Universal Rule
Universal Rule Rulebook
Table of Contents
Table of Contents
Components
- 17 Planet Cards
- 1 Universal Rule card (worth 6 VP)
- Each player needs a way to track (up to 25) credits, such as pocket change (1 dime, 2 nickels, and 8 pennies per player will give all necessary combinations.)
Goal
Have 15 VP by the end of your turn to declare yourself the winner.
Cards
Each Planet Card has two versions of a planet. Each version has the following stats:
- Cost
- Income
- Military power
- Special text: Rules for when the planet has been colonized
The version of the planet with the star in a circle is the "basic" version of that planet. Only one version of the planet is in play at any time; the other side of the card is ignored.
The card's Fleet value is the Military power with the wings around it.
Setup
Deal each player three Planet Cards. Each player keeps two, and discards one. Then all of the remaining Planet Cards (including discards) are shuffled into a common deck. Each player starts with 3 credits.
Credit Limit: Each player is limited to 5 credits per planet they have in play. If they do not have any planets, their limit is 5 credits.
Actions
Each turn, the active player selects one of the following five actions. Other players may participate in ("follow") the action (except for Attack), but must pay the active player to do so. Players who do not follow gain one credit instead.
The actions are: Explore, Colonize, Upgrade, Produce, and Attack.
Follow Cost: The active player sets the follow cost before taking their action. The cost must be at least 1, and cannot exceed the number of planets the active player controls (before taking the action). The follow cost is paid to the active player. All other costs are paid to the bank.
Winning
At the end of your turn, if you have 15 VP (3P), 13 VP (4P), or 11 VP (5P), you win. Points come from planets (stars), coins (for every 5 coins you receive 1VP), planet abilities, and the UR card (6 VP).
Sneak Attack Victory: If you have less than 15 VP, you can attempt to bring in your fleet for bonus points. Fleet are worth 1/2 a victory point per unit (rounded down) unless someone else reveals more (in which case, you must discard a card).
Actions in Detail
1. Explore (draw)
Pay one credit, and draw a card.
Each other player can pay the follow cost to the active player (and one credit to the bank) to draw one card.
2. Colonize (play)
Put a card from your hand onto the table, paying the card's cost in credits.
Each other player (in turn order) may put a card from their hand into play by paying the card's cost in credits in addition to the follow cost.
If you can afford the more expensive upgraded side of the card, you can put that version into play.
3. Upgrade (rotate)
Rotate one of your cards in play to the more expensive (upgraded) version, paying the difference in cost in credits.
Each other player (in turn order) may rotate one of their cards in play to the more expensive planet by paying the difference in credits in addition to the follow cost.
You cannot choose to downgrade planets (although effects may cause you to do so).
4. Produce (earn credits)
Take credit generated by all planets you have in play. If you have no planets, gain 2 credits instead.
Each other player (in turn order) may gain income from their planets. If they do, they pay the follow cost to the active player (after gaining their income).
5. Attack
Declare Attack: Select one of your planets to attack with. This is the attacking planet and its top side military is the current attack value. Select an opponent's planet to attempt to attack. This is the defending planet and its top side military is the current defense value. These two planets are considered "engaged".
Add Secret Fleet: In turn order, starting with the attacker, each player can call in their fleet and as many cards as they would like to the battle. The fleet value will be added to the attack or defense depending who the player is aligned with. Cards are played face down.
Add Funds To Battle: Then simultaneously, each player will select the amount of funds to send to the battle. Based on the number of fleet they have on active non-engaged planets, they will take that number of credits into their hands and separate them based how much they want to support with. They can support with as few as zero credits, but must participate. The credit value will be added to the attack or defense depending who the player is aligned with.
Align and Reveal: At the count of 3 all players will reveal their credit support and non-engaged players will point towards the player that they are supporting. Coins are tallied up. Then fleet cards are revealed, added and the winner is declared.
The total attack value is the sum of:
- The attacking planet's military power
- All coins revealed by the attacker and supporters
- The fleet value (basic planet's military power) of cards contributed.
The defender (and supporters) follow the same process to calculate the total defense value. If the total attack value is greater than the total defense value, the attack is successful. Defender wins ties.
If the attack is successful:
- The defending planet is downgraded. If it cannot be downgraded, it is destroyed.
- The attacking player or attacking supporter that committed the most (in coins, cards, and attacking planet) takes the Universal Rule card (worth 6 VP). In the event of a tie, the Universal Rule card doesn't move.
If the attack is not successful:
- Each player supporting the defender (but not the defender) that contributed at least one coin or one card gets a free Explore action (without paying any coins) in turn order.
- If the attacker had the Universal Rule card, it is returned to the center.
All credits from the battle are paid to the bank. Any cards committed to the battle are discarded.
FAQ
- Is there a hand limit? Yes, 3 cards.
- Can I attack if I don't have a planet? No.
- Glommers include followers, even if you're not the active player.