20m | 40m | 60m | 80m | 100m |
---|---|---|---|---|
On your turn you take up to 2 actions, and then breathe.
Move your player pawn from its current hex tile to an adjacent hex tile.
Take up to 2 resources of the same type from your current hex tile. Put those resources in open cells in your inventory grid.
Place a tile from the tile market adjacent to your current tile. Add the resources on the tile from the supply.
Determine your current depth by counting depth lines between your current hex and the surface. You may choose any of the hex tile decks of your current depth or lower (e.g. if you are at 40m you may choose the 40m deck or the 20m deck).
Draw hex tiles from that deck until you draw a tile that may be legally placed adjacent to your current tile, or until you have drawn 4 tiles.
Place the legal tile in a spot adjacent to your current tile. Add the resources specified on the tile from the supply.
Put all tiles that were drawn and not placed in the hex tile market. If there are more than 4 tiles in the market choose and return tiles to the bottom of their decks until there are 4 tiles in the market.
Perform an Explore action as above, but the new tile may be placed on top of an existing adjacent tile as long as the new tile would still fit the rules for legal placement. Return all resources on the old tile to the supply. The new tile gets one fewer resource (of your choice) than it would normally.
While in your habitat you may use any of your built cards (including your “Fabricator” to convert resources. These abilities show the -> icon. You may pay resources from your “Inventory” or from your “Storage” to fuel these conversions. Return the spent resources to the supply.
You may freely move resources between your “Inventory” and “Storage” as a free action while in your habitat.
While in your habitat you may pay resources (from a combination of your “Inventory” and your “Storage”) to build habitat cards or rocket cards.
The resources required are listed at the top of the card. Once built the card goes in front of you. It will be worth victory points equal to the starred number at the bottom of the card, and generally it will also have an ability.
You may also craft the upgrades on your “Upgrades” board. These have costs on the tiles. When paid for as your Craft action you remove the tile and return it to the game box. You now have the revealed ability that was underneath the tile.
Rocket cards can only be crafted once you have completed your “Radio” blueprint. The rocket cards are communal; you don’t need to have them in your hand to complete them. When the last rocket card is completed the game is over.
After taking your actions you must breathe.
If you are not in your habitat you must spend one air token from your “Lungs”. Otherwise you drown. When you drown you lose 1 resource from your “Inventory” (chosen randomly) for each depth level between you and the surface. Then fill up your “Lungs” with air tokens until half of the grid spaces are covered.
If instead you are in your habitat add air tokens until your “Lungs” grid is full.
The game is over when the last rocket card has been completed.
Players tally their completed blueprints, rocket cards, completed upgrades/achievements, and food resources in their “Storage”. The player with the most points wins. In the case of a tie, the player who completed the final rocket card decides the tie.