PLAY
Exoplanet Rush™ is a 4-turn game. Each step is resolved for each Player before the next step. For world-by-world steps, Player 1 picks a world; complete the step for everyone at that world in turn order, then do the same for the other world.
Turn Steps
Installation. Install up to one Unit from your Stockpile on the world. Pay for the installation in one of the following three ways:
a) Upgrade. If the Unit may be Upgraded from an installed lesser Unit (indicated by an arrow on the Player Mat), remove your lesser (upgrading) Unit from the game and place your new upgraded Unit. No other cost.
b) Standard Price. Each Unit has a Standard Price (see Player Mat). Pay that price to the Bank and place your Unit.
c) Discount Price. If anyone owns a facility that can be Utilized (see General Rules, Usage) to aid installation (see Player Mat), pay the Usage Fee to that facility’s owner (free if you own it), pay the Discount price, and place the Unit.
Specialty Actions. Labs and Stations may take Specialty Actions.
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- Installed Labs may increase the Habitability, H2O, or Resource value of its world by 1, provided the value does not exceed 6.
- Deployed Stations may decrease Hostility by 1, subject to a Hostility minimum of 1.
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Secure Contracts. Except for the last turn, you may secure up to two Confirmed Contracts per turn by paying the contract price (See Player Mat) and placing the corresponding piece(s) in your Stockpile.
Gather Income. Activate each income Facility for Teracredits (see Player Mat). Most Facilities roll Profit Dice and Loss Dice (See General Rules, Rolling for Income). Some have a Static Income (See Terms, Static Income).
If this is the last turn, go to Ending the Game.
Force Majeure. If Hostility is less than 6, Player 1 rolls a die. On a 1 or 2 (or 3 if there is a Lab), Hostility goes up 1, subject to a maximum of 6.
Advance First Move Token. Player 1 passes the token left (the new Player 1).
Copyright (c) 2026 John Conway