A Game Teaching Guide: Who Am I? What Am I Doing? How Do I Do It?
Derek Hayes
Canada
flag msg tools
mb
Recommend
113 
 Thumb up
8.00
 tip
 Hide



Hey Gamers!

For a lot of us that love gaming, we know that one of the toughest aspects of the hobby is teaching it to new players. This is especially true when it comes to players new to the hobby in general. This can lead to some anxiety, the anxiety I know I'm not alone in experiencing. shake

Several years into gaming, I realized that I had developed a system, admittedly based off of a Shut Up and Sit Down podcast episode, that is designed to make the games we play easier to explain, easier to learn, and more fun to get into.


The system works as follows:

WHO AM I?
Explain to the players who they specifically represent in the game world. Be as specific as possible (e.g. You are the general in charge of an army, not a bunch of soldiers; you are Sauron, not 'the bad side', etc.). This immediately gives players meaning to their actions which allows the brain to be naturally inclined to care more about what you're explaining. This drives home the important THEME


WHAT AM I DOING?
This is where you start to explain a couple of the most common actions in the game, and clearly identifying what the end goal is. That could mean 'have the most victory points', or 'kill the other players' character'. The sooner the players know this, the more they will understand every other rule explanation that will follow.


HOW DO I DO IT?
Finally, you describe the rest of the ruleset. Hopefully after explaining the first two categories, the ruleset will mean more to the players and will be much easier for the players to understand. Obviously explain each rule as simply as possible. It is also recommended to use what the game designers have given you. ALWAYS go through an example turn, if the game comes with a reference card, give one to every player and go through it with them.




The goal of this Geeklist is to post quick versions of this guide for as many games as possible. Hopefully it can become a reference for all game lovers that anyone can quickly look up to help them learn how to teach a bunch of games. When you learn a game, feel free to make a post using this system and let's all help each other out!


Keep gaming fun! arrrh
Your Tags: Add tags
Popular Tags: Geek_List_Useful [+] [View All]
  • [+] Dice rolls
1. Board Game: Memoir '44 [Average Rating:7.54 Overall Rank:117] [Average Rating:7.54 Unranked]
Derek Hayes
Canada
flag msg tools
mb
WHO AM I?
You play a general, commanding a battalion for either the Axis or the Allies, in several real life scenarios based around the last few years of WWII. Sometimes, the actual name of the general is mentioned. It is worth mentioning to the other player who they are playing as.

WHAT AM I DOING?
You will be playing a card every turn, which represents a command, complete the card's action, discard it, and draw a new card. The goal of the game is to win a certain amount of points, based on the specific scenario. Generally you can get a point by wiping out an entire unit, keeping one of the models as a point. Occasionally you can get a point by completing a side objective. Once one player has enough points to win, the game is over!

HOW DO I DO IT?
When you play a card, it will either be green or grey. If it's grey, you read the card and follow it's instructions. These are usually some sort of special attack. Green cards are more common and generally let you 'order' units on one or more 'flanks'. Flanks are the three sections on the board that are separated with the red dashed lines. First you announce which units will be ordered, you move those units if you wish, and you attack with those units if possible. When you move and attack you may have to modify the dice you roll if there's a terrain hex involved, which you can learn as you play. Generally, the closer your attacking unit is to the defending unit, the more dice you'll roll. A result that is the same as the unit, or a grenade, kills one model from the unit. If the result is a flag, you must move the unit one space per flag towards your side of the board. If you cannot do this, one model dies. The rest is history!
11 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Loading... | Locked Hide Show Unlock Lock Comment     View Previous {{limitCount(numprevitems_calculated,commentParams.showcount)}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
{{error.message}}
{{comment.error.message}}
    View More Comments {{limitCount(numnextitems_calculated,commentParams.showcount)}} / {{numnextitems_calculated}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
2. Board Game: Legendary: A Marvel Deck Building Game [Average Rating:7.62 Overall Rank:122] [Average Rating:7.62 Unranked]
Derek Hayes
Canada
flag msg tools
mb
WHO AM I?
You are the leader of a branch of SHIELD, the 'Super' Homeland Security, of the Marvel universe. You have been tasked to work with other branches to recruit the strongest, and most connected team of superheroes to stop a super villain from committing some crime ranging from bank heists, to universe ending bombs.



WHAT AM I DOING?
You will be holding a hand of 6 cards which consist of cards that have either a recruit number (star), an attack number (slash), or both. You play these cards to get stronger heroes, in a hope that eventually you will draw a hand of cards strong enough to defeat the mastermind. You will be defeating minor villains along the way, but once the mastermind has been defeated four times by the group, you win. An attack value matching the value of the mastermind must be achieved in one hand to attack him once.



HOW DO I DO IT?
Shuffle together the amount of different heroes, villain groups, etc. as the table on the board shows (depends on player count). Then give people their starting deck of SHIELD agents (4 Troopers, 8 Agents). You should keep four areas in front of you, a draw pile, a discard pile, a victory pile, and a play area. Draw cards from the hero pile until the HQ is filled. Now you're ready to play. On each players turn, the first thing to do is reveal a villain card. If it is a Master Strike, reference the Mastermind card and complete the action listed. If it is a Scheme Twist, reference the Scheme selected and complete the action. If it is a villain, put it in the right-most empty spot on the city, shuffling down any cards to the left. If the villain had an 'Ambush' ability, do that first. Then reveal your hand, add up the stars and that is how much you can buy from the HQ. Add up the slashes, and that is how much you can defeat from the city (any 'Fight' effects happen when you defeat a villain). If you have enough slashes to hit the Mastermind, take a Mastermind Tactics card from underneath it and complete the action before doing anything else. Once you've done all you can do, or want to do, discard everything (including just purchased cards), and draw a new hand of 6 immediately and refill the HQ if necessary. You can lose the game by running out of cards in either deck, or any other added lose condition from a Scheme. Continue until you achieve Legendary victory, or Legendary defeat!
5 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Loading... | Locked Hide Show Unlock Lock Comment     View Previous {{limitCount(numprevitems_calculated,commentParams.showcount)}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
{{error.message}}
{{comment.error.message}}
    View More Comments {{limitCount(numnextitems_calculated,commentParams.showcount)}} / {{numnextitems_calculated}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
3. Board Game: Skull [Average Rating:7.12 Overall Rank:445]
Derek Hayes
Canada
flag msg tools
mb
A bit of a smaller game today as I don't know if I'll have enough time to write out a big box today. But still a phenomenal game.


WHO AM I?
You are a member of a biker gang that is up for nomination as the gang's new leader.


WHAT AM I DOING?
You are playing a simple, yet difficult, game of bluffing instead of being dragged behind a motorcycle (apparently). To win the game, you must be the first biker to win two bets. To win a bet you must reveal cards from people's stacks WITHOUT revealing Skull cards.


HOW DO I DO IT?
A first player is chosen however you'd like (I usually do an arm wrestle, first to down a beer, or first to flip three skulls). Everyone takes a deck of six cards and a mat on the skull side. All players then place one card face down on their mat. Then, from the starting player going clockwise, every player may either play another card face down or make a challenge. If you cannot place a card you must challenge. A challenge works like so, 'I bet I can flip over X roses', X being whatever number you'd like. The next player must either raise the bet, or pass. If you pass, you may not bet again. Once everyone passes, the highest bidder must reveal all of their cards first, afterwards you may reveal from anyone's stack in any order from too to bottom. If you flip over all roses, you get a point which you show by flipping over your may. If you revealed a skull you immediately stop flipping and lose a card from your hand. If the skull was in someone else's pile you will let them remove a card blindly from your hand. If the skull was from your stack you will remove one randomly. The next turn will begin with THE CHALLENGER being the starting player.

That's it! Enjoy playing one of the simplest but most intense bluffing games out there.
6 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Loading... | Locked Hide Show Unlock Lock Comment     View Previous {{limitCount(numprevitems_calculated,commentParams.showcount)}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
{{error.message}}
{{comment.error.message}}
    View More Comments {{limitCount(numnextitems_calculated,commentParams.showcount)}} / {{numnextitems_calculated}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
4. Board Game: El Grande [Average Rating:7.79 Overall Rank:53]
János Hunyadi
United States
New Jersey
flag msg tools
mbmbmbmb
WHO AM I?
You are a Grande, one of a number of provincial lords in medieval Spain leading your army of caballeros (knights) in an attempt to bring the regions of Spain under control (and thus score points). At the same time, the King of Spain is travelling around Spain, trying to keep the peace with his dwindling powers of influence, visiting various regions at the invitation of the Grandes. While visiting a region, the Grandes' struggle for control of Spain must halt in that region until the king is invited to another region.

WHAT AM I DOING?
In each of the nine rounds, you select one of your 13 power cards to determine turn order for that round in a sort of bidding process, as well as the number of caballeros you get to move from the provinces (general supply) into your court (personal supply).

A turn then consists of the players (in the order determined by the bidding of power cards) each selecting one of five action cards. Each action card does two things:
(1) allow variations to the rules and additional scoring opportunities, and (2) determine how many caballeros to move from your court to one or more of the regions on the board (or into the Castillo - a secretive tower on the island of Majorca).
Normally, you may only place your caballeros into regions adjacent to the one containing the king. The one hard and fast rule in El Grande is that nothing may move into or out of the king's region. One of the five action cards that is always available each round allows you to move (the "invitation" of the Grande) the king to a new region. The other four action cards each come from a respective deck and so vary from round to round.

HOW DO I DO IT?
The goal is to have a caballero majority in as many regions (and the Castillo) as possible during each of the three scoring rounds. The player with the most caballeros in a region would be considered in control of it. After every third round of drafting caballeros and deploying them to the regions and performing actions, the regions are scored based on who controls them.
Following the scoring of the Castillo, you place any cubes you had stashed there into the region you had secretly indicated on your region dial. Each region is then scored individually according to a scoring table printed in that region. After the ninth round, the player with the most points is the winner.
7 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Loading... | Locked Hide Show Unlock Lock Comment     View Previous {{limitCount(numprevitems_calculated,commentParams.showcount)}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
{{error.message}}
{{comment.error.message}}
    View More Comments {{limitCount(numnextitems_calculated,commentParams.showcount)}} / {{numnextitems_calculated}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
5. Board Game: Two Rooms and a Boom [Average Rating:7.05 Overall Rank:748]
Derek Hayes
Canada
flag msg tools
mb
This is a great, underrated, game for larger groups of up to 30+ if needed. It can sometimes seem like a bear to teach however.


WHO AM I?
You are playing as either a Secret Service agent (Blue team), a terrorist (Red team), or another special role that is identified on your card (grey cards). There will also (almost always) be one player who is the President (Blue), and one player who is the Bomber (Red). All players' roles will be randomized and initially the players' roles will be secret.

WHAT AM I DOING?
The goal of the game is simple; everyone will be divided randomly into two separated rooms, and will be given a random role card. Some players will be sent to the other room once a round for three rounds (in the basic game). The Blue team wants the President to be in a different room than the Bomber at the end of the final round, and the Red team wants the President to be in the same room as the Bomber at the end of the final round. If you are a special role, you may have a different win condition that will be explained by the host.

HOW DO I DO IT?
Once you are split into two rooms and given roles, a 'Leader' will be elected. Whomever gets pointed at by the most people will be determined the 'Leader' and will receive a 'Leader Card' (used mostly to show definitively who the leader is). That leader can be changed in many ways, the leader can give the leadership to someone else, if they accept they become the leader and may not give the leadership back to the same person. Someone could also call a new vote by raising their hand and pointing at someone (or themselves), and if a majority of people are pointing at the same person, they will become the new leader.

The leader must choose a certain amount of players (or hostages) to exchange to the other room at the end of the round. That hostage may never be the leader. The 1st round will be 3 minutes long, 2nd round - 2 minutes, and 3rd round - 1 minute. The amount of hostages exchanged changes depending on player count.

6-10 players (1st round 1, 2nd round 1, 3rd round 1)
11-21 players (1st round 2, 2nd round 1, 3rd round 1)
22+ players (1st round 3, 2nd round 2, 3rd round 1)

Before the hostage is exchanged, players can attempt to learn information about other players in almost any fashion as long as you do NOT:
Leave the room
Communicate with the other room
Swap cards

Feel free to show cards, co-reveal, show your card to everyone, show your card to no one, show only pieces of your card, or just blatantly lie, or tell the truth. PRETTY MUCH ANYTHING.

After the final round, all players should meet in a neutral area but stay separated in their two 'room' groups. And the big reveal will show the fate of the President!

SIDE NOTE!: This is the most basic way to play the game and, if you buy it (which I recommend you do), there are many more interesting roles and extra rounds you may play to make the game a bit more complex and interesting.
6 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Loading... | Locked Hide Show Unlock Lock Comment     View Previous {{limitCount(numprevitems_calculated,commentParams.showcount)}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
{{error.message}}
{{comment.error.message}}
    View More Comments {{limitCount(numnextitems_calculated,commentParams.showcount)}} / {{numnextitems_calculated}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
6. Board Game: Ethnos [Average Rating:7.59 Overall Rank:244]
Derek Hayes
Canada
flag msg tools
mb
My new go-to gateway game!

WHO AM I?
You are one of the many leaders trying to gain control and Glory over the Kingdoms of Ethnos. Every leader must build alliances with some of the 12 tribes, that live in the lands, to aid them in becoming the next Lord of Ethnos.

WHAT AM I DOING?
Each player is trying to have the most Glory Points at the end of either two ages (2-3 players), or three ages (4-6). To do this you will be most commonly gaining points by having the majority of control tokens in a Kingdom, or playing large bands of ally cards that are worth end of the round Glory Points. There are either 2 or 3 ages that will end when 3 dragon cards are drawn from the Ally deck, and after each age ends, scoring occurs.

HOW DO I DO IT?
A starting player will be picked at random, and all players will be dealt one Ally card. A 'market' of face-up cards will be under the board next to the deck of remaining cards and the 3 dragons will be shuffled into the bottom half of the deck. When it is your turn, you will either draw another card, from either the face up row or the deck, or play a set of cards. If you have 10 cards in your hand, you must play a set. The sets must be made up of either cards of all the same colour, or all the same race. Once you've played a set, all other cards in your hand are discarded back into the face-up row. The set you make will have a 'leader' (which will be placed on the top of the set). That leader will have both a special ability and a colour. Check the colour first, if the Kingdom of the same colour has at least 1 less of your tokens than the amount of cards in your current set, you may place another token. Then check the ability, the ability applies only to your leader card and can range widely depending on the races in play, however they are generally simple. After the token has been placed (or not), and the ability has been completed, KEEP YOUR sets near your play area for scoring at the end of the age.

If you ever draw a dragon card from the deck, place it beside the board and draw another card from the deck. If you draw the third dragon card, play immediately ends and the age is scored.

Sets are scored according to the table on the board, and then majorities are scored. Once the final age is scored, the Lord of Ethnos is crowned victorious!
5 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Loading... | Locked Hide Show Unlock Lock Comment     View Previous {{limitCount(numprevitems_calculated,commentParams.showcount)}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
{{error.message}}
{{comment.error.message}}
    View More Comments {{limitCount(numnextitems_calculated,commentParams.showcount)}} / {{numnextitems_calculated}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
7. Board Game: Arctic Scavengers: Base Game+HQ+Recon [Average Rating:7.45 Unranked] [Average Rating:7.45 Unranked]
János Hunyadi
United States
New Jersey
flag msg tools
mbmbmbmb
WHO AM I?
The game is set in a post-apocalyptic world, where the 90% of the world's population has been eliminated, and where the remaining survivors must try to eek out an existence in the new ice age that now covers the earth.

WHAT AM I DOING?
Each player's deck represents their band of survivors and equipment, and the aim is to build up your tribe, by acquiring and using resources like tools, medicine, and mercenaries, and also compete with other tribes in skirmishes for the particularly valuable contested resources. The player with the largest tribe (most people in their deck) at the game end is the winner.

HOW DO I DO IT?
Eight mercenary cards (available for hire) are placed on separate face-up piles in the middle of the table, while the contested resources and junkyard piles are shuffled separately and placed on their respective playmats.
Each player gets their own starting deck of 10 cards (4x Refugees, 3x Scavengers, 1x Brawlers, 1x Spear, 1x Shovel). At the beginning of the game, a player gets the "Initiator" card at random, thus they will start the first round.

Arctic Scavengers plays out over a series of rounds, each of which consists of three main phases:

1. Drawing phase:
Each player draws five cards from their deck.

2. Resource Gathering phase:
Beginning with starting player, and in clockwise order, each player can play as many cards from their hand as they wish in order to gather resources, by performing one of several actions:
(a) drawing cards from their deck;
(b) digging from a common "junkyard" (some of the cards found here are literally "junk" while others may provide useful resources to recruit new mercenaries with or to use to hunting or fighting);
(c) hunting (for food)/hiring (with said food and at times medecine from the junkyard) new recruits with different abilities to your tribe;
(d) trashing cards in their hand (remove them permanently from your deck by shuffling them into the junkyard pile , usually used to remove junk found digging in the Junkyard pile)
After playing cards for this phase, you discard them into your discard pile.

3. Skirmish phase:
Players compare the unused cards from their hand (you usually want to put aside some strong fighters for this phase), and whoever has the highest fight value (all characters capable of fighting plus any equipment that helps them gain fight value) gets to claim the top card from the face-down contested resources deck (this contains superior cards to the junkyard pile and definitely no junk). The next player in clockwise order becomes the new initiator, and the next round begins.

If a player cannot draw enough cards from their deck at the start of a round, they shuffle their discard pile and draw from that newly formed deck.

Special actions: While you are resource gathering in the second phase, opponents may play a special and instant action card, for instance a Saboteur card (to force you to discard one of your tools) or Sniper card (to force you to discard one of your tribe members).

The skirmish for the last contested resource from the deck marks the final round, after which the game ends. Since there are 14 contested resources and the first two rounds of the game don't involve a skirmish, this means that each game will last exactly 16 rounds. To determine the winner, players simply add up the number of tribe members in their deck (the icon on the bottom left of people cards), with the number of contested resources cards won serving as tiebreaker.

3 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Loading... | Locked Hide Show Unlock Lock Comment     View Previous {{limitCount(numprevitems_calculated,commentParams.showcount)}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
{{error.message}}
{{comment.error.message}}
    View More Comments {{limitCount(numnextitems_calculated,commentParams.showcount)}} / {{numnextitems_calculated}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
8. Board Game: Pax Porfiriana [Average Rating:7.69 Overall Rank:376]
Australia
NSW
flag msg tools
Avatar
mbmbmbmbmb
Who Am I

You are a hacendado - a wealthy landowner - in revolutionary Mexico. The current ruler is Porfirio Diaz, and you are trying to position yourself to take power from him when the opportunity arises.

What am I doing?

As above - trying to take power from Diaz, while preventing your opponents from doing the same. There will be four moments in the game when you can do this, called "topples". You need to collect prestige points and have more than Diaz, and more than two of the other players. There are four types of prestige points and which one you need depends on the political situation in play. This political state is changed throughout the game through card play. If the game state is in Pax Porfiriana, Diaz' rule is relatively stable and you need to have shown the most loyalty and have "loyalty" points. If the game is in anarchy, you'll need to show the people your revolutionary credentials with your "revolution" points. If the game is in martial law, you need to have a strong connection to military forces, with "command" points. And if there is a US Intervention, you need to demonstrate that you deserve sympathy (and the leadership position in the annexation) with your "outrage" points. If nobody can do this at any of the four topples, in the end the player with the most money will win.

How do I do this?

You have three actions on your turn. You will buy cards from the market in order to build your prestige, generate income and prevent other players from doing the same. When you buy a card, it goes into your hand. You can sell it for money as an action or pay to play it into your tableau as an action.

Some cards represent enterprises which generate income, usually at the end of your turn.

Some cards ("partners") represent personalities or business deals which will give you special abilities or prestige.

Orange cards can be played into tableaus to steal money or prevent income generation through unrest but they also might give the tableau prestige.

Black cards will usually eliminate a card from the game but they too give prestige. You can play these and the orange cards on yourself, for prestige.

Troop cards can be used to extort income from your opponents enterprises, protect your own, or clear unrest, but usually have to be played on a card with the same location printed.

Headline cards are events which when bought can be played for the event or discarded.

And topple cards represent a chance to get rid of Diaz. There are also a couple of expensive cards always available to buy.

As well as buying, selling or playing cards, you can speculate on cards in the market to receive income when they are bought, use a police action to clear unrest, get yourself out of jail (it happens if you get too much unrest on plantations), upgrade connections on cards to generate extra income and make troop movement easier (or harder), move troops, or expand ranches for extra income.

There are a handful of other little things that can happen, like depressions, which cut down tableaus and income, but let's worry about those if they come up. Tequila me already and let's get going.
13 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Loading... | Locked Hide Show Unlock Lock Comment     View Previous {{limitCount(numprevitems_calculated,commentParams.showcount)}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
{{error.message}}
{{comment.error.message}}
    View More Comments {{limitCount(numnextitems_calculated,commentParams.showcount)}} / {{numnextitems_calculated}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
9. Board Game: The Game of Life [Average Rating:4.19 Overall Rank:15331]
Jason B
Canada
Montreal
Quebec
flag msg tools
designer
http://www.jasonbegy.com
badge
http://www.jasonbegy.com
Avatar
mbmbmbmbmb
WHO AM I?
I don't know.


WHAT AM I DOING?
I don't know!


HOW DO I DO IT?
I don't know!!
37 
 Thumb up
0.25
 tip
 Hide
  • [+] Dice rolls
Loading... | Locked Hide Show Unlock Lock Comment     View Previous {{limitCount(numprevitems_calculated,commentParams.showcount)}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
{{error.message}}
{{comment.error.message}}
    View More Comments {{limitCount(numnextitems_calculated,commentParams.showcount)}} / {{numnextitems_calculated}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
10. Board Game: High Frontier (3rd edition) [Average Rating:8.59 Overall Rank:1251]
Dom Rougier
United Kingdom
Bristol
flag msg tools
badge
Avatar
mbmbmbmbmb
WHO AM I?

You are playing competing space agencies, racing to discover and exploit the resources of the solar system.

WHAT AM I DOING?

Each turn you perform an operation, and move a rocket if you have one, in either order. The rocket's mass and fuel are tracked on a player mat with separate figures for the dry mass (unfueled) and wet mass (fueled) of the rocket.

HOW DO I DO IT?

Operations:

You will gain income, research technologies in auctions, sell some on the free market, pay to boost rockets into orbit, refuel them on the surface of a body, prospect a body for resources, and eventually industrialise them by building factories.

These factories will give you the ability to produce more advanced technologies, which will make founding a second factory much easier. When seven factories in total (or less, player number depending) are created, the game will end.

Movement:

The map is covered in curves, and rockets move along these curves. They can move any distance, but can never u-turn. They can stop at any point.

Movement is free and expends no fuel, until you get to a burn.

Pink dots are burns - each burn moves the fuel figure a number of steps to the left.

Circles are lagrange points - a rocket can move freely into and out of the lagrange point in any direction.

Where the lines cross, rockets can pivot to change direction. This costs two burns.

Entering a lander burn requires a thrust greater than the size of the site, and expends fuel as per a normal burn. Some of these are half-symbols, which take half that fuel consumption, rounded up.

Hazards and aerobrakes will destroy any rocket that enters on the roll of a "1", aerobrakes make it easier to land. This die roll may be avoided by paying 4 before rolling.
4 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Loading... | Locked Hide Show Unlock Lock Comment     View Previous {{limitCount(numprevitems_calculated,commentParams.showcount)}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
{{error.message}}
{{comment.error.message}}
    View More Comments {{limitCount(numnextitems_calculated,commentParams.showcount)}} / {{numnextitems_calculated}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
Loading... | Locked Hide Show Unlock Lock Comment     View Previous {{limitCount(numprevitems_calculated,commentParams.showcount)}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
{{error.message}}
{{comment.error.message}}
    View More Comments {{limitCount(numnextitems_calculated,commentParams.showcount)}} / {{numnextitems_calculated}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
Front Page | Welcome | Contact | Privacy Policy | Terms of Service | Advertise | Support BGG | Feeds RSS
Geekdo, BoardGameGeek, the Geekdo logo, and the BoardGameGeek logo are trademarks of BoardGameGeek, LLC.