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StegegetS

StegegetS Rulebook

Table of Contents

Table of Contents

  • Preparations
  • Map Combinations and Dice Rolls
  • Successful Landing
  • Crash
  • Aliens
  • Technologies
    • Radiator
    • Generator
    • Reactor
    • Refinery
    • Robonaut
    • Thruster
  • Game End
  • Exceptional Discoveries

Preparations

  1. All players pick a COLOR, take the PENCIL in that color and also choose a SCORE CHART on the map. All draw a symbol in the circle at their score chart, and write their name on the nameplate.
  2. The number of Turns a game is played depends on the number of players. Strike out the rows in the score chart that are not used in your current game.
Number of PlayersTurns
28
37
46
55
64
  1. On some of the Objects on the map there will be EXCEPTIONAL DISCOVERIES to be made, (as many as there are players in the game); which ones vary from time to time as you play and are randomized in this step. Every player rolls 7 dice, sums the result, checks the table on page 3 and draws an empty STAR on the map, on the Object shown in the table. If the result is an Object that someone else already drew a star by, reroll.

Source note: the rulebook says "the table on page 3". The Exceptional Discoveries table is printed on page 4 of the rulebook, and is transcribed in full under "Exceptional Discoveries" below.

  1. The one who got the highest result in step 3 above becomes the STARTING PLAYER and fills in 1 Water drop next to their score chart. Next player in clockwise order fills in 2 Water, the player after that 3 Water etc.
  2. Place the Reactor die and the 2 Thruster dice on the map, next to the Technologies.

Example: a score chart after preparations, in a game where Madeleine is playing with three others and she is the one who starts.

Map Combinations and Dice Rolls

Take Turns to roll the 7 Discovery dice and try to Land on Objects. You can Land on an Object if no one has Landed there yet, and if you have the combination shown next to it as a result of your dice roll.

O, X and Δ represent separate unique values of your choice. Meaning all O can be any one value except the value of X or Δ. A, B, C etc. represent any value of your choice that is in a sequence. Dice icons, such as a die face showing one pip or a die face showing six pips, mean that your combination has to include that specific value.

Example: You Land on Triton, that has OOOΔΔXX, with for example 1115566 or 2223344, on Sol, that has ABCDCBA with for example 2345432 (but not 6543456 which would be DCBABCD) and on Pluto, that has 224466X, with for example 2244665 or 2244661 (but not 2244662 since "2" is already part of the combination).

Before you make your first roll each Turn: Look at the column under the Dice symbol in your score chart, at the current Turn's row. This tells you how many dice you may at most save from your combination used in your previous Turn. If you do not remember what values it had, you can easily find it by the latest Object you Landed on, since the values are there, pre-printed and/or added by you. You may set the dice to values chosen from there. Then roll the remaining dice.

Example: It is your 4th Turn, so you may save up to 3 dice values. During your 3rd Turn you Landed on Triton with 2223344. You may for example save 222, 33, 443 or 234 but not 444 since you used only two 4:s in your Triton Landing.

After each roll, you choose between:

  • to Land on an Object that you have the combination for among your dice, provided that no one else has Landed there already.
  • to cross out 1 filled Water, and for that get to reroll any number of dice.

Successful Landing

When you Land, you draw the result on the map. The illustrations show how it would look if Madeleine Landed on Luna using 55522 on her first Turn and drew a straight line from Tellus to Luna. On Luna she also made an Exceptional Discovery. All in all, when you Land you shall:

  • Draw your SYMBOL on the surface of the Object.
  • Draw an ARROW from your symbol where you last Landed to the symbol you drew now. On your 1st Round, start the Arrow from anywhere on Tellus.
    • If possible, make the Arrow straight, using the ruler. The Arrow may not cross any Object that has a combination for Landing next to it, including rings or corona (the fire flames around Sol). The Arrow may however cross other Objects on the map, such as the circles with combinations in, all player's score charts or other illustrations. If it is not possible to draw it straight, draw a curved Arrow.
  • If the Object has an EXCEPTIONAL DISCOVERY, fill the star with your color. Check the Exceptional Discoveries table to see what effect your Discovery has. There are three different types of effects:
    • Persistent means that it is in effect for the rest of the game.
    • Immediate means that it takes effect immediately.
    • Mission means that it takes effect immediately when the requirement mentioned is completed.
  • Write the DICE VALUES you use for Landing in the combination circles around the Object, except in circles with pre printed dice icons.
  • Write in your score chart (each Turn on its own row): the NAME, the points shown on the Object and the sum of your BONUS points. The following provide Bonus points.
    • 1 Point if there are one or more 5:s among the dice used for Landing.
    • 1 Point if there are one or more 6:s among the dice used for Landing.
    • 1 Point if the ARROW you drew could be drawn straight. Add 2 points (for a total of 3) if your straight Arrow crosses one or several arrows, straight or curved, drawn by other players.
    • Potential extra points or Water provided by effects in the EXCEPTIONAL DISCOVERIES table.

Example: Madeleine's score chart after her first Turn. The Bonus points are rewarded for fives in the combination, the straight line and Luna's Exceptional Discovery. This also provided 2 extra Water for a total of 3 new Water filled. One Water is crossed out since she rerolled once. (Note: no other player's Arrows were crossed so only 1 point for the straight Arrow).

Crash

If you can not Land and do not have Water to spend, or do not want to spend Water on a reroll, write CRASH on this Turns row in the score chart. Draw no symbols or Arrows on the map. You receive no points that Round. A Crash also has the effect that you have no dice values to save from next Turn.

Aliens

The visiting aliens from Tau Ceti have variable Object points. The reason is that they have run out of Water. You can choose to give them Water by crossing out filled Water from your score chart when you write the points. 12+ Water means that you get 12 points + 1 Point for each Water you cross out. This is your reward for being kind to Aliens.

If you manage to Land on Tau Ceti (off the map) you may draw your Arrow to anywhere on the whole map side where the Object Tau Ceti is pointing out towards. And you may start your Arrow anywhere on that side next Turn.

Technologies

You obtain a Technology by "Landing" on it, provided that no one else Landed on it already. Fill the Technology square using your pencil. Do not draw an Arrow to the square. Continue the Arrows next time you Land on something other than a Technology. The effect of the Technology is yours for the rest of the game (in addition to potential Exceptional Discovery effects you have). Write the name of the Technology in your score chart, but no points.

Radiator

After your first roll each Turn: Change as many 1:s as you want to 6:s and as many 2:s as you want to 5:s.

Generator

After your first roll each Turn: You may reroll up to 2 dice without any Water cost.

Reactor

Take the Reactor dice. You should additionally use this when you roll from now on.

Refinery

Before your first roll each Turn: You may set 1 dice to any value you want.

Robonaut

Fill in 2 extra Water in your score chart each time you Land.

Thruster

Take the 2 Thruster dice. You should additionally use them when you roll from now on.

Game End

Play until all players have written something on all rows (except the ones that were striked out during the preparations). Sum your points and declare the winner.

If two or more players are tied for points, the one with the most Water left is the winner. If there is still a tie, they share the victory or position.

Good luck in exploring our solar system!

Exceptional Discoveries

Sum of 7 diceObjectTypeEffect
7-8MercuryPersistentAfter each Reroll, you may set the result on one dice you rolled to 1 higher.
9-10DeimosPersistentAfter each Reroll, you may reroll one of the dice that was NOT rolled.
11-12CallistoImmediateGain 5 Water.
13VenusImmediateGain 4 Water. All other players immediately gain 2 Water.
14MarsPersistentGain 1 Water every time a player lands a Technology.
15JupiterPersistent
  • Finally, fill in as many WATER next to your score chart as there are on the Object where you Landed.
  • 6:s in your combination gives you 2 bonus points instead of 1.
    16SaturnMissionOnce, instead of Crashing, you may choose to restart your Turn.
    17UranusImmediateGain 6 Water. All other players immediately gain 3 Water.
    18EurekaMissionGet 3 points if you have 10 unused Water at the end of the game.
    19LutetiaImmediateGet 2 extra points when you Land here on Lutetia
    20VestaImmediateGet 3 extra points when you Land here on Vesta
    21YmirImmediateGet 4 extra points when you Land here on Ymir
    22FloraMissionGet 4 points if you have the most technologies at the end of the game.
    23CeresPersistentGet 1 extra Water every time you Land.
    24LunaImmediateGet 1 extra point and 2 extra Water when you Land here on Luna
    25TitanMissionGet 3 extra points when Landing on each of Titan, Saturn and Ymir.
    26ArielMissionGet 2 extra points when Landing on each of Mars and Deimos
    27IoMissionGet 2 extra points when Landing on each of Io, Jupiter and Callisto.
    28TritonPersistentBefore Launch you may set 1 dice to any number instead of rolling it.
    29NeptunePersistentAfter your 1st roll, you mau [sic: "may"] reroll 1 dice of your choice for free.
    30Comet HalleyImmediateAll players gain 4 Water.
    31PlutoImmediateGet 5 extra points when you Land here on Pluto
    32QuaoarMissionGet 4 extra points when Landing on each of Sedna and Haumea.
    33HaumeaPersistentAfter the 1st roll each Turn, you may set any dice showing 3:s to 6:s.
    34SednaImmediateDraw a new Asteroid on any open area on the map. Choose 4 dice results as its combination. It will reward 4 points and 4 Water. Name it whatever you want.
    35MjölnirMissionGet 2 extra points and 1 extra Water when Landing on each of Mjölnir and Eureka
    36SolPersistent4:s are wild when you roll and can represent any number.
    37-38HuyaImmediateDraw a new Comet on any open area on the map. Choose 5 dice results as its combination and write it in circles next to it. It will reward 6 points and 6 Water. Name it whatever you want.
    39-40ErisImmediateDraw a new Planet on any open area on the map. Choose 6 dice results as its combination and write it in circles next to it. It will reward 8 points and 2 Water. Name it whatever you want
    41-42Tau Ceti AliensImmediateStarting with you, each player gets an available Technology of their choice (if they run out, the remaining players get 4 Water instead).