COLONIZERS




INTRODUCTION
Space Colonization game. 
Establish High Scoring Colonies before your opponents. 
Game for 2-5 players. 

GAME ENDS
The game ends as soon as ten Colonies are in play. 

VICTORY
The player with the most Victory Points (VP) at the end of the game wins. 

THE DECK
Players share a common Deck. 
There are 7 cards types: 
1. Planets
2. Ships
3. Extractors
4. Protection
5. Distance
6. Events
7. Growth

PLANET CARDS
Planet cards have 2 Attributes: 
1. Hazards
2. Resources
There are 4 types of Extractor card. Each type of Extractor can 
successfully extract 2 types of Resources. 
There are 8 types of Hazards and 8 Types of Resources. 
Each Hazard has a specific type of Protection card required to overcome it: 

HAZARD-PROTECTION CORRESPONDENCE LIST
Deflector Shields protect against Comet Storms
Radiation Shields protect against Heavy Radiation
Heavy Weapons protect against Hostile Lifeforms
Heat Dissipaters protect against High Temperatures
Corrosion Buffers protect against Corrosive Hydrosphere
Xeno Antidote protects against Poison Atmosphere
Xeno Medicine protects against Alien Pathogens
Plate stabilizers protect against Unstable Geosphere

SHIP CARDS
There are 4 types of Ship cards, representing 4 Propulsion types and 4 
corresponding levels of Speed. 
Certain Ships cannot be used with certain Distance Cards. 

EXTRACTOR CARDS
There are 4 types of Extractor card. Each type of Extractor can 
successfully extract 2 types of Resources. 
Additionally each Extractor card has a secondary trait of Colonist: 
There are 6 types of colonists each worth a different amount of points in 
Settlement Scoring. 

RESOURCE-EXTRACTOR CORRESPONDENCE LIST
Mining Platforms can Extract Heavy Metal and Crystal Resources. 
Collection Domes can Extract Organic and Exotic Resources. 
Containment Fields can Extract Radioactives and Rare Elements.
Pumping Stations can Extract Super Liquids and Strange Gasses.

PROTECTION CARDS
Each of the 8 planetary Hazards has a specific type of Protection 
card required to overcome it. 
In Addition each Protection card has a secondary trait of Control: 
There are 3 types of Control each worth a different number of points in 
Settlement Scoring. 

DISTANCE CARDS
Each Distance card lists a Distance value from 7 to 30. 
Each Distance card also has an Obstruction Attribute. 
There are 5 Types of Obstruction. Each Obstruction type may prevent
the use of one specific Ship Type. 

EVENT CARDS
These have a wide range of game altering effects such as: 
Increasing or Decreasing Trip times. 
Stealing or Destroying Colonies. 
Stealing, Gaining, or Losing Cards.
Stealing, Gaining, or Losing VP.
These are usually played in Event Phase. 
After the Event is resolved the Event card is discarded. 

GROWTH CARDS
These are played in Event Phase and are added to a player’s existing Colony. 
A single Colony can have a Max of one Growth card attached. 

VICTORY TOKENS
Each one of these is worth 1 Victory Point (VP). 
Victory Tokens = VT

TRAVEL MARKERS
These represent how far a Mission has traveled. 
Travel Markers = TM

SETUP 
Each player is dealt 5 cards. 
Players roll high on 1D10 to see who goes first. 

TURN SEQUENCE
Players take turns.  
Each turn has 8 Phases: 
1. Draw Phase
2. Trade Phase
3. Event Phase
4. Travel Phase
5. Launch Phase 
6. Settlement Phase
7. Scoring Phase
8. End Phase

DRAW PHASE
Each player Draws 1 card from the top of the deck and puts them in their hands. 
If the deck runs out, shuffle the discard and draw from it. 

TRADE PHASE
Players may trade cards from their hands.
They may also trade ownership of Missions and Colonies.  
Limit this to 2 minutes. 

EVENT PHASE
The current player may play 1 Event Card or 1 Growth Card from his hand. 
Discard Event cards once they are played. 

TRAVEL PHASE
Current Player: Place Travel Markers on your Missions. 
A Mission with Solar Sails adds 1 Travel Marker
A Mission with Gravity Repulsors adds 2 Travel Markers. 
A Mission with a Ram Scoop adds 3 Travel Markers. 
A Mission with an Antimatter Drive adds 4 Travel Markers. 

LAUNCH PHASE
The current player may launch a Mission. 
A Mission consists of 5 Cards: 
1 Planet Card
1 Ship Card
1 Extractor Card
1 Protection Card
1 Distance Card
All cards in a Mission must be compatible with each other, for instance, the 
Protection card must be specific to the Hazard type of the Planet card. 
Place the stack of Mission cards face-up and staggered in front of you. 
The Mission cards must be visible to all players. 

SETTLEMENT PHASE
A Mission that has accumulated Travel Markers equal to or greater than the 
Distance value listed on the Missions Distance Card has arrived at its 
Destination Planet and set up a functioning, Established Colony. 
The player in control of the mission colony immediately scores a number of 
VP = the Value of the Resource type plus the Value of the Colonists type plus 
the Value of the Control type. (see Settlement Scoring Table for Values)  
Represent the conversion of the Mission into a Colony by discarding the Distance
and Ship cards and the Travel Markers.  
Keep the Planet, Extractor, and Protection cards stacked face up in front of you. 

SETTLEMENT PHASE SCORING TABLE
Trait			VP
Robots			1
Penal 			2
Clones			3
Religious 		4
Political		5
Scientists		6
Organics       		1
Crystals       		2
Radioactives		3
Strange Gasses		4
Super Liquids		5
Rare Elements		6
Heavy Metals		7
Exotics			8
Private			2
Corporate		4
Government		6

SCORING PHASE
The current Player gains 1 VT for each Colony he has in play. 

END PHASE
Current player Max hand size = 8 cards. 
Discard excess cards. 

END OF GAME SCORING
Check for each of the 8 Resource types. The player with the 
most colonies of a type gains an extra 3 VP. 

COMMON DECK CARD LIST NOTATION
W = Planets
S = Ships
X = Extractors
R = Protection
D = Distance
V = Events
# = Number of copies of that card in the deck. 


COMMON DECK CARD LIST
Name:				Type	#	Notes
Ship with Solar Sails 		S	6	Speed = 1
Ship with Gravity Repulsor	S	6	Speed = 2
Ship with Ram Scoop 		S	6	Speed = 3
Ship with Antimatter Drive 	S	6	Speed = 4
Dark Matter 7			D	1	Blocks AM Drive
Void 8				D	1	Blocks Ram Scoop
Deep Space 9			D	1	-
Dark Matter 10			D	1	Blocks AM Drive
Deep Space 11			D	1	-
Void 12				D	1	Blocks Ram Scoop
Gravity Well 13			D	1	Blocks Gravity Repulsor
Deep Space 14			D	1	-
Dark Matter 15			D	1	Blocks AM Drive
Asteroids 16			D	1	Blocks Solar Sails
Deep Space 17			D	1	-
Void 18				D	1	Blocks Ram Scoop
Gravity Well 19			D	1	Blocks Gravity Repulsor
Asteroids 20			D	1	Blocks Solar Sails
Dark Matter 21			D	1	Blocks AM Drive
Deep Space 22			D	1	-
Asteroids 23			D	1	Blocks Solar Sails
Void 24				D	1	Blocks Ram Scoop
Deep Space 25			D	1	-
Gravity Well 26			D	1	Blocks Gravity Repulsor
Deep Space 27			D	1	-
Asteroids 28			D	1	Blocks Solar Sails
Deep Space 29			D	1	-
Gravity Well 30			D	1	Blocks Gravity Repulsor
Robots				X	1	Mining Platforms 
Penal 				X	1	Mining Platforms 
Clones				X	1	Mining Platforms 
Religious 			X	1	Mining Platforms 
Political			X	1	Mining Platforms 
Scientists			X	1	Mining Platforms 
Robots				X	1	Collection Domes 
Penal 				X	1	Collection Domes 
Clones				X	1	Collection Domes 
Religious 			X	1	Collection Domes 
Political			X	1	Collection Domes 
Scientists			X	1	Collection Domes 
Robots				X	1	Containment Fields 
Penal 				X	1	Containment Fields 
Clones				X	1	Containment Fields 
Religious 			X	1	Containment Fields 
Political			X	1	Containment Fields 
Scientists			X	1	Containment Fields 
Robots				X	1	Pumping Stations 
Penal 				X	1	Pumping Stations 
Clones				X	1	Pumping Stations 
Religious 			X	1	Pumping Stations 
Political			X	1	Pumping Stations 
Scientists			X	1	Pumping Stations 
Agri-Domes			G	1	Your Organics Colonies earn 1 extra VP per Turn
Space Port			G	1	Draw 1 extra card on your Turn in Draw Phase
Universal Church       		G	1	Your Religious Colonies earn 1 extra VP per Turn
Branch Headquarters		G	1	Play 1 extra Event card per Turn
Government Center		G	1	Your Max Hand Size is 10 in End Phase
Robotics Laboratory		G	1	Your Robot Colonies earn 1 extra VP per Turn
Research Station       		G	1	Your Scientist Colonies earn 1 extra VP per Turn
Alien Ruins			G	1	Gain 20 VP and draw 3 Cards when put in play first time
Military Base			G	1	Your Heavy Weapon Colonies earn 1 extra VP per Turn
Deflector Shields		P	1	Private
Deflector Shields		P	1	Corporate
Deflector Shields		P	1	Government
Radiation Shields		P	1	Private
Radiation Shields		P	1	Corporate
Radiation Shields		P	1	Government
Xeno Medicine			P	1	Private 
Xeno Medicine			P	1	Corporate
Xeno Medicine			P	1	Government
Heavy Weapons			P	1	Private
Heavy Weapons			P	1	Corporate
Heavy Weapons			P	1	Government
Heat Dissipaters       		P	1	Private	
Heat Dissipaters       		P	1	Corporate
Heat Dissipaters       		P	1	Government
Corrosion Buffers		P	1	Private
Corrosion Buffers		P	1	Corporate
Corrosion Buffers		P	1	Government
Xeno Antidote			P	1	Private
Xeno Antidote			P	1	Corporate
Xeno Antidote			P	1	Government
Plate Stabilizers		P	1	Private
Plate Stabilizers		P	1	Corporate
Plate Stabilizers		P	1	Government
Poison Atmosphere		W	1	Heavy Metals
Poison Atmosphere		W	1	Strange Gasses
Poison Atmosphere		W	1	Radioactives
Caustic Hydrosphere		W	1	Super Liquids
Caustic Hydrosphere		W	1	Organics
Caustic Hydrosphere		W	1	Rare Elements
Heavy Radiation			W	1	Radioactives
Heavy Radiation			W	1	Crystals
Heavy Radiation			W	1	Exotics
Hostile Life Forms		W	1	Strange Gasses
Hostile Life Forms		W	1	Organics
Hostile Life Forms		W	1	Exotics
High Temperatures		W	1	Radioactives
High Temperatures		W	1	Super Liquids
High Temperatures		W	1	Crystals
Alien Pathogens			W	1	Exotics
Alien Pathogens			W	1	Organics
Alien Pathogens			W	1	Super Liquids
Unstable Geosphere		W	1	Heavy Metals
Unstable Geosphere		W	1	Strange Gasses
Unstable Geosphere		W	1	Rare Elements
Comet Storms			W	1	Heavy Metals
Comet Storms			W	1	Crystals
Comet Storms			W	1	Rare Elements
Inheritance			V	1	Take Control Target Private Colony
Corporate Buyout       		V	1	Take Control Target Corporate Colony
Change of Government		V	1	Take Control Target Government Colony
Sabotage       			V	1	Opponent discards 3 random cards from hand
Industrial Spy			V	1	Look at opponents Hand
Steal Research			V	1	Steal 1 Random card from Opponents hand
Long Range Probe		V	1	Look at next 10 cards in Deck
Major Malfunction		V	1	Return Target Mission to Owners hand
Lost Colony			V	1	Destroy Target Colony
Lost in Space			V	1	Target Mission loses 10 TM
Backup Plans			V	2	Negate Target Event card just Played
Nebula				V	1	Ramjet Mission gains 10 TM
Laser Beacon			V	1	Solar Sail Mission gains 10 TM
Black Hole			V	1	Gravity Repulsor Mission gains 10 TM
Dark Energy 			V	1	Antimatter Drive Mission gains 10 TM
Galactic Census			V	1	Gain 2 VT per Colony you Control
Research Breakthrough		V	1	Draw 3 Cards











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