Quasar Search Almanac

This is a work in progress; it will be woefully incomplete for some time!

This is the Space Game Almanac; it contains the full, fiddly rules text for everything in the game. It is not helpful to learn how to play (use this instead), and it is not helpful to read in its entirety! This almanac should be used to quickly look up the specific rules if you encounter a new keyword you don't know, or have an unclear interaction conflict between two rules. These rulings tend to be excessively wordy, not because the rules are very complex, but to try and cover edge cases that may be introduced by some cards.

  1. Boons
  2. Box
  3. Draw
  4. Demand
  5. Each Player
  6. Game Effects and Triggers
  7. Game Phases
  8. Goal
  9. In Play / Out of Play
  10. Hand Size
  11. Lost in Space
  12. Morale
  13. Ownership
  14. Player Card Mechanics
    1. Adrenaline
    2. Energy
    3. Glory
    4. Lessons
    5. Overcommit
    6. Project
    7. Sensors
    8. Shift
    9. Stockpile
    10. Warp
  15. Rank
  16. Result
  17. Ship Phase
  18. Singling Out a Player
  19. Target
  20. Team Leader
  21. You
  22. Zones

Boons

Boons are a bonus granted by some game effects. A Boon represents a variety of helpful outcomes, and players who receive them choose which outcome they receive.

A Boon is granted to a player by a card with "Grant icon". Boons can be granted by both player cards and scenario cards. Here is an example of a Challenge Result that grants a Boon:

Grant icon to players with the highest value.

When a player is granted a Boon, they immediately choose and perform one available outcome. In the base game, the available outcomes are: * Learn 1 Lesson * Start a Project * Gain 1 Glory

Future game mechanics may also have associated Boon outcomes to choose from; additionally, some player cards and scenario cards may declare additional Boon outcomes while in play, like so:

icon: Draw 2 cards

If the card declaring this outcome is in a Personal Zone, it is only available to that zone's owner. If the card declaring the outcome is in an Unowned Zone, it is available to all players.

Box

"The box" is where game components are held when they are not part of your current game. The box is not a defined part of the game, like a Zone, and is mostly only referenced by the base game rules, and not game card effects. The box also has no physical requirements, and you can designate any container or area in your place space to represent the box.

Game components that are not in any Zone are "in the box", and vice versa. Some rules and cleanup effects instruct you to put components "in the box"; these components leave their Zone. This is frequently done to game cards you no longer need, like completed Acts and Challenges, or to tokens and components that have been spent or used up.

Draw

To Draw, move the specified number of Player Cards from the top of your Deck into your Hand. A Draw effect that move more than one card (like "Draw 3 Cards") is always a single Draw effect, no matter how many cards are moved.

Some game effects may allow you to Draw "from" other Zones.

*"ACT START | You Draw 1 card from your Discard Zone"

In this case, move the specified number of Player Cards from the specified Zone into your Hand. This is still a Draw effect. If the Zone is ordered, like the Discard Zone or Deck, take cards from the "top" or "front" of the order; if the Zone is unordered, like a Personal Zone, you may take any card.

If a rule or Constant Effect allows you to Draw from other Zones in addition to your Deck, you may split up your Drawn cards between any of the available Zones, and you may choose the Zones as you Draw: for example, if you are allowed to Draw from a Warp Zone as well as your Deck, and then an effect allows you to Draw 3, you may take one card from your Deck (and look at it), then decide whether to take the next card from your Deck or Warp Zone, then decide again for the final card.

You must always Draw the full amount of cards specified; If the Zone(s) you are Drawing from have fewer total Player Cards than the Draw amount, take all the Player Cards from that Zone or Zones to complete the Draw.

Each Player

Some game effects will apply not just to one player, but to each player. They will refer to "each player" in their game text, like this:

"CHALLENGE START | Each player draws a card"

When this effect occurs, resolve it as if it were multiple personal effects, one for each player, such as:

"CHALLENGE START | Player 1 draws a card"

"CHALLENGE START | Player 2 draws a card"

"CHALLENGE START | Player 3 draws a card"

Each effect is separate, and can be resolved in any order. Any further effects that modify this one will apply only to an individual effect, and will not modify the others; there is no way to modify the original "each player" effect.

See also: "you" and Singling Out a Player for situations where not all players may act.

Game Effects and Triggers

Space Game has many cards that allow players to make changes to the game, like moving cards between their deck and hand, or changing the values of confronting cards; there are also some scenario cards that make changes like these as well. All of these changes are called Effects.

An Effect can change almost any rule of the game, or create new rules, or interact with defined Mechanics. An Effect will always have written text that explains what the game rules now are, or it will reference a Mechanic whose rules can be read in this almanac

If an Effect uses a personal pronoun like "you" or "your" in its text, it is referring to a player, depending on which Zone the card is in: In an Owned Zone, like a Hand, Deck, or Personal Zone, "you" refers to the player who controls that zone; in a non-player zone, like the Confrontation Zone or the Mission Zone, "you" refers to the player who placed the card in that Zone. Scenario cards that are placed by game setup and not a player will avoid using "you", but may have effects that single out a player.

There are 3 styles of how Effects apply: "Constant Effects", "Required Effects", and "Triggered Effects". A typical game may contain cards with all 3 styles active simultaneously; in case of a conflict between different Effects and/or the base game rules, Constant Effects have the highest precedence, followed by Required Effects, then Triggered Effects, then the base game rules.

As mentioned, effects are only active if their card is in play; cards that are out of play, like those in your Hand or Discard Zone, usually do not have active effects.

Game Phases

Space Game games consist of one Mission, which is broken up into multiple Acts, which is broken up into multiple Challenges.

Most of the phases have specific rules that describe what happens during that phase, which are listed below. Some phases, mostly in the Challenge Loop, do not have any specific rules associated with them, but exist so they can referenced by card effects. These phases with no rules are written like this in the list below, and can be skipped if there is no effect that references that phase.

Here is every phase in a game, in the order they are performed:

  1. Mission Setup
  2. Player Setup

    Then, for each Act, perform

  3. An Act Loop, aka an Act:

    1. Act Setup
    2. Act Start

      Then, for each Challenge, perform

    3. A Challenge Loop, aka a Round:

      1. Challenge Setup
      2. Challenge Start
      3. Pre-Confrontation
      4. Confrontation
      5. Pre-Resolution
      6. Resolution
      7. Pre-Cleanup
      8. Cleanup
    4. Act Resolution

    If there's another Act, perform

    1. Ship Phase
    2. Act Cleanup
  4. Mission Resolution

Here are the (wip) rules for each phase:

Goal

TODO

Hand Size

TODO

In Play / Out of Play

TODO

Lost in Space

The "Lost in Space" cards are special player cards that may not be brought in a Deck, but may be introduced during gameplay.

The "Lost in Space" card is unique in that it has no value at all; confronting with this card could be a significant hindrance to your team, and should generally be avoided when possible. Having "no value" means the following: * When totaling the value of the Confrontation, this card neither adds nor subtracts any value to the total (like a card with value 0). * This card's value is never equal to another card's value (even other cards with no value!). * This card's value is always lower than all other card's values. This card's value is never higher than any other card's value. Yes, this can lead to non-transitive weirdness! * This card always has the "lowest value" in any Confrontation. This card never has the "highest value" in any Confrontation. * This card's value is not even, not odd, and not zero. * This card's value cannot be changed, increased, or decreased. * If this card is part of a Confrontation, it still counts as a card, so Targets that refer to "all cards" or "average value" still include this card. This makes it impossible to succeed at some Targets (like a Stand Together Target) while this card is confronting!

All the "Lost in Space" cards start the game out of play. If a game effect instructs you to put a "new" Lost in Space card into a Zone, find an out-of-play copy of Lost in Space and put it in that Zone. Most game effects will reference a "new" card, but rare effects may apply to Lost in Space cards already in play.

Oh, did you run out of Lost in Space cards? Guess we'll have to deal with that TODO.

Morale

TODO

Ownership

Players may be said to "own" certain cards and Zones within a game; some game rules and effects may check ownership, such as the rules for "you" applying to the owner of an effect.

Most of the time, this is intuitive and obvious, as most cards spend the whole game in owned Personal Zones, and if they leave to enter the Confrontation Zone, it is easy to remember who put it there; however, there are some cases that get more complicated.

In-game "ownership" is completely detached from all "out-of-game" meaning; i.e., in-game ownership is not concerned with who physically brought the cards to your table, or who paid for them, or who stores them when not playing the game. It is also detached from which player's Deck the card may have originated in(!), and players may find themselves "owning" cards that were not in their starting Deck! This does mean that there is potential for players' Decks to have gained or lost cards during a game; if out-of-game ownership is important to track at your table, I recommend sleeving your Deck so it's easy to sort the cards out afterwards.

Zones are either Owned or Unowned, and their ownership is determined when that Zone is created. Zones cannot change ownership.

If a card is in an Owned Zone, it is always owned by that Zone's owner; cards in a player's Hand, Deck, and Personal Zone are always owned by that player.

If a card is in an Unowned Zone, it is owned by the player that put the card in that Zone; this commonly happens in the Confrontation Zone during Confrontation.

If a card was placed in an Unowned Zone by a game setup effect or (result)[#result], that card is unowned; examples include the Mission Card, or a Challenge Card in the Sensors Zone.

Some card effects may allow players to move cards they do not own, which may make tracking ownership challenging; if you play with cards that commonly cause these situations, consider putting a personal marker on cards you own in Unowned Zones to help track ownership (most games will not have these situations).

Player Card Mechanics

Rank

Rank is a value that each player has during each Act and Ship Phase. On its own, Rank mostly serves as a tiebreaker for intraparty disputes; however, there are card effects and mechanics that will also reference Rank.

Each Faction comes with a set of Rank Cards (usually 3 of them), and each Rank Card lists a Rank Value. Rank Values range from 1 to 5. During the Act Setup phase, each player chooses one Rank Card and puts it into their Personal Zone; this represents the Rank of the crew member participating in this Act. This card remains in play until the end of the Ship Phase, when it is put back in the box.

Rank order is determined by comparing the highest-value Rank Card in a player's Personal Zone; the player with the higher Rank Value has the higher Rank. Ties in Rank Value are broken by the "Rankbreaker" number found on a player's Faction Card, with the higher Rankbreaker having a higher Rank.

The player with the highest Rank is called the Team Leader, and may be referenced by some game effects.

The game may reference either "Rank" or "Rank Value". When referencing "Rank", players compare Rank Card values and use the Rankbreaker number, so there can be no ties; each player will always be higher or lower Rank than another player. When referencing "Rank Value", only the Rank Card values are used, so multiple players may have the same Rank Value.

*Player 1 and Player 2 both have a Rank Card with value 4 in their Personal Zone. Both players have a Rank Value of 4, but Player 2 has a higher rank because its Rankbreaker on its Faction Card is 24, while Player 1's is 17.

Result

TODO

Ship Phase

GIANT TODO! For now, just look at the Quick Start

Singling Out a Player

Some game effects will apply only to a specific player or players:

"PRE CLEANUP | The lowest-ranked player takes 1 Crew Damage"

When this effect occurs, determine which player(s) meet the specified condition (here, the lowest-ranked player), and treat the effect as if it were written to apply to them:

"PRE CLEANUP | Player 2 takes 1 Crew Damage"

If an effect applies to multiple players (usually by mentioning "players" in its condition):

"PRE CLEANUP | Players with an Active Project discard an Active Project"

Resolve it as if it were multiple personal effects, one for each player the condition applies to, such as:

"PRE CLEANUP | Player 1 discards an Active Project"

"PRE CLEANUP | Player 3 discards an Active Project"

Each effect is separate, and can be resolved in any order. Any further effects that modify this one will apply only to an individual effect, and will not modify the others; there is no way to modify the original effect that applied to multiple players.

See also: "you" and Each Player for situations where a set of players is not specified.

Target

A Target is a criterion set on a Challenge Card that the players must meet with a Confrontation. Players will build a Confrontation by playing cards, and the collective set of cards will be evaluated against the Challenge's Target.

All Targets are "pass/fail", i.e., the Confrontation either meets the required criterion and "succeeds" and is "successful", or it does not and therefore "fails" and is a "failure". It is possible for individual Challenge Cards to further define "tiers" of success or failure through their own custom rules.

Each Challenge Card may define its own Target, but there are some common Targets that will be reused across multiple Challenge Cards. They are:

Team Leader

The Team Leader is the player with the highest Rank.

See Rank.

You

Card effects will frequently refer to "you", or to "your" cards or Zones. In all cases, "you" refers to the owner of the card causing the effect. Effects that refer to "your" cards, Zones, and such are referring to the cards, Zones, and whatelse that are also owned by "you", the owner of the card with the effect.

If it is ever unclear which player(s) a card effect is referring to, treat that effect as if it contains "you": for example, with a card saying

"PRE RESOLUTION | Spend 1 Glory: Shift 2"

It is not explicitly said which player may Spend 1 Glory, or which player may Shift 2, so treat the effect as

"PRE RESOLUTION | * (You) Spend 1 Glory*: (You) Shift 2"

This means that during the Pre Resolution phase, the owner of the card with this effect is the one who may spend Glory to Shift 2.

Some game mechanics use this "implied you" in their wording to save space.

See also: Each Player and Singling Out a Player for effects that apply to players without using "you".

Zones

Space Game makes many references to various "Zones" within the game, which "contain" various cards or components. The purpose of Zones is so the game rules can quickly reference certain sets of components in the game, and players will know which components to interact with and which ones to leave alone.

An important rule is that components may only be in one Zone at a time; if a component enters a Zone, it leaves the Zone it was previously in (if any). Zones may not contain other Zones.

While it's common that components in the same Zone will often be placed close together on the table, Zones have no real physical properties, and components can be arranged in whatever manner is most convenient at your table. No game rule will reference a physical aspect of your Zone, like a "width" or "color". Any arrangement is valid as long as it is clear to all players which Zone each component is contained in.

Some Zones, which are listed below, are present in every game and always exist; some Zones, however, are only relevant to specific mechanics or card effects. If a card references a Zone that does not currently exist, simply "create" that Zone somewhere on your table and remember that it is in play. No game rule will reference a Zone being created or removed, so your group can adjust your table layout at your convenience (don't remove Zones that still contain components, though!)

All Zones fall into one of two categories: Unowned Zones, and Owned Zones. * An Unowned Zone is a Zone not associated with any player. All Zones default to being Unowned unless specified. There can only be one instance of each Unowned Zone on the table: if an effect interacts with an unowned Zone and that Zone already exists on the table, always apply the effect to the existing Zone rather than making a new one. * An Owned Zone is associated with a specific player at the table, called its "owner". Cards in this Zone that reference "you" always refer to the Zone's owner, even if the card was placed in that Zone by a different player. Each player must have their own instance of an Owned Zone: if an effect interacts with "your <...> Zone" and there is no instance of that Zone that you own, create that Zone with you as the owner, regardless if any other instances of that Zone exist and are owned by other players. Unless stated, there are no other restrictions on Owned Zones: other players may still cause components to enter or leave a Zone you own, if a card effect allows it (there is no base rules effect that lets you interact with another player's Owned Zones).

A basic game of Space Game will always contain these core Zones:

and each player will have their own of the following Owned Zones:

Most games will likely feature additional Zones, like the Energy Zone or Sensors Zone, that are referenced by other mechanics or effects; by default, these new Zones:

  1. May hold any type of component
  2. Are Unowned
  3. Cards entering them are placed faceup, and are in-play