BASIC RULES 3/4

7.) Game Cards, Resources & Cities:
 
Hyperborea
15 Territory cards:
Inhabitable territories have a green triangle on the bottom left hand side, while uninhabitable territories show a red circle with a person crossed out instead.
 
Together with a territory card a buyer also receives the resources of this territory in form of one or two chips in the specific colour as shown as dots on the card. The colour represents the type of resource found in the territory.

Utopia   Tartarus-Mons


 



Examples Territory cards


 There are 5 different types of resources on the planet:

jeton- Koprolith (yellow)
- Fluidum (green)
- Crystalin (blue)
- Spice (red)
- Adamant (white).

Players may freely swap resources, but
- always at a ratio of one for one and
- only if both partners can gain an additional type of resource from the deal.


cityCities:
With 3 chips of any 3 different types of resources players may build a city in one of their inhabitable territories. Return the used resources to the bank and receive  a city stone in return. Place the city stone with the blank side facing up on your chosen territory on the game board. A city increases the value of its territory by 3 points at the end of the game. A territory with a city is called a colony. A city is a type of construction.

 
General construction rules:
- Each territory offers space for one of type of construction only.
- Only one construction can be done per round altogether.

If several players wish to do a construction in the same round the Harbour Master decides which player may build. A territory with no construction on it is called "undeveloped".
 
harvester1
3 Harvester cards:
By playing a Harvester card a player can build a machine in one of his uninhabited territories. The territory becomes an industrial zone. 

machineThe player places the machine stone on the territory and receives as many chips of the territory's resource as shown on the ownership card. A Harvester is a type of construction.
 

take-over-4
5 Takeover cards:
With a takeover card a player may take over an undeveloped territory (a territory without any type of construction on it) from another player.

The maximum size of this territory is limited to the number in land stones as indicated on the takeover card.

If nobody owns a territory that can be taken over, remove the takeover card and continue the round with no sale.

A takeover card has to be played immediately after purchase and has priority to all other actions during that round.
 
The player who takes over selects the territory he wishes to take over and pays the owner of the territory (not the bank) with the credit cards he bought the takeover card with. In exchange he receives the territory card, without the territory’s resources. The claim marker on the territory changes to the colour of the new owner.

If a player buys a takeover card and there is no territory available to take over, the cards used to pay for the purchase go into the bank (void takeover). Also: A takeover can interrupt existing connections by ship. Place ships that have become obsolete on the field “Harbour”. 
 
take-over-1
With the Takeover card 1: “The Pirates” players can choose to either:    
- take over territories in the game consisting of one land stone
- steal 1 resource chip from another player
- or take over another player’s ship on a sea field
 
To replace another player’s ship take a chip of your colour out of the bank and exchange it for the one on the board. As usual, the player losing his property gets compensated with the credit cards used to buy the takeover card.

privilege34 Privileges:
Use a privilege card to claim a territory on sale exclusively for yourself. A privilege overrules any offer by credit cards.

It must be played before offers are revealed. The privileged player receives the territory and puts the used privilege card back into the bank. If several players offer privilege cards, the card of the highest value trumps.


Nature-ReserveThe cards “Nature Reserve”, “Airship” & “Forum”:
 

The game card “Nature Reserve” is not to be sold. Instead the players vote to establish which one of the so far unsold territories will become the nature reserve. In case of a tie the Harbour Master settles the matter. Mark the selected territory with the claim marker “Nature Reserve” and remove the card from the game.
 
When later in the game the corresponding territory card appears, take it out of the game and draw the next card from the stack. If there is no territory left, the game ends without a nature reserve.
 
AirshipThe Airship connects any two territories on the map, no matter how far away they are located from each other.

At the end of the game the owner of the airship declares which two territories are connected by air. 

Forum
 
T
he Forum:
The card Forum buys one chip of any type of resource from the bank. 



 

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