Set Up. Developed by Alan Emrich and Josh Neiman
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1 From the far reaches of our galaxy, an alien race has come to Planet Earth with the intent to wipe out the entire human race. As cities crumble and fall to the onslaught, a few civilizations bravely gather resources to send the remnants of humanity out into space in a last ditch attempt to keep the species alive. Your people have gathered into two great cities awaiting word on how you will ship them to another world, their new home. It is time to Abandon Earth. Can you deliver your remaining citizens safely and peacefully to a new world? GAME COMPONENTS x 11 colonization map with various game tracks 66 laser-cut* game pieces: 4 Alien Technology markers (in 4 player colors) 4 Population City markers (in 4 player colors) 4 Space/Military City markers (in 4 player colors) 4 Population track markers (in 4 player colors) 4 Marines track markers (in 4 player colors) 4 Technology track markers (in 4 player colors) 16 Colony Rocket markers (in 4 player colors) 1 First Player marker 6 Unaligned City markers 6 round Refugees chits 6 square Training chits 5 Underground City markers 1 Bang! marker 1 Bonus Colony Rocket marker (in a neutral color) 1 Cloth Victory Point Games Grab Bag 1 Rules booklet with a Reference Sheet on the back cover 1 six-sided die (not included) *Some slight soot and discoloration can occur during the laser cutting process. If any of these pieces are missing or damaged, please us at info@victorypointgames.com
2 Set Up 1. Remove from play the Shanty Town Refugees and ½ New Tactic Training chits. These only enter play when using the Optional Rule (page 11). 2. Each player selects a color and takes all 10 of the markers in that color (Alien Technology, Population City, Space/Military City, Population, Marines, Technology, and 4 Colony Rockets). In games with less than four players, remove from play the pieces for the player colors not used. D A H C D H C 3. Each player holds onto their Space / Military City and Population City markers (i.e., they are kept face-up in front of that player, showing possession). 4. Each player also holds onto their 4 Colony Rocket markers. 5. Each player begins with 4 Population, 1 Marines, and 1 Technology Level, placing their corresponding markers face-up on those numbered spaces on their respective tracks on the map. 6. Set aside each player s Alien Technology marker into a common area beside the map called the Reserve. It does not begin in the player s possession. 7. Randomly select Underground City markers equal to the number of players (e.g. 4 in a 4 player game) and place them face-up in the Reserve. Remove the other Cities from play. 8. Set aside all 6 of the gray Unaligned City markers face-up into the Reserve. C H F D G E C H D 2 Developed by Alan Emrich and Josh Neiman
3 K L M Remove from Play The Reserve O 9. Set aside the one Bang! diamondshaped marker in the Reserve along with the bonus Colony Rocket marker. 10. Prepare the Grab Bag: Set aside (i.e., place in the Reserve) the one -1 and one 3 Refugees chits. Place the one 0*, the one 1*, and the one 1 Refugees chits in the Grab Bag. Set aside in the Reserve the one -1 and one 2 Training chits. Place the one 0* and the two 1 Training chits in the Grab Bag. 11. Randomly determine who begins with the First Player marker. 12. The game is ready to begin. M N K B I J L K L Grab Bag P A) Colonization map B) Alien Technology markers C) Population City markers D) Space/Military City markers E) Population track markers F) Marines track markers G) Technology track markers H) Colony Rocket markers I) First Player marker J) Unaligned City markers K) Refugees chits L) Training chits M) Underground City markers N) Bang! marker O) Bonus Colony Rocket P) Cloth Grab Bag Set Up for a 4 player game Tom Decker and Victory Point Games 3
4 Start of Round: 1. Except for the first Round, the player with the highest combined Population and Marines takes the First Player marker. If there is a tie, the tied player closest to the last Round s First Player, in clockwise order, becomes the new First Player. 2. Turn all Marines track markers face-up. Those players' Cities are once again vulnerable to Alien Invasions. Sequence of Play Abandon Earth is played in Rounds. Each Round begins with two Start of Round tasks, moving the First Player marker and refreshing Marines (see left), followed by a series of Player Turns. Player Turns The player with the First Player marker takes the first turn, then each other player takes their Player Turn going clockwise around the table (i.e. play passes to the left ). When it is your Player Turn during a Round, do these Steps in order: 1. Actions 2. Launch a Colony Rocket 3. Conduct an Alien Invasion (All players skip this during the first Round of the game.) After each player has conducted their Player Turn that Round, play continues with another Round until all players have ended their game (see End of Game). Actions At the start of your Player Turn you may perform 1 Action for each face-up City marker you have in front of you (this includes your Underground City, should you build one). You may perform the same Action more than once in a turn, should you have more than one Action. There are 4 types of Actions: Draw: Develop your infrastructure. Research: Try to increase your Technology Level. Counter-Attack Aliens: Bring the fight to the Aliens. Spend: Use counters that you have collected. 4 Developed by Alan Emrich and Josh Neiman
5 Draw Draw a single chit from the Grab Bag and follow the instructions for the specific chit type (see right), or build an Underground City. Build Underground City: In order to choose this option the chit drawn must have a 1, 2, or 3 on its face (you cannot use the -1 chit) and you must not already have an Underground City built (you may only have 1 Underground City during the course of a game). Each time you choose this option, advance one step toward completing your Underground City in the following 3 step process: 1. Turn your Population City face-down. If your Population City is destroyed, skip this step. Note: while face-down this City does not provide an Action. 2. Choose one available Underground City from the Reserve and place it face-down in front of you. Turn your face-down Population City face-up (if you still have it). 3. Turn your Underground City face-up. Its special ability is now active (see below) and you have an additional action. Drawn Chits Reduce Marines/Population track by 1, then return to the Reserve. Increase Population (maximum 5) by the number shown or build Underground City, then return to Grab Bag. Increase Marines (maximum 5) by the number shown or build Underground City, then return to Grab Bag. If you increase the Marines Level, you must reduce Population by 1. If Population is 0, then you cannot increase Marines. Underground Cities When an Underground City is turned face-up in front of a player it provides an exclusive benefit for that player as summarized here and detailed on the back of this manual: Culture: Adds to player's End of Game score. Martial Law: Provides bonuses to military conflicts. Medical Stability: Provides more lucrative Grab Bag pulls. Science Academy: Increases Alien Technology bonuses. Engineers: Provides an additional Rocket to Launch. Increase either Population or Marines by 1 (without decreasing Population) or build Underground City, then return to Grab Bag. You have discovered a group of combat-ready Refugees! Immediately choose either: 1. Return to the Grab Bag with no effect OR; 2. Hold for future use as a Spend Action Tom Decker and Victory Point Games 5
6 Token Abilities when Spent: Gain 2 Population or Marines Levels (matching the corresponding chit spent, maximum 5), return the spent 0* chit to the Grab Bag, and add the corresponding -1 chit to the Grab Bag. By bringing in potential alien sympathizers as refugees or allowing poorly trained Marines to fight, you have put all of Earth s remaining civilizations at risk. Return to the Reserve to receive one of the following benefits: 1. Gain 1 Tech Level (never above 3). 2. Gain 2 Population and place the 3 Refugees chit in the Grab Bag, if it is not already there. 3. Spend 1 Population, gain 2 Space Marines levels, and place the 2 Training chit in the Grab Bag, if it is not already there. 4. Take the Bang! marker from the Reserve or the player currently holding it. Alien Technology is sorely won from the hard-fought battles with the alien invaders. With it in hand, human scientists can build better defenses, search and recruit at increased rates, and most importantly build better rockets. Spend You may use a held token to perform its special action (see left). Research Increase your Technology Level by 1 on a die roll of 6. If you roll a 5 and have at least 1 Level of both Population and Marines, you may choose to reduce each by 1 Level to increase your Technology Level by 1. Moving from Technology Level 0 to 1 does not require a die roll but still requires the use of an Action. This represents gathering the resources needed for terraforming a new colony. Counter-Attack Aliens If you have 1 or more on the Marines track, you may Counter-Attack the aliens. Roll a die and consult the Combat Results Table below: Combat Results Table 1: Lose 5 Marines 2: Lose 3 Marines 3-5: Lose 2 Marines 6: Lose 1 Marine Move your Marines marker down the track by the result above, never going below 0. After rolling you may choose to return the Bang! marker (should you have it) to the Reserve to take no losses. If you have 1 or more Marines left on your Marines track after a Counter-Attack, you immediately take your Alien Technology marker if you do not already have it. You then turn your Marines marker face-down on the Marines track. This shows that you are invulnerable to attack until the start of the next Round. 6 Developed by Alan Emrich and Josh Neiman
7 Launch a Colony Rocket After a player has taken their Actions they may choose to Launch a Colony Rocket by doing the following steps: 1. Population Check: In order to Launch, the player must have a Population of at least Choose a destination: Your current Technology Level determines in what Zones your Colony Rocket markers can land (i.e., be placed on the map). A Technology Level of 1 can land at Zone 1, Technology Level of 2 can land at Zone 1 or Zone 2, etc. However, you can choose to take a risk to Launch to one Zone further than your current Technology Level. This is referred to as a Blind Launch (see below). 3. Launch and Land Rocket: Reduce the population by 1 and place one of your Colony Rocket markers onto the next available space in the Zone. The first Colony Rocket placed will always go onto the highest valued space in the Zone. If there are no available spaces in the Zone Launched to, a Hostile Landing must be attempted. If the player is at Technology Level 1 when Launching, reduce Technology Level to 0. Planet Serpens 710 is only available in a 4 player game. Terra Nova never runs out of space. 4. Hostile Takeover (Optional): See next page All Launched Rockets remain in their positions on the colonization map and count for Victory Points at the end of the game; these rockets can be eliminated or moved via Hostile Landings and Takeovers. Zone Descriptions Technology Level 1: Capable of launching Sub-Light Engine Colony Rockets that can just reach Zone 1. The planets there do not have ideal climates, so lots of terraforming equipment is loaded onto these ships, costing you a Technology Level to equip and Launch them. Technology Level 2: Capable of using Light Speed Engines that can just reach Zone 2 planets or, if desired, still travel to Zone 1 planets. Technology Level 3: Developed Worm Hole travel technology and can instantly travel to a new world that is a slightly larger version of Earth. This planet, called Nova Terra, has enough room for everybody, and all Colony Rocket markers have room to settle there without conflict Tom Decker and Victory Point Games 7
8 Blind Launches When you choose to Launch to one zone further than your current Technology Level (i.e. Zone 1 if your Technology is at Level 0, Zone 2 if your Technology is at Level 1, or Zone 3 if your Technology is Level 2), you must land your Colony Rocket on a previously colonized planet in the Zone. Since there are unlimited open slots in Zone 3, the only requirement for that Zone is that the 4 space is occupied. To determine the success of your Blind Launch, roll one die with the following results: 1 2: The Colony Rocket is lost in space. Remove it from the game. 3 6: The Colony Rocket may land on one previously colonized planet in that Zone. You may attempt a Hostile Landing and/or Hostile Takeover with a Blind Launch. In this case, you resolve the Blind Launch first. Then, if successful, you resolve the Landing and/or Takeover. Hostile Landing If all spaces are full in a Zone where you wish to Launch to, you must attempt a Hostile Landing. To succeed you must achieve a modified roll of 7 or higher on a roll of one die. You receive a +1 modification on your roll for each Level of Marines you reduce your marker by before you roll the die. You cannot reduce your Marines below Level 0. If you fail, remove your Colony Rocket from the game. If you succeed, remove any Colony Rocket on a low-numbered space (i.e. the 1 spaces in Zone 1 or the 2 spaces in Zone 2) from the game and replace it with your Colony Rocket. Hostile Takeover You may also attempt a Hostile Takeover immediately after landing on a planet that contains an opponent s Colony Rocket using the same procedure as Hostile Landings. If you fail, your Colony Rocket remains on its current space. If you succeed, swap the positions of your Colony Rockets such that your marker is now on the higher point total space. 8 Developed by Alan Emrich and Josh Neiman
9 Alien Invasion Except during the first Round, you must conduct an Alien Invasion. Roll one die and use the following modifier for each Unaligned City remaining in the game: 5+: Subtract 4 3 4: Subtract 3 1 2: Subtract 2 If there are no Unaligned Cities remaining in the game, there is no die roll modifier. If the modified result is 0 or lower, remove any one Unaligned City from play. This concludes the Alien Invasion for that Player Turn. If the modified result is 1 or higher, then beginning with the First Player and going clockwise, count around the table with players still in the game (do not include a player who ended their game this turn) until the modified result is achieved, looping around a second (or even third) time as needed. The person at that number is attacked. The Attacked player takes the following steps to resolve the Alien Invasion: 1. Check to see if their Marines track marker is faceup. If the Marines track marker for the Attacked Player is face-down, the Alien Invasion is thwarted by this player and over. 2. Attack a City If the Population City is still in play it is attacked. If not, then the Space/Military City is attacked. 3. Choose: A) Despair: i) If Population City: Lose 1 Population and destroy Population City. Take your Alien Technology marker from the Reserve. ii) If Military City: Reduce 2 points in any combination from Population and Marines. B) Counter-Attack: Same as the Counter- Attack Action. If successful, take your Alien Technology marker from the Reserve. Alien Invasion Example: Chris and Mary are playing a two player game and there is just one Unaligned City remaining. Chris is the First Player and rolls a 6 for his Alien Invasion. The modified result is 4. As First Player, Chris counts 1, Mary 2, back to Chris for 3, and it lands on Mary for 4. Mary is attacked! 2013 Tom Decker and Victory Point Games 9
10 End of Game Players continue to take turns until their game ends in one of four ways. When every player s game has ended, the game is over and scores will be counted to determine the winner. Earth Operations Destroyed: At any time when you have both 0 Population and 0 Marines on their respective tracks, your game is immediately over. Remove your Population, Marines, and Technology markers from their respective tracks. If this happens during your turn, finish your turn by conducting an Alien Invasion. You take no further Actions until the end of the game. Abandon Earth: When all of your Colony Rocket markers have been Launched (i.e., you are holding no more in front of you), immediately remove your Population, Marines, and Technology markers from their respective tracks. You finish your turn by conducting an Alien Invasion, but your game is then over and you will take no further Actions until the end of the game. Lock the Gates: After your Launch a Colony Rocket Step and before the Alien Invasion, if you have built an Underground City, have at least one Colony Rocket and a Population of 1, you may turn one remaining Colony Rocket face-down in front of you (remove the rest) and remove your Population, Marines, and Technology markers from their respective tracks. You finish your turn by conducting an Alien Invasion, but your game is then over and you will take no further Actions until the end of the game. Your remaining people have locked themselves away in your Underground City, hidden forever from the Aliens. Salvation of Earth: This occurs instantly when all three of your resource tracks (Technology, Population, and Marines) are simultaneously at their maximum Levels (i.e., 3, 5 and 5, respectively). The instant this occurs, the game is over and you have won, having saved the Earth from Alien Invasion. It is intended that this result is near impossible to achieve, so take a bow should you manage it! 10 Developed by Alan Emrich and Josh Neiman
11 Determining the Winner Each player scores Victory Points equal to the number of the space in which they have a Colony Rocket on the colonization map. Additionally, a player with a face-down Colony Rocket in front of them, from locking the gates, scores 2 points. The player with the most Victory Points is the winner. If there is a tie for most Victory Points, the player with the most Colony Rocket markers on Nova Terra wins. If that is also tied, then the player who successfully landed the most Colony Rocket markers anywhere on the map wins. If that is also tied, those players share the victory and become eternal allies! Optional Rule When the fourth Unaligned City chit has been removed from play, add the Shanty Town Refugees chit to the Grab Bag. When the first Space/Military City is attacked, add the 1/2 New Tactic Training chit to the Grab Bag. Shanty Town: When you draw the Shanty Town chit, retain it and increase your Population by 1. The next time one of your Cities is selected for Alien Invasion, return the Shanty Town to the Grab Bag instead of calculating any other result. The Shanty Town does not give you an additional Action. The Shanty Town is destroyed instead of your other Cities. Tactics: When you draw the 1/2 New Tactic Training chit, retain it and increase your Marines by 1 (without reducing your Population). You may return this chit to the Grab Bag to cut your Marines losses in half (rounded down) after you consult the Combat Results Table. Credits: Designer: Tom Decker Developer: Alan Emrich Josh Neiman Art: Barry Pike III Richard Starke Graphic Design: Barry Pike III Playtesters: Justin Fuhrmann, Mark Goss, Travis Ko, Lance McMillan, Lenz Poh, Justin Ryser, Michael Stultz Proofreaders: Bill Barrett, Simon King, Ian Wakeham, Russ Williams 2013 Tom Decker and Victory Point Games 11
12 Engineers: Take gray Colony Rocket. Launch it at any time during your Player Turn, including a turn in which you Launch a regular Colony Rocket. Reduce Population (and Technology Level if currently at Technology Level 1) as if a normal Launch. Adjust Population track by value shown on counter then return to Grab Bag. The -1 chit gets returned to the Reserve not the Grab Bag. Increase your Population Level by 1 Level as normal, OR increase your Marines by 1 Level without decreasing your Population. Medical Stability: When any 0* or -1 chit is pulled by you, it must be treated as a 1 chit instead. Return to the Grab Bag with no effect OR hold for future use as a Spend Action to gain 2 Population, but also add the -1 Refugees chit to the Grab Bag. Hold it and increase your Population by 1. When one of your Cities is selected for Alien Invasion, return the Shanty Town to the Grab Bag instead of calculating any other result. Science Academy: When spending your Alien Technology marker, you immediately gain a second benefit, different from the first one you take. Adjust Marines track by value shown on counter, then return to Grab Bag. If Level increased, must have and reduce 1 Level of Population. (The -1 chit gets returned to the Reserve, not the Grab Bag.) Hold it and increase your Marines by 1 (without reducing your Population). You may return this chit to the Grab Bag to cut your Marines losses in half (rounded down) after Combat. Culture: Each Colony Rocket in Zone 2 or 3 adds one to its End of Game score. Martial Law: In a Counter- Attack, if Marines are reduced to exactly 0, you still earn Alien Technology. Also, add 2 to rolls for Hostile Landings and Takeovers. Return to the Grab Bag with no effect OR hold for future use as a Spend Action to gain 2 Marines, but also add the -1 Training chit to the Grab Bag. If you hold the Bang! marker, it can be put back into the Reserve after a Counter-Attack to prevent any Marines losses. This is NOT a Spend Action. Note: Positive valued Refugees and Training chits can be used to build Underground Cities. Spend to receive one of the following: Gain 1 Technology Level. Gain 2 Population and place the 3 Refugees chit in the Grab Bag. Spend 1 Population, gain 2 Marines Levels, and place the 2 Training chit in the Grab Bag. Take the Bang! marker from the Reserve or the player currently holding it. 12 Developed by Alan Emrich and Josh Neiman
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