Exoplanet Rush™ Two-World Game Playtest edition – Play

 

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 (world by world). 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 (world by world). Labs and Stations may take Specialty Actions.

        • 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.

Secure Contracts (player by player). 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 (world by world). 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 (world by world). (1) 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. (2) On turns 2 and 3, place a Terran Embassy at the world without one of Player 1’s choice. (3) Pay taxes at each world with an Embassy:

        • If you own at least one Core Facility at this world:
              Your total tax here is ŧ10.
        • If you own something here, but no Core Facilities:
              Your total tax here is ŧ5.
        • If you own nothing here:
              You owe no taxes here.

Advance First Move Token. Player 1 passes the token left (the new Player 1).

Copyright (c) 2026 John Conway