In this Main Match, command a space fleet to monopolize resources across the solar system.
Designer(s): Isa, ISamEI, pixie, uriquack | Match Type: MM (for 8 players) |
Featured in: Genius Invitational |
In SPACE JAM players will gather resources from various planets and try to contribute to most to various monuments in 7 rounds.
Every turn, the following things will occur in order:
Each player will begin the game with 6 ships and 1 of each resource.
Colonies πΊοΈ
On planets where you have more ships than anyone else, you automatically establish a colony. You can only have one colony per planet. The main benefits of a colony are as follows:
-You gain 1 of that resource of that planet per turn forever, starting the turn you establish the colony Gain resource now.
-You can use the Colony Power of that planet
Trading
You can trade resources if two players both have a trading post on the same planet. Do so in 1 on 1s
Movement π
Anytime you gain a ship, it is sent to your base, ready to move. You may also move all your ships that are currently on various planets.
There are 9 locations you can send your ships to total.
Mercury, Venus, Earth, Moon, Mars, Jupiter, Saturn, Uranus and Neptune.
You can move your ships however you like. For example, I can say...
"send 4 ships to Neptune, 3 ships to Mars, 5 ships to Saturn.
Extract βοΈ
Each planet has a resource (except Moon).
Mercury and Venus have carbon.
Earth and Mars have water.
Jupiter and Saturn have gas.
Uranus and Neptune have uranium.
You gain 1 of that resource per ship you have on that planet. Carbon, water, gas, and uranium are resources you will be using throughout the game. There is also a fifth resource, cheese, that can be used in place as any of those resources (like a wild card).
Planet Powers π β
If you have a ship on a planet, you can use it to activate a power. (except Moon).
Powers of each planet are listed in the spreadsheet attached. They allow you break certain mechanical restrictions or accelerate your resource gains. If you use a ship to activate a power, it cannot have been used for extraction that round.
Colony Powers πΊοΈ β
You can use any number of colony powers of the planets on which you have colonies.
They operate similarly to planet powers and are in the spreadsheet.
Buildings ποΈ and Techs π¨βπ»
You can use resources to construct buildings and techs.
There are four buildings you can purchase -
Trading Posts (allow trading), Shipyards (+1 ship every turn forever) Ship Factories (+2 ships every turn forever) and Forts (-1 Danger on a planet). You construct buildings on planets and can only have one building of each type per planet. You must have a ship on a planet to construct a building on that planet.
There are a multitude of techs that you can research. Some techs require perquisite techs to acquire. You can however research any number of techs on a turn.
Gain Resources from Buildings and Tech
After you are done choosing the buildings and techs you construct, you gain resources from the building and the techs.
Some techs allow you spend resources to accelerate extraction, give away colonies, or trade in resources. These can be used in any phase in future rounds
Contribute
You can contribute any number of resources to a space monument's construction.
Space Pyramids πΊπΊ πΊ
Contribute carbon to Space Pyramids.
Death Star β΄οΈ
Contribute Ships to Death Star.
Terraforming Mars π€½
Contribute water to terraforming Mars. You need to research Climate Control to do so.
Planet Buster π«
Contribute uranium to Planet Buster. You need to research Nuclear Missile to do so. If Uranium contributed collectively exceeds 80, the Planet Buster explodes the moon and everything on it is destroyed.
Every round, you can contribute up to either...
4 of a monument's resource to that monument or
up to twice the amount of resources you contributed to that monument in the previous round
The player who contributes the most resources to a given monument earns 1 TOL and 3 garnets. 4 TOLS will be given out in total.
To determine EC, we look at each monument every player contributed the most to. The player who contributed the least resources to the monument they contributed the most to becomes EC (unless they've bough Doomsday Insurance, a certain tech)
Danger β οΈ
Each planet has its own danger value. Danger begins at 0.
First on every planet you lose as many ships as that planet's danger.
Then, on each planet your ships are present on, the danger of that planet increases by 1.
If a planet has no ships on it, its base danger value is reset to 0. Danger is personal to each player
**Alien powers **
In addition to all of the above, each player will take on the role of an Alien Race.
Each of these Aliens have their own powers. On the very first round, players will submit drafts of which alien power they prefer and bid a number of garnets. The draft of the player who bid the most garnets will be processed first, the second most-second, etc. If two players bid the same amount of garnets, the draft that will be processed first will be random.
Alien powers come into play in various phases.
Spreadsheet
What will be public, and what will be hidden?
Your resources will be public
Your ships' locations will be public
Your buildings will be public
Your colonies will be public
Your techs will be private
Your alien power will be private until you use it
Crafting (The game involves combining or using resources in recipes to craft new objects.)
Optimization (The game tests the players' abilities to find optimal solutions.)
Piece movement (The game involves pieces moving on a board.)
Routing (The game involves planning the best way to visit different locations.)
RPG (The game takes elements from role-playing games, such as having stats and skills.)
Trading (The game involves players trading items and objects among themselves.)