker. Then you must check whether you meet the next plan's requirements. Each research plan is regarded separately—the requirements of the research plans are not cumulative. Also, the cards used to meet the requirements are not used up, so do not flip them.
    • Special research plans have a different requirement as they have a CrypCoin cost instead: To enter a special research plan, you must pay as many CrypCoin to the bank as its requirement shows. (The big number in the top right corner shows in which round the special research plan becomes available.)
    • Research plans that have been flipped and thus have their back side up can simply be entered as they have no requirements.
    • Empty screens of the research track can't be entered.
    • If you cannot or do not want to move any farther, leave your upload marker on the research plan that you entered last. Then you receive the reward of this (and only this) research plan. Flipped research plans and special research plans give no rewards. However, special research plans increase the value of your research track at the end of the game.
    • If you do not move forward during this step and thus do not enter any new research plan, you do not gain a reward.
  3. After you have finished moving your upload marker and have received the reward of the last research plan you entered (or have not moved at all), utilize the total number of research points shown on the research scientist card as usual.

Afterwards, flip the used research scientist card face down. Then your turn ends.

Attention: If you are planning to use a research scientist card for moving forward on your research track, make sure that you do so before taking an action that flips any of the required cards. Once flipped, they are not valid for the requirements.

4) Use 1 field scientist card in your action area

With this action, you store helium-3 by advancing your helium-3 marker on your tank track. You also gain a few CrypCoin. Note: Field scientist cards are the only action cards you have none of at the start of the game. There are 5 field scientist cards in total which you can acquire from the card display during the game.

To perform this action, use 1 of the field scientist cards in your action area.

  • The basic (Skymine) field scientist: move your helium-3 marker 1 space forward on your tank track AND gain 2 CrypCoin from the bank.
  • The Astrogo field scientist: first move your helium-3 marker 2 spaces forward on your tank track AND gain 1 CrypCoin from the bank. Then check how many gas collectors are in the sectors controlled by Astrogo Enterprises (i.e. each sector that contains a pink outpost): For every 2 gas collectors, move your helium-3 marker 1 additional space forward on your tank track.

For each company, there is 1 field scientist card that functions like the Astrogo field scientist card (referring to that company's own outposts). After you've used your field scientist, flip it face down. Then your turn ends.

5) Place 1 bonus marker

With this action, you can place 1 of your bonus markers onto a vacant bonus space, which gives you certain privileges or rewards. To perform this action, take 1 of the bonus markers from your reserve and place it onto a vacant bonus space. Usually, each bonus space states a requirement or cost which you have to meet or pay in order to place your marker onto it. Depending on the space, you either receive its reward immediately or reserve for yourself a certain bonus tile for the next round. Once you have placed a bonus marker, it stays on that bonus space and blocks it for the rest of the round.

There are the following bonus spaces: majority bonus spaces, standard bonus spaces, and bonus tile spaces.

Majority bonus spaces:

  • Scientist majority bonus space. Requirement: You are only allowed to place your bonus marker onto this bonus space if currently no other player has more research scientist cards face up in their action area than you. Reward: If you have 1 research scientist card in your action area, gain 2 CrypCoin from the bank. If you have 1 research scientist card AND in addition another scientist card (research scientist or field scientist), gain 2 CrypCoin AND utilize 1 research point. If you have 1 research scientist card AND in addition at least two others scientist cards, gain 3 CrypCoin AND utilize 2 research points.
  • Titanium majority bonus space. Requirement: You are only allowed to place your bonus marker onto this bonus space if currently no other player has a higher total value of titanium face up in their action area than you. Reward: If you have a total value of at least 2 titanium units, you may move your marker on the Astrogo track 2 spaces forward. If at least 4 titanium units, you may instead move 3 spaces forward AND remove an outpost from a station of your choice. If at least 6 titanium units, you may instead move 4 spaces forward AND utilize 1 research point.
  • Each of the other 3 majority bonus spaces works just like the titanium majority bonus space: You may only place your bonus marker if currently no other player has a higher total value of the required type (resource units/energy points) face up in their action area than you. Depending on your total value of the required type, you gain a certain reward which includes moving forward on a specific company track and may include an additional reward.

You may choose the reward of a lesser total value than you have. Important: Gaining the reward of a majority bonus space does not use up the cards in your action area, so do not flip them.

Standard bonus spaces:

  • First player bonus space. Requirement: You are not allowed to place your bonus marker onto this bonus space if you are the first player AND this is your very first turn of a round. (In later turns, you may place your marker here.) Reward: Immediately take (or keep) the first player marker (i.e. you will be the first player of the next round). This is the only way the first player changes in the game. Also utilize 1 research point.
  • Buy card bonus space. Requirement: Pay 1 CrypCoin to the bank. Reward: Immediately buy 1 card from the card display by paying its total cost in CrypCoin to the bank. This is the only way to acquire cards for money instead of resources. Take the card into your hand.
  • Discard card bonus space. Requirement: Remove 1 card from your hand by placing it face up onto the action card discard pile. Reward: Immediately gain an amount of CrypCoin from the bank equal to the cost printed on the removed card + 2.

Bonus tile spaces: Requirement: Pay to the bank the amount of CrypCoin shown (1 or 2). Reward: There is no immediate effect, but you reserve the corresponding bonus tile for the next round. You are not allowed to take it right away! You get the reserved bonus tile in the "Preparation phase for the next round".

6) Drop out of Action phase

Perform this action only if you cannot or do not want to perform any of the other actions. To perform this action, carry out the following steps:

a) Turn the face-down cards of your action area face up.

b) Pick up exactly 1 of your resting decks. In the first round, each resting deck comprises only one card. Later, resting decks may comprise several cards. Take all cards of your chosen resting deck into your hand.

c) Then, clean up your action area by moving each card in your action slots to a different resting slot of your choice (you can't move more than one of them to the same slot). If there is already a resting deck at a resting slot, place the new card offset on top, creating an overlapping column in which the bottom of each card is visible. Finally, return any bonus tiles in your action area to the area below the right side of the game board.

Players who have performed their "Drop out of Action phase" action are skipped for the rest of the Action phase. Once the last remaining player has performed the "Drop out of Action phase" action, continue with the "Preparation phase for the next round". After the Action phase of round 7, continue with the Final scoring phase.

3) Preparation phase for the next round

Carry out the following steps:

a) Flip the next special research plan face up. Look under the next round's special research plan on the round track and take the CrypCoin beneath it. Place the coin onto the hexagonal supplement space of the research display. (If there are already any CrypCoin on the supplement space, place the new one on top of them.) Then flip the next round's special research plan face up.

b) Return the bonus markers to the players (including possible bonus tiles). Each player: Return all your bonus markers from bonus spaces to your reserve. If you return any markers from bonus tile spaces, also gain the corresponding bonus tiles now and place them face up in your action area next to your action slots.

c) Fill up the card display. First, remove all remaining cards in the right column of the card display (spaces 1 to 4) and place them face up onto the action card discard pile. After that, slide the cards remaining in the middle and left columns as far right as they will go. Finally, fill each empty space—going from the lowest number to the highest—with a face-up card drawn from the action card stack. If the action card stack runs out, any remaining empty spaces in the display are not filled up any more.

After these steps are finished, begin with the Planning phase of the next round.

Single share cards: The last 8 cards of the action card stack are single share cards. Depending on how many cards the players have acquired during the game, these single share cards enter the display sooner or later (or not at all). Each of these cards represents a single additional share of a specific company. Once acquired, a single share card remains in the hand of its owner until the Final scoring phase. It can never be placed in an action slot (as there is no action associated with it).

End of the Game

After the Action phase of round 7, the game ends. Now, the Final scoring phase takes place as follows:

Each player: First, pick up all cards of your resting decks and add them to your hand. Then find from your hand all cards that show an additional company share on their right side. Sort these by company and place them in front of you.

Now, one player takes the scoring pad. Go step by step through the 7 scoring categories, while that player writes down how much each player earns:

  1. Write down the amount of CrypCoin each player has as cash in their reserve.
  2. Turn to Astrogo Enterprises and calculate for each player the amount of CrypCoin they earn from the shares they have of Astrogo Enterprises. To do this, count the number of uncovered coin icons in Astrogo Station. Then, for each player, multiply this number by the total number of shares which that player owns of Astrogo Enterprises. Reminder: A player's total number of shares of a company is equal to the last share icon that they reached on that company's track + each additional share of that company they have on their cards.
  3. Repeat this for the shares of Tawac Industries.
  4. Repeat this for the shares of Skymine Resources.
  5. Repeat this for the shares of Minerva Corp.
  6. For each player, write down the last value their helium-3 marker has passed on their tank track.
  7. For each player, determine the last value which their upload marker has passed on their research track. Then add to it any values on face-up special research tokens that their upload marker has reached or passed.

Finally, add up the earnings in the seven categories for each player. The player who earned the most CrypCoin in total wins the game. In the case of a tie, the victory is shared.

Further Details

Details of the bonus tiles

You can reserve bonus tiles for the next round via the bonus tile spaces. You receive them during the "Preparation phase for the next round" and must cede them again at the end of that round. There are 4 bonus tiles:

  • "+1"-resource tile. When you receive this tile, place it next to your player board and keep it there until the Action phase of that round. Then, during any of your own turns of that Action phase, place the "+1"-resource tile in the bottom right corner of any face-up resource card in your action area. From then on, the value of this resource card is increased by 1 unit of that type. Once placed, you are not allowed to move the tile to another resource card. After you have used the resource card with the tile, flip both face down. You cannot use the tile independently of a resource card.

The following 3 bonus tiles are called action tiles. Action tiles are regarded as action cards of their type, except that they don't require empty action slots and instead are placed beside your other cards in your action area. They are flipped after use as usual.

  • Field scientist tile. When you use this tile, first move your helium-3 marker 2 spaces forward on your tank track. Then move your helium-3 marker 1 additional space forward for each further field scientist card that is currently face up in your action area (excluding this field scientist tile).
  • Research scientist tile. This tile is used like any other research scientist card (but grants only 1 research point).
  • Energy tile. This tile is used like any other energy card and has a value of 2 energy points.

Details of the company tracks and their bonuses

Each company track has one or two money barriers. These are not considered spaces of that track but function as a link between two adjacent spaces. Whenever your track marker passes a money barrier, you must immediately pay the CrypCoin shown on it to the bank. If you cannot or do not want to, your track marker must stop and remain on the space before the money barrier. If you reach the last space of a track, your track marker remains there for the rest of the game. If you use a reward that lets you move forward on a specific track and you cannot use it completely (because of a money barrier which you cannot pay or the end of the track), move your marker as far as possible and forfeit the rest.

Each company track has 2 bonus thresholds. Whenever your track marker passes one, two things happen:

  1. You gain from the bank the amount of CrypCoin shown beside it (1 or 2 CrypCoin).
  2. Each player who has already passed it also gains that amount from the bank.

When you pass a bonus threshold, you also unlock its track bonus. This track bonus will take effect from your next turn onward (i.e. if you unlock it in the middle of an action, you cannot use it while carrying out that action).

There are 2 types of track bonus: permanent bonuses and bonus space bonuses. If you have unlocked a permanent bonus, you may use it each time you perform an action to which it is relevant. Bonus space bonuses work exactly like the bonus spaces on the game board (i.e. you use them with the "Place 1 bonus marker" action).

Each track has 2 track bonuses. The second is usually an improved version of the first. Important: If you've unlocked the second track bonus of a company track, you may use EITHER the second OR the first track bonus, but you cannot use both. This means:

  • Permanent bonuses are not cumulative.
  • If one of your bonus markers is already on one of the two bonus spaces of a company track, you are not allowed to place a second marker onto the other.

Permanent bonuses (examples):

  • Energy bonus: The total value of energy points in your action area is increased by 1 or 2 for all intents and purposes (expanding a company, majority bonus spaces, research plan requirements, etc.). However, this bonus takes effect only if you have at least 1 energy card in your action area.
  • Bonus marker bonus: You have 1 or 2 additional bonus markers of your color which you can place as usual. (Take these from those returned to the box during setup.)
  • Minerals cost bonus: Whenever you acquire a card from the card display by using minerals resource cards as payment, the card's total cost is reduced by 1.
  • Wild resource/cost bonus: Whenever you acquire a card from the card display, you can use a mix of any type of resource cards to do so. Also, the card's total cost is reduced by 1.
  • Titanium cost bonus: Each time you acquire a card from the card display by using titanium resource cards as payment, the card's total cost is reduced by 1.
  • Titanium value bonus: The value of each titanium resource card in your action area is increased by 1 for all intents and purposes.
  • Field scientist bonus: This track bonus consists of 2 parts: (1) You now have a permanent field scientist icon (virtually located in your action area). You cannot actively use it, but it counts as an additional field scientist card when using the field scientist tile, when gaining the scientist bonus space reward and for meeting the requirements of research plans. (2) Whenever you use any company's field scientist, the number of gas collectors that this company controls is increased by 1 (the second version increases it by 3).

Bonus space bonuses (examples):

  • Requirement: Pay 2 CrypCoin to the bank. Reward: EITHER utilize 2 research points AND move your helium-3 marker 1 space forward; OR utilize 1 research point AND move 2 spaces forward on your tank track.
  • Requirement: Pay 1 CrypCoin to the bank. Reward: Immediately utilize 2 research points AND move 2 spaces forward on your tank track.
  • Requirement: None. Reward: Immediately buy 1 card from the card display by paying its total cost in CrypCoin to the bank AND/OR move 1 space forward on your tank track. (An improved version reduces the total cost by 1 and lets you move 2 spaces.)
  • Requirement: Remove 1 card from your hand by placing it face up onto the action card discard pile. Reward: Immediately gain an amount of CrypCoin from the bank equal to the cost printed on the removed card + 3 (an improved version, requiring removing a carbon resource card, grants cost + 8).
  • Requirement: Pay 1 CrypCoin to the bank. Reward: Choose two company tracks (but not track D2 itself). Move your track marker on one of them 3 spaces forward and on the other 2 spaces. (An improved version: move on each of the other 3 company tracks—3 spaces on one, 2 on each of the others.)
  • Requirement: Remove 1 card from your hand by placing it face up onto the action card discard pile. Reward: EITHER immediately perform the action corresponding to the discarded card's type (it cannot be combined with other action cards in your action area; however, permanent bonuses of other company tracks still apply); OR pay 2 CrypCoin to the bank to add any card from the discard pile to your hand. (An improved version lets you perform the action of the discarded card AND/OR buy 1 card of your choice from the action discard pile.)

Special spaces of the player boards

  • If your helium-3 marker reaches the final tank space, it must stop and remain there for the rest of the game. However, from that moment on, whenever you receive any rewards that allow you to move forward on your tank track (including any excess movement when reaching the space), instead gain 2 CrypCoin from the bank for each space you would have moved. Once your helium-3 marker reaches this space, the additional action slot beneath it is switched on (flip its ON/OFF marker to ON). You can use this slot starting with the next Planning phase.
  • If your upload marker reaches the research plan on the final screen, it must stop and remain there for the rest of the game. From now on, whenever you utilize research points, you must spend each of them to gain 2 CrypCoin from the bank. (You are no longer allowed to utilize research points in any other way.) Once your upload marker reaches the research plan on this screen, the additional action slot beneath it is switched on (flip its ON/OFF marker to ON). You can use this slot starting with the next Planning phase.

General game notes and further special cases

  • When acquiring a card from the card display, you must always use at least 1 resource card (even if the total cost is zero). However, if the cost is zero, you can use all units of the resource value to advance on company tracks. A card's total cost can never drop below zero (even if a track bonus would make it do so).
  • When you buy a card for CrypCoin via a bonus space and its total cost is zero, you do not have to pay any CrypCoin to take it. (But you still have to pay the possible cost of the bonus space itself.)
  • If the research plan supply of a certain letter runs out, empty spaces of that letter in the research plan display are not filled up any more.
  • The supply of CrypCoin is considered unlimited. If you run out, use something else as a replacement.

Gameplay variant: Linked slots

If you want to make the card planning aspect in the game more challenging, you can use the following variant: Each action slot is linked to the resting slot in the same vertical line. This means that when you clean up your action area during the "Drop out of Action phase" action, you must move each action card from its action slot straight up to the resting slot in the same vertical line (instead of choosing in which resting slot to place it).

Campaign and Modules

The campaign for Skymines comprises 4 chapters. Each chapter spans 1 game and has a specific setup which includes one or more of the modules. The rules for each module are explained at the end of the chapter in which the module first appears. If you want to play any of the modules independently of the campaign, just refer to the corresponding rule set under the module's heading. You can use Luna to simulate an additional player for the campaign and modules, which is mandatory if you want to play solo. All rules regarding Luna can be found in the Luna booklet.

Earning success points

At the end of each chapter of the campaign, you are awarded a number of success points (SP), which are calculated as follows:

  • +1 SP if at least one player earned fewer CrypCoin than you. (You don't get it if you're tied for the fewest CrypCoin.)
  • +1 SP if at least two players earned fewer CrypCoin than you. (You don't get it if you're tied for the second fewest CrypCoin.)
  • +1 SP if you are the winner of the chapter. (You get it if you're tied for the most CrypCoin.)
  • +1 SP if at least two of your one-time bonus markers are gone from your mission status card.
  • +1 SP for each track (company tracks, tank track and research track) whose final space you've reached.

If there are further success points specific to a chapter, those are stated in that chapter. Write down each player's success points in the bottom row of the score sheet. Once all 4 chapters have been played, sum each player's success points. Whoever gained the most is crowned the overall winner (or in the case of a tie: the overall winners).

Rating table: <7 SP "very down-to-earth"; 7+ SP "okay-ish"; 12+ SP "more than halfway to the Moon"; 17+ SP "excellent, next stop: Mars"; 22+ SP "consider yourself legend".

Chapter 1: Mining the Moon

Setup: Set the game up as in the basic game. In step 3, allot the company tracks at random via the track cards (option B). In step 13, deal each player 2 starting research tokens, of which they choose one (option B). After setting the basic game up, also set up the module "Mission cards". Playing: Play as usual, following the normal basic game rules and the mission cards rules. End: Carry out the end of the game and Final scoring as usual, then write down success points.

Module: Mission cards

Setup: After setting the game up as usual, take the 6 mission cards and shuffle them face down. Depending on the number of human players (Luna doesn't count), place one or two mission cards face up next to the game board: If there are 1 or 2 human players, place 1 mission card; if there are 3 or 4 human players, place 2 beside each other. Each player: Take 1 of the remaining face-down mission cards and place it in front of you so that the mission status card on its back is facing up. Then take your 3 one-time bonus markers and place them onto the 3 dashed spaces in the bottom part of your mission status card. Finally, place your mission status card (with your 3 one-time bonus markers on it) in the area above the face-up mission card(s). Return any spare cards and one-time bonus markers to the game box.

Playing: The game is played as usual. The mission cards do not change the normal rules but provide additional options. Each mission card shows 3 tasks that you can fulfill. If, during your turn, you meet the requirements of any task, you may take your mission status card (with your one-time bonus markers on it) and place it directly below that task's mission card so that their 3 columns align. Afterwards, gain 2 CrypCoin from the bank. Then take the one-time bonus marker in that task's column and place it in your reserve. Your mission status card is now linked to that mission card and for the rest of the game you can only fulfill tasks in whose column you still have a one-time bonus marker. On any of your turns, you can fulfill such a task to gain 2 CrypCoin and the corresponding one-time bonus marker.

Once you've fulfilled the last task and all of your one-time bonus markers are gone from your mission status card, also take the mission status card and place it next to your player board. You have now unlocked the personal bonus space on its bottom, which you can use for the rest of the game (Requirement: Pay 1 CrypCoin to the bank. Reward: Move your track marker 3 spaces forward on 1 company track of your choice). The other players cannot use your personal bonus space.

Further notes:

  • Each player is allowed to fulfill the tasks of one mission card. They are not blocked by the first player to do so.
  • When a mission status card is empty and thus removed from its mission card, just move any other mission status cards upwards to close the resulting gap.
  • One-time bonus markers can be used like regular bonus markers but only once. When you place a one-time bonus marker on a bonus space, that marker is removed from the game during the next "Preparation phase for the next round".
  • You can fulfill the tasks of a mission card in any order and on any of your turns (even several in the same turn). Fulfilling a task is never considered an action itself.

Some tasks needing clarification: fulfill if you have at least 3 scientist cards face up; if you have at least 7 units of one resource type face up; if in the course of one action you move at least 4 spaces forward on your tank track; if during one "Use all energy cards" action, you place at least 5 outposts from a company's station on the Moon (on the Belt side, at least 5 pieces—outposts/shuttles—from a company's station on Belt spaces during that action).

Chapter 2: Into the Belt

Setup: Set the game up as in the basic game but include the changes described in the setup section of the module "Belt side of the board". In step 3, allot the company tracks at random via the track cards (option B). In step 13, deal each player 2 starting research tokens, of which they choose one (option B). Afterwards, also set up the module "Mission cards". Playing: Follow the rules of the Belt side module and the Mission cards module. End: As usual, then write down success points.

Module: Belt side of the board

Setup: Set the game up as in the basic game with the following changes: In step 2, place the game board, Belt side up. In step 4, place 12 outposts of each color onto their matching station: one onto each home space of the 2 outer columns. Return the spare outposts of each color to the game box. Then take the 5 shuttles of each color and place them in the middle column of their matching station. All other setup steps are identical. Note that the positions of the stations and company tracks are inverted.

Playing: Playing on the Belt side entails changes to the "Use all energy cards" action and the "Use 1 field scientist card" action.

Use all energy cards (Belt): Now you place outposts onto asteroids and shuttles onto flight paths between asteroids. Outposts of different companies can even share the same asteroids. You spend energy points to enter Belt spaces: outpost spaces on asteroids and shuttle spaces on flight paths.

To enter a Belt space:

  1. Choose a Belt space within reach of the company you are expanding. An outpost space is within reach if it's on an asteroid that is attached to a flight path containing a shuttle of that company OR has an outpost of that company on any of its other outpost spaces. A shuttle space is within reach if its flight path is attached to an asteroid that has at least one outpost of the expanding company. You may enter Belt spaces that contain outposts or shuttles of other companies.
  2. Check whether it consumes 1, 2 or 3 energy points: Entering a Belt space consumes 1 energy point by itself. If, in order to reach it, you cross the part of a flight path that has an energy icon printed on it, it consumes 1 additional energy point. If there is already an outpost or shuttle of another company on that Belt space, it consumes 1 more energy point to oust it.
  3. Take the appropriate piece from the expanding company's station: outposts from the top of either outer column, shuttles from the top of the middle column.
  4. Place the outpost or shuttle onto the Belt space (upright for now). Ousted pieces of other companies are slid aside for now.

Repeat until all energy points are spent. Then: (1) Gain your rewards—for each shuttle space you entered showing the reward icon, move your marker 1 space forward on the expanding company's track; for each asteroid on which you just placed the first outpost(s) of that company, gain the rewards on that asteroid's reward screen (further outposts on the same asteroid cannot gain its rewards again). (2) Return any ousted outposts and shuttles to their stations (shuttles to the lowest vacant middle-column space, outposts to the lowest vacant outer-column space of your choice; never to crossed out home spaces). (3) Tip over the upright pieces. (4) Flip all energy cards face down.

Further notes: Each flight path between a station and an asteroid already contains a printed shuttle of the corresponding company (stays the whole game; you can't place shuttles there). If there are no shuttles left in a station, this company cannot claim flight paths until shuttles are returned by ousting; if no shuttles and outposts left, it cannot be expanded. If you cannot return an ousted piece, remove it from the game.

Use 1 field scientist card (Belt): This works almost as usual, but a company controls any gas collectors shown on reward screens of asteroids where it has at least one outpost. It may control additional gas collectors on certain asteroids: if the company has an outpost on both outpost spaces linked to the same gas collector, that gas collector is also controlled by that company. Note: On the Belt side, whenever an icon shows an outpost, it means only outposts—never shuttles.

Chapter 3: Return to the Moon

Setup: Set the game up as in the basic game. In step 3, use option B; in step 13, use option B. Also set up the "Mission cards" module. Once everything is set up, take from each station the top outpost of each column and place them on the game board: Skymine Resources in sectors 6, 19 and 20; Minerva Corp. in sectors 16, 21 and 23; Astrogo Enterprises in sectors 1, 7 and 11; Tawac Industries in sectors 2, 3 and 4. Playing: As usual with mission cards rules. End: As usual. Additional success point: +1 SP if you are the first player during the game to unlock the personal bonus space on your mission status card.

Chapter 4: Lurking in the Belt

Setup: Set the basic game up including the "Belt side of the board" changes. In step 3, use option B; in step 13, use option B. Also set up "Mission cards" and "Threat cards". Playing: Follow the Belt side, Mission cards, and Threat cards rules. End: As usual. Additional success point: +1 SP if you are the player who removed the threat card from the game board.

Module: Threat cards

Note: This module can only be played on the Belt side of the board.

Setup: After setting the game up as described in the Belt side module, shuffle the 6 threat cards. Draw one and place it face up between shuttle spaces 11 and 16 on the game board. Make sure that the flight paths in the corners of the card align with these two shuttle spaces. Return the spare threat cards to the game box.

Playing: The card in the game board's center poses a threat that affects all players at the end of the game unless dealt with during the game. This can be done by any player during one of their "Use all energy cards" actions: (1) You must be expanding a company whose shuttle is on shuttle space 11 or 16. (2) You must spend 2 of your energy points to reach the threat. (3) You must meet its requirement (an additional cost or something else). Once you have finished expanding and dealt with the threat, first collect any rewards as usual, then collect the reward of the threat card itself, which includes removing the threat card from the board and flipping it face down. On its back it shows a wild share, which you place in front of you until the end of the game. Once gone, the game continues as usual; no new threat is added.

End: If the threat card was removed, carry out the end and Final scoring as usual; the player with the wild share counts it as a share of one company of their choice. If the threat card is still on the board at the end, apply its consequence.

List of threat cards (requirement / consequence):

  • Pay 6 CrypCoin / all players must return to the bank the cash they have (no one scores category 1).
  • Spend another 3 energy points / determine which company shows the most uncovered coin icons; ignore 2 of these when scoring that company.
  • Remove 2 energy cards from your hand (discard) / all players must remove all energy cards they own by discarding them.
  • Your helium-3 marker must have surpassed value 40 on your tank track / all players must remove their helium-3 marker (no one scores category 6).
  • Your upload marker must have surpassed value 40 on your research track / if not removed by the end of the Action phase of round 6, the game ends at this point and Final scoring is carried out.
  • Your helium-3 marker must have surpassed value 25 and your upload marker value 20 / there is no winner yet; play another session with this threat card again, then average the scores across all games in the "time loop" (rounding up).

Overview of selected icons

  • Research scientist card requirement: need at least 1 field or research scientist card face up; if it's a research scientist card, it cannot be the one currently advancing your upload marker.
  • Utilize research points: spend them to acquire research plans from the research display and/or CrypCoin from the bank.
  • Movement icons: move your marker forward on the track of the company you just expanded; on the Astrogo company track; or on one company track of your choice.
  • Remove outpost: Remove 1 outpost from the station of a company of your choice and return it to the game box (top outpost of any column). On the Belt side, shuttles cannot be removed this way.
  • Resource requirement (4+): need at least 4 units of one resource type face up (4 titanium and/or 4 carbon and/or 4 minerals units).
  • Carbon combo requirement: need at least 3 units of carbon AND at least 3 further units of one resource type face up (3 carbon + 3 titanium, OR 3 carbon + 3 minerals, OR 6 carbon).
  • Titanium requirement: need at least 1 titanium unit face up.
  • Titanium payout research plan: if your upload marker stops on this plan, gain from the bank CrypCoin equal to the total value of titanium you have face up reduced by 1.

Credits

Game design: Alexander Pfister, Viktor Kobilke. Artwork: Javier Inkgolem. Development: Viktor Kobilke, Peter Eggert. Editing and rule book: Viktor Kobilke. Proofreading: Neil Crowley. © 2022 Deep Print Games GmbH, Berlin, Germany. Distribution: Pegasus Spiele GmbH, Friedberg, Germany.