13
OPEN SPACE
Open Space is like a wide-open drag strip.
Each player will have a chance to gain
ight days.
In turn, each player declares their engine
strength, beginning with the leader, and continuing in
the order shown by the rockets on the ight board.
You must decide whether to spend battery tokens
on any double engines when it is your turn to declare
engine strength (see page 11). Then you immediately
move your rocket marker that many empty spaces
forward. This may allow you to pass players ahead of
you (occupied spaces are skipped) and perhaps even
take the lead.
METEOR SWARM
A Meteor Swarm can really mess with your
paint job. The card depicts several large
and/or small meteors and the directions
they come from. Deal with meteors one
at a time, top to bottom. They affect all
players simultaneously.
For each meteor, the leader rolls two dice. The roll
determines which row or column the meteor can
impact. The rows and columns are numbered on the
edge of your ship board. Each player receives their own
personal meteor and checks to see if it hits or misses
their ship. If the roll does not miss, proceed as follows:
A small meteor will harmlessly bounce off of a
well-built ship. It is only a problem if it hits an
exposed connector. In this case, you can still
avoid damage by powering up a shield if you
have one that protects that side. You must pay
1 battery token to do this. If you can’t or won’t
avoid the impact, the component the meteor
hits is destroyed. Remove it from your ship and
add it to your pile of components lost along
the way.
A large meteor is, of course, even more
dangerous. It will damage even a well-built
ship, and shields cannot stop it. Your only
hope is to blast it. You can only shoot it if
you have a cannon pointed at it in the same
column. If it is a double cannon, you will
have to pay 1 battery token to use it. Large
meteors tend to come from in front of you, which is why
we recommended you pay special attention to cannons
pointing forward.
If you don’t shoot a large meteor, the component it hits
is destroyed.
COMBAT ZONE
The true test of any space ship is to y
it through a combat zone. The Combat
Zone card has 3 lines which are evaluated
in succession. Each line gives a criterion
and a penalty for the player who is weakest in that area.
First, the player with the fewest crew gures loses
3ight days.
Next, the player with the weakest engines loses 2 crew
members. Players count up their engine strength in
order, starting with the leader, deciding whether or not
to spend battery tokens on double engines.
Finally, the player with the weakest cannons is
threatened by light cannon re from behind and heavy
cannon re from behind. Again, players decide in order,
starting with the leader, which double cannons they will
pay for.
Hits from cannon re work like hits from meteors except
they are more dicult to defend against. Each hit has a
direction. The player rolls two dice to determine which
row or column the hit is coming from, thus determining
which component of the ship (if any) is in danger.
The only way to defend against light cannon
re is with a shield that protects against hits
from that direction. This can be powered at
the cost of 1 battery token. Otherwise, the
component is destroyed.
There is no way to defend against
heavy cannon re. Your only hope is to roll
high enough or low enough that it misses
your ship entirely. Otherwise, the component
it hits is destroyed.
In each criterion – smallest crew, weakest
engines, weakest cannons – it is possible for players to
be tied. Among tied players, the one farthest ahead is
the only one who must face the penalty. (Usually, being
ahead is good; in a combat zone, it’s dangerous.)
A complete example of the learning ight’s Combat
Zone is on page 14.
STARDUST
Yellow cards are special events. In your
learning ight, the only special event is
Stardust. Every player loses 1 ight day for
every exposed connector. (Each exposed
connector only counts once, regardless
of whether it is one pipe, two pipes, or
universal.) In reverse order, starting with the last player,
each player counts exposed connectors and moves
back that many empty spaces.