SPACE PROGRAM






INTRODUCTION
Card game for 2+ players.
Each player represents a National Space Program.
Players acquire technologies, perform Missions, and develop Space Industries.

VICTORY
The player with the most Prestige Points (PP) at the end of the game wins.
The game ends when players have gone through the deck twice.

TURNS
Each turn represents a Decade.

THE DECK
Players share a common deck.
There are 8 card Types:
D = Disasters (Catastrophic failures that setback space programs)
L = Lift Capability (Escape Earth Orbit)
N = Near Earth (Space Stations & Bases close to the Earth and Moon)
M = Missions (Requiring only Lift Capability to pursue)
Z = Zero-G Industries (Industries that can take place in Near Earth Space)
S = Stellar Transport (Technologies used to travel to other Planets)
P = Projects (Missions requiring Stellar Transport)
I = Industry (Mining Operations requiring Stellar Transport)

PRESTIGE POINTS
Each time you put a card into play, you gat a number of Prestige Points (PP) 
According to the type of card:
Type:	PP	
D  	0 	
L  	1
M	2
N  	3
Z	4
S	5
P	6
I	7

CARD LIMITS
D = There is no limit to the number of Disasters you can get stuck with.
L = Basic Technologies upon which all Space programs depend
M = You cannot play more Mission cards in a turn than you have Lift cards
N = You cannot have more Near Earth cards in play than you have Lift cards
Z = You cannot have more Zero-G cards in play than you have Near Earth cards
S = You cannot have more Stellar cards in play than you have Near Earth cards
P = You cannot have more Project cards in play than you have Stellar cards
I = You cannot have more Industry cards in play than you have Stellar cards

TURN SEQUENCE
Each turn has 4 Phases:
Logistics Phase
Implementation Phase
Prestige Phase
Maintenance Phase

LOGISTICS PHASE
Take X cards from the top of the deck and place them face up on the table.
X = 2 x Number of Players.
The cards are called Bid cards at this stage.
Going clockwise, Players take turns picking one Bid card and putting it into their hand.
The player with the fewest PP picks first. (or random player if PP totals are tied)
Continue until all cards are picked.

IMPLEMENTATION PHASE
Each player may put up to 2 cards into play.
If you were forced to take a Disaster card, you may not put any cards into play this turn.
You cannot put into play more than one card of a single type.
(For example: Only one Lift card not two)
Cards you put into play are placed face up in front of you.

PRESTIGE PHASE
Keep a running total of the PP value of all cards you have in play.

MAINTENANCE PHASE
Max hand size is 5 cards. Discard excess cards.

COMMON DECK CARD LIST
Type	#	Card Name
L	4	Multi-Stage Rockets
L	4	Space Shuttles
L	4	Space Planes (Scramjets, etc.)
L	2	Space Elevator
M	2	Unmanned Deep Space Probes
M	2	Space Telescope
M	2	Atmospheric Penetrator Probes
M	2	Orbital Probes
M	2	Manned Space Expeditions 
N	2	LEO Station (Low Earth Orbit)
N	4	GEO Station (Geosynchronous Orbit)
N	1	L-4 Space City (Lagrange Point)
N	1	L-5 Space City (Lagrange Point)
N	2	Moon Base (Lunar Colony)
Z	1	Zero-G Manufacturing 
Z	1	Zero-G Materials Research
Z	1	Giant Space Solar Panels
Z	1	Zero-G Pharmaceuticals
Z	1	Zero-G Tourism
S	2	Ion Engine
S	2	Sling Shot Effect
S	2	Solar Sail
S	2	Ramscoop
S	2	Nuclear Powered Spacecraft
P	1	Generation Ship
P	1	Inner Planet Bases (Mercury, Venus)
P	1	Alpha Centauri Probe
P	1	Mars Terraforming Project
P	1	Outer Planet Outposts (Uranus, Neptune, Pluto)
I	1	Moon Mining
I	1	Asteroid Belt Mining
I	1	Jupiter Atmospheric Extractor
I	1	Saturn Ring Mining
I	1	Mars Mining
D	1	Malfunction
D	1	Fuel Leak
D	1	Explosion
D	1	Equipment Failure
D	1	Meteorite Impact


LINKS
Ramscoop
Mass Driver
Solar Sail
NASA Mars
Lagrange Points
SpaceColonies
Space Plane Designs
Space Elevator















Return to Warpspawn Mainpage