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Space Movers 2201

Space Movers 2201 Rulebook

Table of Contents

Table of Contents

  • Game Overview
    • Finding Liberty
    • The Soundtrack
  • Contents of the Box
  • Game Setup
  • Game Board Breakdown
  • How to Play
    • 1. Finding Liberty
    • 2. Objective Cards
    • 3. Character Skills for Skill Checks
    • 4. Completing Skill Checks
    • 5. Example Skill Check
    • 6. Character Card Detail
    • 7. The Game Deck
      • Event & UO Pursuit Cards
      • Cargo & Reaction Cards
    • 8. Turn Sequence
    • 9. How to Lose
    • 10. How to Win
  • Game Start
  • Game Rule Details
    • Adventure Objective Cards
    • Random Objective Cards
    • Movement
    • Liberty Board Space Detail
    • UO Ship Board Space Detail
    • Interrogation Detail
    • UO Scout Ship
    • Random Character for Interrogation
    • UO Eye Markers
    • UO Presence Bar
    • Objective Card Sets
  • Frequently Overlooked Rules
  • Variants
    • Adjusting Difficulty
    • Solo Variant
  • Quick Reference (back cover)
  • Official Rules FAQ
    • Cargo Cards
    • Character Abilities
    • Liberty Board Spaces
    • Medical Symbol
    • UO Eye Marker
    • Drone

Game Overview

To win the game, you need to complete five Objective Cards, either from an Adventure Objective Card Set or from the Random Objective Deck.

Finding Liberty

Finding Liberty is a comic that is a tribute to the great sci-fi of the 70's & 80's. It sets the tone for Space Movers. Finding Liberty tells the story of how and why these characters came together to form the crew of the Liberty and the circumstances that sent them on the adventure of their lives.

The Soundtrack

Space Movers has a 5-song soundtrack you can listen to while you read the comic book and play the game (see www.spacemoversgame.com).

Contents of the Box

  • Finding Liberty Comic Book
  • Rulebook
  • Game Board
  • 2 Ship Tokens (Liberty, UO Scout ship)
  • 1 Liberty Resource Marker
  • 1 UO Presence Marker
  • 9 UO Eye Markers
  • 20 Cargo Markers
  • 1 UO Coin Token
  • 7 Character Cards (double-sided)
  • 7 Character Tokens
  • 1 Drone Token
  • 10 Plastic Stands for Characters, Ships & Drone
  • 7 Character Dice
  • 1 Blank Die
  • 1 Double-Sided Roll Mat (Side 1 Standard, Side 2 Advanced)
  • 1 Box Stand
  • 60 Card Game Deck
  • 5 Card Adventure A Objective Set
  • 20 Card Random Objective Deck
  • First Edition Bonus Roll Mat and Adventure Objective Card Set

Game Setup

  1. Place the Game Board in the center of the playing surface within reach of all players.
  2. Place the UO Presence Marker at the bottom of the UO Presence bar.
  3. Place the 9 UO Eye Markers and 20 Cargo Markers next to the Game Board.
  4. Place the UO Scout Ship to the left of the Game Board.
  5. Place the Liberty Resource Marker at the 3/4 full battery level on the Resource Bar.
  6. Place the Liberty on Earth.
  7. Place the Drone Token on the Game Board by the Drone Room Board Space.
  8. Stack the chosen Objective Cards on the Objectives area of the Game Board. See "Objective Cards" below for available options. (For your first game it is recommended that you use Adventure A Set.)
  9. Separate the 10 Event, 10 UO Pursuit, 20 Cargo and 20 Reaction Cards. Remove 5 Cargo Cards at random and create a discard pile with these. Shuffle the remaining Cargo Cards with the Reaction Cards. With these cards, form 5 piles of 7 cards. Randomly shuffle 2 Event Cards and 2 UO Pursuit Cards into each pile and stack the completed piles on top of each other to form the Game Deck. Do NOT shuffle the deck.
  10. Have all players roll a die. The player with the highest roll chooses a Character Card first, followed by the second highest, etc. until all players control one Character. Each player should be given the die that matches their Character's unique skill (as shown in the bottom left of the Character Card) and the Character's token.
  11. Place the unused Character Cards near the game board along with the extra dice. In Space Movers, all of the Characters are part of the game. Unused Character tokens will not be needed.
  12. Place the blank six-sided die by the Game Board.
  13. Choose which side of the Roll Mat will be used for this game (for your first game it is recommended that you use the Standard side). Put the Roll Mat in the box bottom with the selected side face up with the Box Stand nearby. This will be used for all die rolls in the game.
  14. Give the UO Coin to the last player that chose a Character. This will be the first player. At the end of each turn, pass the UO Coin clockwise to the next player to indicate the beginning of the next turn. The Coin will also be needed at times during UO Scout Ship movement.

Game Board Breakdown

  • UO Ship Board Space - When the UO Pursuit Card is drawn the UO Scout Ship starts here. This is also the location the Liberty must move to in order to release Characters from the Interrogation Board Space.
  • UO Presence Bar - This bar keeps track of the number of UO Eye Markers on the board.
  • UO Pursuit/Event Areas - When UO Pursuit and Event Cards are drawn from the Game Deck they are placed immediately to these designated areas on the Game Board.
  • Planet Board Spaces - Liberty and the UO Scout Ship will jump from Planet to Planet via Routes.
  • Routes - These lines indicate the paths that can be taken when jumping from Planet Board Space to Planet Board Space.
  • Resource Bar - This bar keeps track of the Liberty's available Resources during the game.
  • Liberty Board Spaces - These represent the various areas on board the Liberty. Players can move from one area to any other area each turn to complete the Action listed on the Board Space.
  • Turn Sequence - This is a summary of the phases that are to be completed on each turn.

How to Play

1. Finding Liberty

First, read the comic book Finding Liberty. It will help you become familiar with the characters and the back story for the game. It also introduces you to the futuristic Universe the Characters live in and the corrupt government that controls it. The comic explains why you will be undertaking the adventure that unfolds in the Adventure A Objective Card Set.

2. Objective Cards

Five objectives must be completed in order to win a game of Space Movers. You have two options for these objectives: Adventure and Random.

The Adventure Objective Card sets (future sets available through expansions) are double-sided, 5 card sets that continue the story that began in Finding Liberty. If you choose to use an Adventure set, place these cards in order from 1 to 5 in the Objectives area of the Game Board with the number side up. Read the first side of Objective Card 1 aloud so that all players will know what task must be completed before you can flip the card to the other side.

The Random Objective Card deck has 20 cards. If you choose this option, shuffle the deck and randomly choose five of these cards and place them face down in the Objectives area on the Game Board. The first Random Objective can be revealed once the first cargo has been delivered during the game.

3. Character Skills for Skill Checks

Below the story panel on each Objective Card you will find an Action to perform before you move on to the next Objective Card in the stack. Most Actions require a Skill Check to be completed. Every Skill Check in the game will have a series of symbols. Each character has unique skills that match one of these symbols and a corresponding die that will be used in Skill Checks. In addition to their unique skill, all Characters have Strength and Intelligence. The symbols for Strength and Intelligence are multi-colored to indicate that any Character can roll for these skills.

SkillCharacter
PilotingEli
PsychicGurn
CommunicationsRed
MechanicalBoom
NavigationNeleh
EngineeringLucas
MedicalMED-A, HER-B
StrengthAny
IntelligenceAny

4. Completing Skill Checks

Skill Checks are a big part of Space Movers and will create some of the most memorable moments of the game. They are required to complete many Actions and to move along Restricted Routes on the Game Board. They are always handled in the same manner.

How the dice are rolled: Space Movers handles dice-rolling in a whole new way. Rolls take place inside the game box bottom on a specially designed Roll Mat. The box bottom is placed on the provided box stand anywhere on the Game Board. Dice are rolled one at a time instead of all at once. For each skill needed in the check, one die will be rolled requiring a 5 or higher for success. Since the dice are rolled one at a time into the box, players are encouraged to strike dice already rolled in an attempt to change the result as needed. After all the dice are rolled, one last roll is made using the blank six-sided die. This signals the end of the Skill Check and is a player's last attempt to change any previous die results.

Skill Check Rules:

  1. Once the first die is rolled, the box can no longer be moved.
  2. When rolling, your hand cannot enter the box.
  3. Roll only one die for each symbol required in the Skill Check. (If the check requires three skills, only three numbered dice will be rolled.)
  4. After a die is rolled, it stays in the box until the end of the Skill Check.
  5. If during the check ANY of the dice miss the box or bounce out, the check fails immediately.
  6. In every check, the blank die is rolled last. This signals the end of the check. Even if no result changes are needed on other dice, the blank die still must be rolled.
  7. At the end of the check each die that rolled a 5 or higher is a success.
  8. All dice must be successful to pass the check.

Reconciling Skill Checks:

  • Each die that rolled a 5 or higher is a success. Again, ALL dice must be successful to pass the Skill Check.
  • If any die ends up on the medical symbol, that Character is injured or damaged. The player controlling that Character flips over the Character Card and places that Character's token on the Medical Bay Board Space. If the injured Character is not controlled by a player, simply place that Character's die on the Medical Bay Board Space as a reminder that you cannot use it again until the Character has been healed or repaired.

Skill Check Notes:

  • Remember, all Characters have the multi-colored Strength and Intelligence skills.
  • The current player determines the order in which the dice are rolled for Skill Checks.
  • The current player rolls any dice needed for Characters that are not controlled by a player.
  • The current player always rolls the blank die at the end of a Skill Check.
  • The player controlling a Character will always roll for that Character's unique skill in a check (regardless of whose turn it is).
  • A failed Skill Check means that you were not able to complete the task that required the check. You will have to try the check again at the next available opportunity.

5. Example Skill Check

In this example, we are the current player and control the character Gurn. Three skills are needed to complete the check: Piloting, Communications and Strength.

Eli (black die) and Red (red die) have the unique skills for Piloting and Communications. Since the only other skill needed is Strength (any die), we will have Gurn roll for that with our blue die. As the current player, we have decided that the order in which the dice will be rolled is Eli, Red and then Gurn. We will also need the blank die to roll at the end of the Skill Check.

  • First Roll: Eli - No player controls this character, so we roll the black die into the box. The die roll is a 5 so it is a success.
  • Second Roll: Red - Another player is controlling Red and rolls the red die into the box, avoiding the successful black die. This roll is a 3 which is a fail.
  • Third Roll: Gurn - We control Gurn so we roll the blue die and strike the red die. The red die ends up on 9 which is now a success. The blue die ends up on 1, which is a fail.
  • Fourth Roll: Blank Die - We now roll the blank die and strike the failed blue die. The blue die ends up on 8, now also a success.

All the results in the box are 5 or higher so the check passes! We remove all the dice from the box and clear the box off the game board to continue our turn.

(A video example of Skill Checks is available at spacemoversgame.com via the YouTube button.)

6. Character Card Detail

Take a moment to look at the Character you have chosen. At the top of the card you will see the full name of your Character along with their age. This section also lists your Character's starting Liberty Board Space location and shows your Character's number, which will be needed when someone is randomly selected to go to the Interrogation Board Space.

The next section features your Character's special abilities. These are unique to each Character. Each Character has a special ability that can be used on ANY turn and an ability that can only be used on YOUR turn. Note: These abilities are ONLY available if the Character is controlled by a player.

The bottom section lists the symbols for your Roll Skills. This includes the symbol for your unique ability along with the symbols for Strength and Intelligence (which all Characters possess).

The back of your Character Card will be used if your Character becomes injured (or damaged if your Character is MED-A and HER-B). This side of the card shows the turn sequence for your injured Character and also lists an available Action for other players in the game.

7. The Game Deck

The 60 card Game Deck sits off the board and will be drawn from by every player at the start of his/her turn. The deck features four different types of cards: Event, UO Pursuit, Cargo and Reaction.

Event & UO Pursuit Cards

When drawn, these cards are immediately played to their designated areas on the Game Board. Read aloud any text in red on Event Cards first.

Event Card Detail: If there is already an Event on the Board, remove it from the game. Lose one Resource for every card removed from the game to this point. When a card is "removed from the game" it does not go in the discard pile. A separate stack should be formed to keep track of these.

The Event's special text (in red) takes effect immediately and adds a rule to the game while the Event is on the board. Players may attempt the Skill Check on the Event Card as an Action on their turn. If successful, the Event Card is placed in the discard pile.

(Example Event Card: "Computer Failure: Players cannot play Reaction Cards as long as this card is on the board. Action: Attempt the Skill Check below. If successful, discard this card.")

UO Pursuit Card Detail:

  1. Place a UO Eye marker on the Planet Board Space Liberty is currently on and move the UO Presence Marker up 1 space on the UO Presence Bar.
  2. Place the UO Scout ship on the board in its starting location. Players may choose to attempt the Skill Check on the UO Pursuit Card as an Action on their turn.

Once you have a successful Skill Check, remove the UO Ship from the board and discard the UO Pursuit Card.

If there is already a UO Pursuit Card on the board when you draw one, discard it, play the new card to the Game Board and move the UO Ship one space closer to Liberty. If the UO Ship is ever in the same space as Liberty, a Character is chosen at random to move to the Interrogation Board Space. (See "Random Character for Interrogation".)

Cargo & Reaction Cards

These cards make up each player's hand. You can hold up to five cards in your hand. Because Cargo Cards will actually be played to the table it is recommended that you hold onto your hand or keep it face down on the table. This will prevent confusion as to what cards are in play versus in your hand. Feel free to share card information with other players.

Cargo Card Detail: Cargo Cards represent available jobs the crew can complete to gain Resources. There are two possible Actions on each card but you may only attempt one Action per turn, and they must be completed in order.

  1. Pick Up Cargo - If Liberty is on the Planet listed in red, you may play the Cargo Card to the table in front of you. This represents picking up the cargo.
  2. Deliver Cargo - If Liberty is on the Planet listed in red, you may discard the Cargo Card (that has already been played to the table) and receive the number of Resources listed on the card. This represents delivering the cargo. Move the Resource Bar pawn up the appropriate number of spaces, then continue your turn.

(Example card: "Action: When Liberty is on Tocpe, you may play this card to the table in front of you." / "Action: When Liberty is on Vern, discard this card from the table and gain 5 Resources.")

Note: Cargo Markers - When you draw a Cargo Card, place a Cargo Marker on the Planet Board Space of the Pick Up location for that card. Once you have picked up the cargo, place that Cargo Marker on the card. This will help all players keep track of cargo that needs to be picked up and delivered. If you have to discard a Cargo Card from your hand, remember to remove the corresponding Cargo Marker from the Board.

Reaction Card Detail: Reaction Cards can only be played during another player's turn. Just as there can only be one Action per turn, there can also only be one Reaction Card played during a turn sequence. Read the text aloud and carry out the red text, then place the Reaction Card in the discard pile.

(Example card: "Play on any other player's turn. Reaction: Add 1 to the resource payout for [a delivery], then discard this card.")

8. Turn Sequence

The turn sequence is listed on the left side of the Game Board (and on the back of this rulebook). It lists the phases of each turn.

Phase 1 - Draw: The current player draws a single card from the Game Deck at the beginning of the turn.

Phase 2 - Movement: There are two steps to this phase: Movement of the Character token and movement of the Liberty token.

First, a Character may be moved from one Liberty Board Space to any other Liberty Board Space.

Next, the Liberty may be jumped from one Planet Board Space to an adjacent Planet Board Space along the visible Route Lines. (See Restricted Routes.)

Phase 3 - Action: Only one Action may be performed per turn. Available Action text is always preceded by "ACTION:".

Actions are available on:

  • Liberty and UO Ship Board Spaces
  • Objective, Cargo, Event and UO Pursuit Cards

Read the text on each available Action to determine how to perform the Action.

Phase 4 - Clean Up: At the end of the turn, the Resource Marker is moved down one space on the Resource Bar. If needed, the current player discards down to five cards.

If the UO Scout Ship is on the Game Board, it is moved one Planet Board Space closer to Liberty. If there are equidistant paths to Liberty, the current player flips the UO Coin to determine which direction the UO Ship will take. Lastly, the current player passes the UO Coin clockwise to the next player.

9. How to Lose

  • Run out of Resources: If the Marker on the Resource Bar ever reaches the bottom space on the bar with the skull symbol, the crew is out of Resources and loses the game immediately.
  • Too many eyes: If the Marker on the UO Presence Bar ever reaches the top space of the bar with the skull symbol, the crew has drawn too much attention from the UO and loses the game immediately.
  • Card Text: Some cards have text that explain how you can lose the game while that Card is in play.

10. How to Win

Space Movers is not an easy win. Players will have to work well together and plan their moves together. Delivering cargo when you can to gain Resources is crucial. Also working through the Objectives as quickly as possible is important. That needs to be your main goal in the game. You must find the right balance between all the available options or you will have a difficult time winning.

Once you complete the 5th Objective Card, the crew wins immediately!

Game Start

Now, you are ready to begin. Here are a few extra tips.

  • If you are using the Adventure A Objective Card Set, be sure to read the first Objective Card aloud so that all players are aware of the first Objective. If using the Random Objective Card Deck, you will flip the first Objective Card over after the first cargo has been delivered. Remember, you win or lose as a crew. The outcome will be determined by how well you work together as a team.
  • Depending on the cards drawn at the beginning of the game, you may find that there isn't much your Character can do on your first turn. A good option if this happens is to go to the Liberty Cargo Bay Board Space. The Action on this space allows you to search the Discard Pile for a Cargo Card.
  • For more detailed rules, refer to the following sections as needed during the game.

Game Rule Details

Adventure Objective Cards

  • Side 1: This side has a task that you must complete before flipping the card to the other side. Never flip the Objective Card before this task has been completed. (Example: "The cargo you are carrying turns out to be a stolen time travel module. You must hide it on Earth before you are discovered by the UO. If the UO ship catches you with this card face up on the board, the crew loses the game immediately." / "Flip this card once the first cargo has been delivered.")
  • Side 2: This side continues the story from the comic book Finding Liberty. It also has a Skill Check that must be completed. Once you have performed a successful Skill Check (during the Action phase), move the card to the bottom of the stack, revealing Side 1 of the next Objective Card.

Random Objective Cards

The Random Objective Cards are single-sided. Once you have chosen five Random Objectives, place them face down in the Objectives area of the Game Board. The first Objective can be flipped over once the first cargo has been delivered. See "Variants" for options when using these Objective Cards.

(Example card: "Travel to Tocpe to help a potential customer fight off a dangerous pack of strange sand creatures. Action: Once on Tocpe you may attempt the Skill Check below. If successful remove this card from the stack. Reveal the next Objective Card if necessary.")

Movement

Moving your Character: During the Movement phase of your turn you may (but are not required to) move your Character from its current Liberty Board Space to any other Liberty Board Space. There is no limit to the number of Characters that can be on one Liberty Board Space.

Moving Liberty: Also during the Movement phase you may jump Liberty from one Planet Board Space to an adjacent Planet Board Space using the visible Route lines.

Restricted Routes: Some Routes require a successful Skill Check to move along those Routes. These are located near the Planet Capri and the UO Ship Board Space. Attempt the Skill Check as part of the Movement phase. You may only move along the Restricted Routes with a successful Skill Check. If the check is unsuccessful, the Movement phase ends and Liberty cannot move. Remember to roll the blank die during this Skill Check as you would with any other.

Example: In this example, the current player is attempting to move off Capri during the Movement phase. The player that controls Neleh rolls the green die. (If no player controls Neleh the current player will roll both the green and blank dice.) The die ends up on 1. The current player then rolls the blank die into the box striking the green die. The green die ends up on 3. The Skill Check fails so Liberty stays on Capri. If the current player's Character is located on the Bridge Board Space, he/she may perform that Action to attempt the move again.

Liberty Board Space Detail

Note: The Liberty Planet Board Spaces represent the interior of the Liberty Ship that you jump from Planet to Planet.

  • Bridge: Perform the Action here to jump the Liberty to an adjacent Planet Board Space. If you need to get somewhere fast, this Board Space allows you to jump Liberty twice on your turn (once during Movement, once as an Action). Note: you will still need a successful Skill Check if you are trying to move along a Restricted Route.
  • Communications: Perform the Action here to remove a UO Eye Marker from any Planet Board Space and lower the marker one space on the UO Presence Bar by losing four Resources (move marker on Resource Bar down four spaces).
  • Cargo Bay: Perform the Action here to search through the discard pile and choose any one Cargo Card to add to your hand.
  • Kitchen: Perform the Action here to have any other Player perform an Action of your choice as if it were that Player's turn. This includes any Card Actions or the Action from the Liberty Board Space that player's Character is currently on. Note the red text for this Action (board text: "No movement allowed for Board Space Actions."). Let's say you move your Character to the Kitchen and want the player controlling Eli to perform the Action on the Bridge. This is only possible if Eli was already on the Bridge Board Space. You cannot move the Character to that location.
  • Engine Room: Perform the Action here to attempt two different Card Actions. This includes Actions that are available on any cards, but you may not attempt an Action on the same card twice. It must be from two separate cards. (This overrides the one Action per turn rule.)
  • Drone Room: The Drone Room has two different Actions to choose from.
    1. The first available Action is used to Deliver cargo. If you have a Cargo Card on the table in front of you and the Drone Token is on board Liberty, you can launch the Drone up to two Planet Board Spaces away from Liberty and deliver the cargo as if you were performing the Deliver Action on the card. Note the red text for this Action (board text: "Drone may not be used to pick up Cargo. Ignore Route Restrictions."). The Drone ignores Route Restrictions.

UO Ship Board Space Detail

This Board Space serves two functions:

  1. UO Ship Start Area: When a UO Pursuit Card is drawn, this space is the starting location for the UO Scout Ship. When a UO Pursuit Card is not in play, the UO Ship token should be to the left of the game board (not on it).
  2. UO Headquarters: This is also the space that Liberty must travel to in order to release a Character from Interrogation. After completing a successful Strength Skill Check, you can jump the Liberty onto the UO Ship Board Space and attempt the UO Headquarters Action to release any Character(s) in Interrogation. Note: If a UO Pursuit Card is drawn while the Liberty is at this location, roll a die to see if another Character will be placed in Interrogation and then discard the UO Pursuit Card. Do not place a UO Eye Marker on this space. (See "Random Character for Interrogation".)

Interrogation Detail

When a Character is selected to go to Interrogation, the Character token is placed in this space. If the Character is not controlled by a player, place that Character's die here as a reminder that it cannot be used for any Skill Checks. Players with a Character located here can only participate in Phase 1 and Phase 4 of the Turn Sequence (no Movement, no Action), and cannot play Reaction Cards.

UO Scout Ship

When the UO Scout Ship is on the board, it is moved during the Clean Up phase of every turn. It should always move one space closer to Liberty by the shortest possible route. If there is a tie between two planets for the shortest possible route, flip the UO Coin to see which direction the ship will move. Note: The UO Ship ignores Route Restrictions.

Random Character for Interrogation

If the UO Ship is ever on the same Planet Board Space as Liberty, you must immediately choose a Character at random to go to Interrogation. Roll a die. If the number rolled is 1-7, place the Character that has this number on the Interrogation Board Space. If the number rolled is 8, 9 or the medical symbol, the crew is let off with a warning and no one goes to Interrogation. In both cases, remove the UO Ship from the board and discard the UO Pursuit card. Note: Injured Characters that are chosen for Interrogation are "healed" by the UO. Flip the Character card to its original side and follow the turn sequence listed above under Interrogation Detail section.

Character numbers: 1 - Eli, 2 - Gurn, 3 - Red, 4 - MED-A & HER-B, 5 - Boom, 6 - Lucas, 7 - Neleh.

UO Eye Markers

These are placed on the Planets that Liberty is on when a UO Pursuit Card is played to the Game Board. The marker indicates that the Liberty was spotted here by the UO. There is no limit to the number of UO Eye Markers that can be placed on a Planet Board Space. The only way to remove a UO Eye Marker is by performing the Action on the Liberty Communications Board Space.

UO Presence Bar

This bar keeps track of how many UO Eye Markers are on the board. Each time a UO Eye Marker is added or removed from the Game Board, move the UO Presence Marker up or down on this bar as needed. If the marker reaches the orange section during the game, this means the crew has drawn too much attention from the UO. While the marker is on an orange space, all Skill Check attempts on Planet Board Spaces with UO Eye markers have a -1 penalty per UO Eye Marker for every die rolled while Liberty is on that Planet. If enough UO Eye Markers are removed to bring the marker back into the purple section, this penalty goes away.

Example: Let's say there are five total UO Eye Markers on the board (putting the marker in the orange area) and we are trying to pass a Skill Check on a planet that has two UO Eye Markers. This means all dice rolled would need to be a 7 or higher to pass the Skill Check.

Objective Card Sets

Space Movers comes with an Adventure Objective Card set that continues the story from the comic. In the future, more Adventure Objective card sets will be available. You can determine the different sets by the objective banner color and the Adventure letter at the top. Objective card sets should not be mixed.

Frequently Overlooked Rules

  • Events: When Events on the board are removed from the game by another Event Card being drawn, be sure to lose one Resource for each card that has been removed from the game to that point. For example, the first time this happens you would lose one Resource. The fifth time it happens, you lose five Resources.
  • Jump Liberty Reaction Card: When you use this card to jump Liberty to any Planet Board Space, it is removed from the game and counts against you when you lose Resources as described above.
  • Action/Reaction: Remember you can only perform one Action per turn, and only one Reaction Card can be played per turn. The only exception to this is when the Engine Room Board Action is being performed, which allows two Card Actions.
  • Medical symbol die roll: Remember that any time a die ends up on the medical symbol during a Skill Check, that indicates that the Character has been injured/damaged.
  • Blank Die in Skill Checks: The current player always rolls the blank six-sided die at the end of a Skill Check. (Even if all previously rolled dice were successful.)
  • Cargo Markers: When you draw a Cargo Card, place a Cargo Marker on the Planet Board Space of the Pick Up location for that card. Once you have picked up the cargo, place that Cargo Marker on the card. If you have to discard a Cargo Card from your hand, remember to remove the corresponding Cargo Marker from the Board.

Variants

Adjusting Difficulty

Try one of the following Variants if you want to adjust the difficulty of the game:

  • Resource Bar: Adjust the starting location of the pawn on the Resource Bar. This is the best way to increase (or decrease) the difficulty of the game. The different starting points are marked by a battery level symbol as follows: Easy (full battery), Normal (3/4 battery), Difficult (1/2 battery), Insane (1/4 battery).
  • Roll Mat: Both sides of the Roll Mat are shown in the rulebook. The Advanced side increases the difficulty of Skill Checks.
    • Standard Side 1: This side features the box cover art and has no effect on the die rolls.
    • Advanced Side 2: This side features override areas that can affect die rolls. If the die ends up touching one of these areas, ignore the result rolled and refer to the following: one type of area means ignore the die result (even the medical symbol) and the die is considered successful; the other type means ignore the die result (even the medical symbol) and the die is considered a fail.
  • Number of Random Objectives: When using the Random Objective Cards, you can increase or decrease the difficulty (and length) of the game by adding to or subtracting from the usual five Objectives.

Solo Variant

Space Movers can easily be played by one player. You will need to control at least two Characters and keep a separate hand for each Character that is being controlled.

Quick Reference (back cover)

Turn Sequence

  • Phase 1 - Draw: Draw a card from the Deck.
  • Phase 2 - Movement: You may move your Character to any Liberty Board Space and jump Liberty from its current location to an adjacent Planet Board Space.
  • Phase 3 - Action: Perform an Action listed on any 1 of the following: 1) Board space you are on; 2) Card in your hand; 3) Cargo card on the table in front of you; 4) Card on the game board.
  • Phase 4 - Clean Up (do the following in order): Move Resource marker down one space; move UO ship one space if applicable; discard down to five cards in your hand; pass the UO Coin to the next player.

Skill Checks: 5+ on every die required for successful Skill Check. Blank die rolled last in every Skill Check by current player.

UO Pursuit and Event cards play immediately to the game board; see the card details above.

Official Rules FAQ

(From the publisher's separate Rules FAQ document.)

Cargo Cards

Q: Does the player that drew the Cargo card have to perform the Actions on that card, or can anyone do it? A: Only the player that drew the Cargo card can perform the Actions on the card. The Kitchen Board Space can be used to allow those Actions to take place on another player's turn.

The thematic reason for this is: In the year 2201 delivering objects without them being tampered with (or confiscated by the UO) is difficult. People specifically hire "Movers" to deliver cargo personally to ensure it never changes hands. Having a different Mover show up with the cargo than the one that made the pick-up would be bad for business.

Character Abilities

Q: When using Red's any turn ability to relocate her die in the box, can I move the die on or off of a symbol or card that is an automatic pass or fail? A: Not if this would change the roll from a fail to a pass. Her ability text specifies that you "relocate it without changing the result".

Q: When using Lucas's ability to move the Drone 3 spaces instead of 2, is this also the case when retrieving the Drone? A: Yes, any time he uses the Drone it may move 3 spaces.

Q: Can Boom use his trade card ability to give someone a Cargo card he has already played to the table? A: No the card must come from his hand. Once he has committed to picking up a cargo, he must see it through and deliver that cargo himself.

Q: When using the Kitchen to allow another character an action, can that character activate their "Your Turn" ability as if it were their turn? A: No that ability is only to be used when it is actually that character's turn.

Liberty Board Spaces

Q: When I use the Kitchen to allow another player to take an Action on my turn, can they activate the Liberty Board Space they are located on? A: Yes. This is why it is important for players to think about where their Character should be located on their turn.

Q: When you remove a UO Eye Marker from the board using the Communications Board Space, does the UO Presence Bar move down also? A: Yes, the bar is used to track how many UO Eye Markers are on the board. It moves up and down with the amount of Eye Markers currently on the game board.

Medical Symbol

Q: When a die rolls a Medical Symbol during a Skill Check, is that character injured immediately? A: No, the injury only applies if the medical symbol is showing at the end of a Skill Check (after the square die is rolled for the final time or the check fails due to a die bouncing out or missing the box).

UO Eye Marker

Q: When removing a UO Eye marker does the Liberty have to be on the same Planet Board Space as the UO Eye Marker you are removing? A: Yes.

Drone

Q: Can the drone be on the same space as the UO Ship without being affected? A: Yes, the UO is not concerned with the Drone. They are trying to catch the Liberty.

Q: Can the drone deliver more than one cargo during a turn? A: No the drone is only big enough for 1 Cargo.

  • The second available Action is used to retrieve the Drone from a Planet Board Space. This Action can be performed any time that the Drone Token is two or fewer Planet Board Spaces away from Liberty.
  • Medical Bay: Perform the Action here to attempt to heal/repair a Character who is injured/damaged. Note the red text for this Action (board text: "See back of injured Character's card for instructions."). Refer to the "Other Players" Skill Check located on the right side of the injured/damaged Character's card.