1 Rocketships to EOS | Rulebook v1-1
by Ian Kinkley
Rocketships to EOS
by Ian Kinkley
1 Player Game
30 Minutes
Ages 10+
Contains
18 Cards
10 Location Cards
2 Event Cards
3 Player Action Cards
2 Ship Cards
1 Solo Player Action Card ("Research" - replaces "Sabotage")
Needed To Play (minimum)
1 d6 Die
4 Cubes/Euro Cubes
3 Cubes/Markers for Ship Stats
1 Cube/Marker for the Ship
Object Of The Game
The Object of the Game is to successfully get your ship to the center of the Location X (Eos) card -
thereby successfully landing your Rocketship on Planet Eos.
Setting Up The Game
For the First Game:
Place the 10 Location cards in order (the Roman Numeral can be found below the name on each of the
Location Cards) from left to right so that Location I (Rhea) is the on the far left and Location X (Eos) is
on the far right. The arrows on the cards should all point towards the right, which is the direction of
play.
Place the 2 Event Cards and 3 Player Action Cards (do not use "Sabotage" in the 1 Player game - use
"Research" instead) face up and in a location on the table that is easy to read. Choose a ship from the
Ship Card (either the X-1 or the SD-a). It is highly recommended for the first game to use the Solar
Corporation X-1 side of the Ship Card. Place your 3 Cubes/Markers for Ship Stats on the maximum
number for each stat (for X-1: H=4, S=4, E=8; for SD-a: H=5, S=5, E=6). The last Cube/Marker is
placed on Location I (Rhea), directly in the middle of the card (on the planet) - this is your ship/ship's
location. This is the starting point of the game.
Subsequent Games and Greater Challenge: Place Location I (Rhea) on the far left of the table. Set
Location X (Eos) aside for now. Shuffle the remaining Location Cards so that they are in a random order.
Place Location X (Eos) on the bottom of this stack. Only reveal new Location Cards when a ship is
moving off of the last revealed Location Card. Another alternative to this variant is to remove one or
some of the Location Cards from the shuffled stack so you are unable to anticipate which locations they
will encounter during the game.
2 Rocketships to EOS | Rulebook v1-1
by Ian Kinkley
Playing The Game
Taking a Turn
Recharge: Add 3 Engine Points [+3 E] to your Ship Card
Choose 1 Player Action (See Player Action Cards section for more information)
o Select 1 of the 3 Player Action Cards for the turn
o Roll the d6 to determine which condition of the selected Player Action is taken
For "Research" and "Repair" Actions
o Simply perform the required condition of the Player Action Card
o Turn Ends
o Repeat Action Penalty: If you select either "Research" or "Repair" in two successive
turns, you are penalized 1 Supply Point [-1 S] for stalling your trip.
For "Fire Thrusters" Action
o Pay the additional E (if necessary) from the Player Action Card condition
o Expend the amount of E indicated on the Location Card sector that the ship occupies
o Move the ship token to the next sector (play always moves to the right)
Complete any Event actions in the new sector (if any)
o You may move the ship multiple sectors as long as you have the E (and sometimes H) to
expend for each move
o Turn Ends
Ship Cards
The Ship Cards provide the Player with the vital ship stats and a way to keep track of them through the
course of the game. Each ship contains 3 vital stats: Hull [H], Supply [S], and Engines [E]. During the
course of the game, you will need to expend points from all three. If H or S ever reaches 0, the ship is
lost or destroyed (see "Lost In Space or Losing Your Ship" section). E can reach 0 (depleted engines)
and will recharge at the start of every turn. A ship cannot exceed its maximum stat value.
The recommended ship for first-time play through is the Solar Corporation X-1. On the X-1 Ship Card,
the full range of vital stats are provided. At the start of the game, the Player places a cube/marker on
the maximum value for each of the stats. Over the course of the game, these will fluctuate back and
forth (E likely fluctuating the most).
Location Cards
The Location Cards make up the game board for Rocketships TE. Each Location Card is divided into 3
distinct sectors - with the exception of Location I (Rhea) and Location X (Eos), which only have 2 sectors.
The sectors are divided by 2 heavy-dashed lines - with the primary focus of the cards (the planets) in the
3 Rocketships to EOS | Rulebook v1-1
by Ian Kinkley
central sector. You will move your ship cube/marker onto each sector of the Location Card as you
progress (there are a total of 28 Sectors that must be moved through to complete the game).
Each sector has at least one symbol located at the bottom of the sector. These symbols indicate what
ship stats must be expended in order to move to the next sector. Planets tend to require more Engine
Points in order to break orbit, while asteroids tend to require some Hull Points when navigating through
the debris of the field.
The example Location Card: Location VI (Perses). Contains 3 distinct sectors: the first requires the
Player to expend 3 E, the planet requires 5 E, and the last sector requires 2 E. You should also note that
there is an Event symbol (Event 'B') on the final sector - which must be activated upon entering the
sector (more information about Events can be found in the Event Cards section of the rules).
Player Action Cards
The 3 Player Action Cards represent the 3 possible actions that you can choose during your turn. Each
card has 6 possible conditions that correspond the numbers on a d6. Once an action has been chosen,
the, roll the d6 to determine what the condition is for that action. These conditions must be met first in
order to complete the action.
For example: you choose "Fire Thrusters" and roll the d6. The die roll results in a 3, which requires an
additional 1 Engine Point to be expended to move. You must expend the 1 Engine Point first to meet the
condition and then he/she can expend the necessary Engine Points to move from the sector. If you only
have 3 Engine Points and was on a sector that required 3 to move, the Player Action Card condition must
still be expended - even if that means you are then unable to move from the sector on the Location Card.
The 3 Player Action Cards
"Fire Thrusters" - allows you to move your ship from one sector to the next (always to the right)
"Repair" - allows you to gain/regain Hull Points
"Research" - if neither "Fire Thrusters" nor "Repair" are desirable actions, you may choose to
conduct "research." This card will allow you to gain potentially rare resources (H and S) at the
risk of failure and losing resources
Event Cards
Events are one-time actions that must be taken when your ship moves into a sector containing an Event.
Events are marked on the Location Cards in the upper-left or upper-right corner by a ship and letter. For
each Event encountered, do the following:
Match the Event symbol to its corresponding Event Card (either 'A' or 'B')
4 Rocketships to EOS | Rulebook v1-1
by Ian Kinkley
Roll the die to determine the Event condition
Complete the required condition
Event Card 'A' presents two possible actions for each condition. Only one action must be taken, but the
player must be able to expend the full point amount - otherwise the other action must be taken. For
example: the "Debris Field" condition can result in either the -3 E action or the -1 H action. The player
can only take the -3 E action IF he/she has the 3 E to expend - otherwise the -1 H action must be taken.
The 2 Event Cards
Event 'A' - Ship disasters and malfunctions
Event 'B' - Resupply. Along your journey, you will encounter several manned and unmanned
stations in orbit around planets in the system. These stations will serve as crucial resupply
checkpoints along the journey.
Continuing to Move: once an Event condition has been met, the Player can continue to move his/her
ship to the next sector if there are enough Engine Points to do so.
The Event 'A' card has six different conditions. The condition that you must act upon is determined by a
roll of the d6 when you moves your ship onto a Sector containing the Event symbol.
Lost In Space - or - Losing Your Ship
You ship is lost or destroyed if it ever reaches 0 Supply points OR 0 Hull points. You lose the game.
Ending The Game
The game ends when your ships arrives at Planet Eos (Location X) or your ship is destroyed.
Winning The Game
If you manage to make it to Planet Eos (Location X), you win the game.
Congratulations! Now how are you going to get back home?