Race to the Moons

The is 2169 and mankind has pretty much filled up the Earth. It has been 200 since man first set foot on the Moon. Now there are cities on the Moon and Mars, and mining communities in the asteroid belt. But our Solar System is just the beginning. It might be home, but Earth is the only truly hospitable planet nearby. However, recent breakthroughs in warp travel mean that interstellar voyages are finally a reality. There are several extrasolar systems that have been discovered to have planets and moons which appear to be very Earthlike, and likely hospitable. The nearest of these is in the Gamma Leporis tri- system, 29 light years away from Earth. A series of moons orbiting a gas giant named Yutu show breathable atmospheres, tolerable radiation levels, reasonable temperatures, liquid water, and plenty of land. Now, the race is on. Terran, Lunar, Martian, and Belter organizations are competing to be the first to send humans to one of these habitable moons and establish a permanent human colony. It will take research, determination, and a bit of luck to be the first to arrive. Do you have what it takes to drive the next great space triumph and win the Race to the Moons? Overview: Race to the Moons is a worker placement game where 2-5 players (solo variant included) are working to research the technology needed to complete an interstellar mission and be the first to found a human colony on a moon system around a gas planet in another solar system. Players must research technologies that affect different parts of the mission: Journey, Arrival & Landing, and Colonization, as well as Training their crew. Players must also work on building rockets, building facilities (research labs, factories, launch stations, and more), managing money, and improving public opinion. Players race to have their rockets arrive at the destination and set up a successful colony to earn enough points to beat the competition.

Race to the Moons - 1 Components: - 1 Game Board - Money - 1 Reference & Scoring Board o $1, $5, $10 - 5 Player Boards (double sided) - 1 Production Outsourcing Tile - 60 Workers (12 per player) - 1 First Player Token - 50 Rockets (10 per player) - 20 Factory Cards - 5 Research Drones (1 per player) o 10 Level 1, 5 each Level 2 & 3 - 35 Tracker cubes (7 per player) - 20 Research Facility Cards - 30 Research cubes (shared) o 10 Level 1, 5 each Level 2 & 3 - 9 Technology Dice - 10 Launch Station Cards o 2 black D6 o 5 each Level 1 & 2 o 2 green D8 - 9 Credit Union Cards o 2 blue D10 - 5 Drone Workshop Cards o 3 red D12 - 6 Proprietary Tech Certificates - 2 D8 Save the Day Dice (purple or white) - 9 Special Action Cards - 40 Save the Day Tokens - 5 Deployment Center Cards Setup - Set out the game board and place the Facility and Proprietary Technology Certificate cards in separate piles, organized by type and level. - Set the Money, Save the Day tokens, Research Cubes, Reference Board, and dice near the game board. - Select the appropriate side of the Production Outsourcing tile for the number of players and place that near the game board. - Give each player all the pieces in their chosen color (Rockets, Workers, Research Drone, and Tracker cubes) and one Deployment Center card (put any unused Deployment Centers back in the box). - Give each player 1 Player Board (players can choose, or be dealt randomly). If using the Alt side of the player boards, see the Alternate Setup section at the end of the rules. - Give each player starting Facilities, Money, and set their Tracker cubes on the appropriate places on their Player Board. o 1 Level 1 Factory – place a Rocket on the first Production Line space. o 1 Level 1 Research Lab – place a Research cube on the first Research space of each Research Track. o 3 Popularity o Base Income ($3) o 7 Technology Levels (including Training – choose how they should be distributed, no more than 3 in any one track). Apply any additional starting Popularity. o $5 - Place starting Workers on the Deployment Centers based on the starting Popularity. - The last player to have gone stargazing receives the First Player Token. - Player 2 gets $1 extra, Player 3 gets $2 extra, Player 4 gets $4 extra, Player 5 gets $4 extra and 1 Save the Day token. - NOTE: Read the section for Alternate Setup at the end of the rules for changes to these setup instructions if using the Alt player boards with faction abilities.

Race to the Moons - 2 Gameplay The game is played in a series of rounds. Each round consists of two phases: Phase 1 – Worker Placement Take turns assigning workers to one of seven different Actions. You can place as many workers on an Action as that Action allows. Immediately after placing the workers you must pay the cost to gain the benefit of that Action. If you are the first player to use an Action each round, you will get an extra bonus. If you cannot pay the cost of the Action you may not take it. You may not take an Action you have already taken this round. 2-Player Adjustment: In a 2-player game, one of the Actions will have its 1st User Benefit blocked each round. Phase 2 – End of Round At the end of the round there are a few steps that must be taken by all players: - Revenue - License Technology - Advance Production Outsourcing - Advance Rockets - Retrieve Workers Game End The game ends at the end of the round when one player successfully colonizes. Then points are tallied: - Points Earned Per Rocket Per Location: o Colonization = 25 pts o Outpost = 15 pts o Landing = 12 pts o Arrival = 10 pts o Journey ▪ Leg 3 = 7pts ▪ Leg 2 = 5pts ▪ Leg 1 = 3pts ▪ Departure = 1pt - 1 point per active, constructed rocket (including all launched, but not lost rockets, and rockets in the Staging Area). - 2 points for Popularity 15 - 2 points per Technology Level at Level 8, including Training - 2 points per Proprietary Technology Certificate owned - Bonus for Entrepreneur – the player with the most money. o 2 Player Game = 3pts o 3 Player Game = 5pts for first, 1pt for second o 4-5 Player Game = 5/3/1 pts for first/second/third If there is a tie the winner is the player with the most rockets closest to Colonization. If there is still a tie the winner is the player with the most money. When totaling up scores, use the Score Tracker side of the Reference Board and one piece of each player’s color.

Race to the Moons - 3 Component Layouts & Information Board Anatomy

ACTIONS - Name - Corresponding die value for 1 & 2- - Cost & Limits player games.

- Benefit - AI Action for Solo

- 1st User Bonus

MISSION SPACES - End of Game Points - Mission Hold – Indicates that a Mission Control action must be taken to advance from here. - Mission Stage - Research Drone Space – Indicates that a Research Drone will make a Tech Roll at this Mission Space. - Penalties and Rewards for - Technology Roll Needed for Success Technology Rolls during Rocket Advancement Step

Race to the Moons - 4 Player Board Anatomy - Popularity – Determines - Faction Logo. - Resources – This allows you to number of Workers. track Resources available for your - Income – Determines mission. end of round earnings.

- Technology Tracks – Determines which dice to roll for each stage in the journey. - Popularity Boost – When a Tech reaches a level with the symbol, gain a Popularity. - Training – Training your crew gives you a permanent boost to Tech Rolls.

- Proprietary Tech Level – When the - Alt Indicator – The bottom right first player reaches tech level 5 or corner may have an icon that 8 they receive the corresponding shows if it should be used with Proprietary Tech Certificate. the alternate setup and special abilities.

Tile & Card Anatomy

- Title & Symbol - Start Space - Production Outsourcing spaces – start at $20 and move down the track toward $5. - Path Arrows – a reminder of the direction Rockets move along the track. - Player Count – Each Production Outsourcing tile is for a different player count. - Cash out reward – If you pay the amount on the space your Rocket occupies you’ll earn that Rocket or a Save the Day Token and 5 Resources.

Race to the Moons - 5

- Symbol

- Title - Purchase Cost - Level - Research Tracks - Sale Value - Operations Cost

- Symbol

- Title - Purchase Cost - Level

- Launch Pads - Usage Bonus - Sale Value

- Symbol - Title - Level - Production Lines - Purchase Cost - Bonus Resource Production - Sale Value (when maxing out a production line)

- Symbol - Title

- Worker Slots - Purchase Cost

- Sale Value

Race to the Moons - 6

- Title - Symbol

- Worker Slot – 1 - Purchase Cost Worker per turn - Sale Value - Cost to Build a Drone = Lowest - Exhausted Tech + Highest Workers (Cost Tech + $1 per increases by $2 Exhausted Worker per Exhausted Worker) Proprietary Technology Certificate Name Tech Level Needed to Acquire License Fee Owner’s Earnings

Save the Day Tokens Collecting Save the Day tokens is critical to a successful mission. Each Save the Day token can be used to: - Add 1 purple D8 Boost Die to the dice used (max 2). - Re-roll one or more dice. - Press the Mission – attempt to advance a Rocket one more stage in the Mission. - Advance from a Mission Hold space without taking a Mission Control action. This requires 2 Save the Day tokens. Once used, the Save the Day token(s) must be discarded.

Race to the Moons - 7 Gameplay Detail

Phase 1 – Worker Placement Before Phase 1 – For 2-Player Games Starting with the first player and proceeding clockwise, Only each player places 1 or more Workers onto one Action In a two-player game each Worker Placement space on the board or a Facility. You will pay the Cost of phase begins with the 1st User Benefit for one of the Action you choose and then gain the Benefit of that the Action spaces being blocked. At the beginning Action. If you are the first player to use that Action this of each Worker Placement phase, roll one D6 to round you may gain a 1st User Benefit. If you cannot pay determine which Action to block. Mission Control will never be blocked. Place a Worker from a the Cost you cannot take the Action. neutral faction on the blocked Action. This Action You may not use an Action that you have already used this can still be used, but the 1st User Benefit may not round. be gained. Repeat this step at the start of each round. The Invest Action requires that you use all your remaining Workers, thus ending your turns for the current round. 1. Research 2. Production Play repeats until each player has placed all of their 3. Upgrade Facilities Workers. This may result in some players running out of 4. Publicity Campaign 5. Raise Funds Workers before other players. 6. Invest Research Researching allows you to advance a research cube in a Research Lab one space per Worker assigned to the Research action. Research costs $2 per Worker, plus the Operations Cost of the Research Lab used. Each Research Lab has three Research Tracks. Workers assigned to the Research action may be assigned to one track each to advance the cube on that track one space. Advancing Technology If Researching causes a research cube to advance off the end of a Research Track, you may then increase any one Technology (including Training) on your player board one Level and then return the research cube to the first space on the Research Track. If the Technology increases into a space with a Popularity symbol, advance one space on the Popularity track as well. If you choose to advance Training, you may incur additional fees. Training at levels 4, 5, and 6 require you to spend $2 each time you advance. Levels 7 and 8 cost $4. Training your crew gives you a permanent boost during Technology Rolls. Proprietary Technology Certificates Each Technology on the Technology Track has two Proprietary Tech Certificates available at levels 5 and 8. The first player to reach these levels for each technology will earn the Proprietary Tech Certificate for that technology at that level. Training does not have a Proprietary Technology Certificate. During the License Technology step in the End of Round phase, you may increase your technology level to next Proprietary Tech level for that technology by paying the License Fee. Any time another player reaches a level in which you have a Proprietary Technology certificate, whether through Licensing it or through Research, you will earn the smaller dollar value from the bank. Proprietary Tech Certificates are worth 2 points each at the end of the game.

Race to the Moons - 8 NOTE: You do not earn Popularity for any tech levels skipped by paying a License Fee – only levels attained through Research (including Research Drones) award Popularity. In the example to the right, if the Blue player placed three Workers on Research each Research Cube in the Research Lab would advance one space. Since the right cube would advance beyond the last space in the Research Track (and back to the first space), Blue will advance one Technology on the player mat. If Blue was the first player to Research, blue may advance one Research Cube a second time (gaining the opportunity to also move the middle cube beyond the last space to gain another Technology level). Gaining Level 6 Journey Technology will earn Blue a Popularity. If Blue was the first player to achieve Level 5 in Journey Technology, Blue also gains the Proprietary Journey Technology Certificate. In the future, any player may pay $20 to the bank to increase to Level 5 Journey Technology and the Blue player will earn $5 from the bank every time an opponent reaches Level 5 Journey Technology. Full Technology If you are already at the end of the Technology track for all Technologies and increase again through Research, you will earn 1 Save the Day token. If you can still increase at least one Technology you must increase a Technology. First User Benefit If you are the first player to use the Research action this round you may advance 1 extra space on any Research track. - Cost = $2 per Worker, plus the Operations Cost of the Research Lab(s) you use. - Benefit = Increase 1 Research 1 Space per Worker - Worker Limit = 1 per Research Track - 1st User Benefit = Increase 1 extra Research Space, even if that track has already advanced this turn. Production Production powers up your Factories to either build Rockets or other Resources. Building a Rocket is essential to success. Each step in the factory means that a Rocket is closer to completion. Factories have one or two Production Tracks and each track will have one Rocket. Factories may also produce Resources that can be sold for profit or saved to help on Missions. When you choose the Production action you must state whether your Factories will be producing Rockets or Resources. You may not mix types of production. Building Rockets Production costs $3 per Worker and will advance a Rocket 1 Space on a Production Line per worker, max 3 spaces per turn. When a Rocket is completed, i.e. moves off the last space on the track, it will be moved directly to a Launch Pad and a new Rocket (if available) will be placed in space 1 of the Factory’s Production Line. Each player has a limit of 10 Rockets in play at any one time. Producing Resources Instead of advancing a Rocket on the production line, you can use Workers allocated to a factory to Produce Resources. You do not have to pay the $3 fee per Worker assigned this way. You may instead collect two Resources per Worker. Resources produced may immediately be sold for $1 each, or added to your Resource Inventory. You may sell some, all, or none of the produced Resources. Resources that are

Race to the Moons - 9 kept can be used to increase Technology Rolls during the Advance Rockets step of Phase 2 – End of Round. Maximizing Production Level 2 and Level 3 Factories are more efficient and can produce more when their production lines are fully staffed. If you assign 3 Workers to a single Production Line you will earn 1 additional Resource (whether Building Rockets or Producing Resources). If you assign 6 Workers to fill both Production Lines in a Level 3 Factory you will earn 3 additional Resources. All three Workers must be assigned to the same Production Line to gain this benefit, i.e. if you assign two Workers to advance one Rocket two spaces and a third Worker to advance a different Rocket one space you will not earn the extra Resource. If the Blue player places four Workers on Production, Blue can advance both Rockets off the end of the Production Line and to a Launch Pad, placing new Rockets on the first space of the Production Lines. Or the Blue player can gain eight Resources. Either way, Blue will gain one additional Resource for maximizing one Production Line. If Blue advances each Rocket two spaces, then neither Production Line will be maximized and a bonus Resource will not be gained. NOTE: Each Factory Production Line may have no more than 3 Workers assigned to it (one for each of three shifts). All Workers assigned to Production may either advance Rockets or Produce Resources, you may not mix types of production. First User Benefit If you are the first player to use the Production action your first Worker is free, if Building Rockets, or you’ll earn two extra Resources if you Produce Resources. - Cost = $3 per Worker if Building Rockets - Benefit = Increase 1 Rocket 1 Production Line space per Worker OR Produce 1 Resource per Worker. - Worker Limit = 3 per Production Line - 1st User Benefit = First Worker is free OR Produce 2 extra Resources. Upgrade Facilities Upgrading facilities lets you increase your capacity to research, build rockets, gain income, or launch rockets. For each worker assigned to Upgrade Facilities you can build or upgrade one Facility. You must pay the cost of the Facility you are building. You have the option of either building a new Level 1 Facility or upgrading an older Facility. To build a new Level 1 Facility, pay the cost and add the facility to your tableau. A Research cube or Rocket may be placed in the first space of every track on a new Factory or Research Lab card. Launch Stations, Drone Workshops, and Credit Unions remain empty until used.

Race to the Moons - 10 To upgrade a Facility, you must pay the cost of a Facility one level higher than the Facility you wish to upgrade. Then the new Facility card replaces the old Facility card. Any Rocket or Research cubes on the old Facility transfer to the same space in the production/research track of the new Facility. If the new Facility is a Factory with two tracks, both Rockets in the new Facility will be at the same level as the old Facility. If a Research Lab or Factory is upgraded and a Research cube or Rocket was in a space that is not present in the new track, it will go to the last space of the track of the new facility. It is possible to build and upgrade a single Facility multiple times in one turn, provided you have enough Workers and money. Each Worker is fully resolved (i.e. pay for and build or upgrade a facility) before the next Worker is resolved (e.g. upgrade the just built facility). First User Benefit If you are the first player to use the Upgrade Facilities action for the round you will receive a $2 discount. To upgrade from a Level 1 Factory to a Level 3 Factory the Black player will need to place two Workers on Upgrade Facilities and pay $19. If Black is the first user, it will only cost $17. Upgrading from Level 1 to Level 2 will bump the Rocket to the last Production Line space of the Level 2 Factory, however upgrading from Level 2 to Level 3 will add a second Rocket on the last Production Line space of the Level 3 Factory. - Cost = Building Cost - Benefit = Build 1 Building per Worker - 1st User Benefit = $2 discount Publicity Campaign Publicity is important for making sure you have workers that are willing to work for you. Publicity will improve your Popularity and increased Popularity will gain you additional Workers. For each Worker you assign to a Publicity Campaign, you’ll be able to increase your Popularity by one. If Yellow places one Worker on Publicity Campaign it will cost $6 to advance from 4 Popularity to 5 Popularity. This will gain Yellow an additional Worker for the next round. If Yellow places three Workers on Publicity Campaign it will cost $10, but Yellow will advance to 7 Popularity and gain two Workers for the next round. First User Benefit If you are the first player to use the Publicity Campaign action for the round you may place up to 3 workers here and will gain a Save the Day token. The second player to use the Publicity Campaign action may only place up to 2 workers, and any other players using Publicity Campaign may only place a single worker. NOTE: In a 2-Player game the second player may only place a single worker. - Cost = $2 per Worker, plus $2 for each current level of (Popularity) - Worker Limit = 3/2/1 Workers for first/second/additional user (3/1 Workers in a 2-player game) - Benefit = Increase Popularity Track 1 space per Worker - 1st User Benefit = Gain 1 Save the Day Token

Race to the Moons - 11 Raise Funds Raising Funds is never popular, but it is needed to keep the program running. For each Worker placed on the Raise Funds action you will lose 1 or 2 Popularity, but you will also gain money and increase your Income. The more Workers you place on Raise Funds, the more you will earn, but the more Popularity you will lose. You may place up to 6 Workers on Raise Funds.

Workers Popularity Immediate Income Placed Change Earning Increase 1 -1 $3 1 2 -1 $5 1 3 -1 $6 2 4 -2 $9 2 5 -2 $10 3 6 -2 $12 3 First User Benefit If you are the first player to use the Raise Funds action for the round you will either gain an additional $2 per worker or gain 1 Popularity. Yellow places one worker on Raise Funds to gain $3 and increase Income by 1. Since Yellow is the first player to use the Raise Funds action it won’t cost any popularity. Red places five Workers on Raise Funds. Red loses 2 popularity but gains 3 Income and $10. NOTE: You can never drop to 0 Popularity, so you must have enough Popularity to cover the cost. You may apply the First User benefit before adjusting Popularity. - Cost = -1/-1/-1/-2/-2/-2 Popularity depending on number of Workers - Benefit = Earn $3/$5/$6/$9/$10/$12 depending on number of Workers & increase Income Track 1/1/2/2/3/3 spaces depending on number of Workers - 1st User Benefit = Additional $2 per Worker OR +1 Popularity Invest In the event that you cannot take any Actions due to their costs, or any time you choose to, you can use all your remaining Workers to Invest in your program. Each Worker placed on the Invest action will earn you $1. You will also have your choice of gaining 1 Save the Day token or adding 1 Rocket to Production Outsourcing, regardless of the number of workers used to Invest. If you place a Rocket in the Production Outsourcing, move other Rockets along the track, as described in the Production Outsourcing section below. First User Benefit If you are the first player to use the Invest action this round you will gain an additional 3 Resources and the First Player Token. Resources gained this way cannot be sold. If you are already maxed out on Resources you do not gain any additional Resources. - Cost = None, but requires all your remaining Workers

Race to the Moons - 12 - Benefit = Gain $1 per Worker AND either 1 Save the Day token or Add 1 Rocket to Production Outsourcing - 1st User Benefit = 3 Resources AND First Player Token Production Outsourcing When using the Invest action you can choose to place an order to outsource the production of a Rocket or Resources. Place one rocket from your supply on the START space on the Production Outsourcing mat. Then move any other Rockets in the START space to the next space on the track, bumping any Rocket in that space one lower, until all Rockets have been moved to fill any open spaces. Each space can only have one Rocket, except the $5 space, which can have any number of Rockets. At the end of each round all Rockets will move down one space, keeping any empty spaces between Rockets. During any of your turns in the Worker Placement phase, you can choose to pay the amount listed on the space one of your Rockets occupies to either purchase that Rocket and move it to a Launch Pad OR purchase a Save the Day token and 5 Resources (return the Rocket to your supply). Rockets in Production Outsourcing do not count toward finished Rockets at the end of the game. In the example above, Black Invests in production, placing a black Rocket on the Start space. This would bump the red Rocket to $20, yellow to $18, second red to $16, blue to $15, and second yellow to $13. The final blue and red Rockets would not get bumped. Mission Control To win the game you must send your Rockets on missions! There are three major parts of each mission: Journey, Arrival & Landing, and finally Colonization. You may only take the Mission Control action if you have a Rocket that needs mission orders, i.e. on a Launch Pad ready to start the mission or after Arrival in the Gamma Leporis system. NOTE: You must have a Rocket at the time you place Workers in Mission Control. You may take the Mission Control Action and purchase a Rocket from Production Outsourcing in the same turn. Your Rocket does not have to be at a Mission Control location (Launch Pad or Arrival) to use the Mission Control Action – you can take the Action in anticipation of having a Rocket reach Arrival during the Advance Rockets step of Phase 2. Launching To Launch a Rocket you must have a Rocket on a Launch Pad, either on the public Launch Station near the Mission Control space (there is no limit to the number of Rockets that can be here, even though there are only eight spaces on the board), or on your own private Launch Station (maximum one Rocket per Launch Pad). Place a Worker in Mission Control. During the Advance Rockets step of Phase 2 you’ll be able to attempt to launch your Rocket to the Journey Departure space.

Race to the Moons - 13 Progressing a Mission in the Yutu System In addition to Launching, Mission Control is required to progress a rocket beyond the Mission Hold stage at Arrival. To progress a Rocket beyond Arrival, place 1 Worker on the Mission Control action per Rocket to progress. Mission Hold stages (Launch Pads and Arrival) are indicated by an icon: . NOTE: You may also advance a rocket from a Mission Hold stage by spending 2 Save the Day tokens. Optional: You may also purchase additional Save the Day tokens for $5 each (in addition to the $4 per Worker to place here).

Yellow places two Workers on Mission Control to launch the two Rockets on the public Launch Station. These will be Launched during the Advance Rockets step of the End of Round phase. Black places one Worker here to advance a Rocket from Arrival to Landing. Red places one Worker here to launch a Rocket that is on a private Launch Station. First User Benefit If you are the first player to take the Mission Control action this round you can gain 1 Popularity or 1 Save the Day Token. - Cost = $4 per Worker - Benefit = Progress one Rocket to the next phase of the Mission per Worker - OPTIONALLY: Buy additional Save the Day tokens for $5 each. - 1st User Benefit = +1 Popularity OR 1 Save the Day Token Credit Union Workers placed in a Credit Union allow you to either Finance Revenue or Receive Credit. If you choose to Finance Revenue you can increase your Income by 1 for each pair of Workers placed here. If you choose to Receive Credit you can decrease your Income by 1 level for each pair of Workers to get that value in cash. E.g. if you decrease from $8 to $7 income levels you can immediately gain $8. Red can use the Credit Union to either increase Income to 11 or decrease Income to 9 and collect $10 immediately. NOTE: A Credit Union can only be used once per round; however, you may have multiple Credit Unions available to use.

Race to the Moons - 14 Drone Workshop If you have a Drone Workshop Facility you can produce Research Drones. You may place 1 Worker on a Drone Workshop, or an optional second Worker on a Drone Workshop, and pay the Drone Cost. A Drone costs an amount equal to your Lowest Technology Level plus your Highest Technology Level (Training is not included in this calculation), plus $1 for each time you’ve used the Drone Workshop already this round. Then you may immediately launch a Research Drone. When you launch a Research Drone you may immediately make a Technology Roll for three steps in the mission (Journey Leg 1, Arrival, and Outpost – indicated by a double border), adding to that roll your Level in that Technology. You may not spend Save the Day tokens or Resources and do not get a benefit from Training. If you fail at a stage, you’ll earn 1 Tech Level in the technology you failed at, gaining any Popularity for that advancement. Your Research Drone is then lost to science. Return your Research Drone to your supply and do not attempt any additional mission steps. If your Research Drone completes all three stages, succeeding at establishing an Outpost, you’ll earn 1 Save the Day token. Red launches a Research Drone and rolls a 17 for Journey Leg 1 (4 for the Tech Level, plus 13 on two red D12 dice and 15 for Arrival (3 for the Tech Level and 12 on two green D10 dice). The Drone crashes at Arrival, so Red will gain one Level of Arrival & Landing Technology. You may use a Drone Workshop multiple times in a round, but only one Worker may be placed here per turn. Workers placed in a Drone Workshop are moved to the Exhausted Workers area of the Drone Workshop after the Research Drone launches. The cost to build a Research Drone increases by $1 per Exhausted Worker. Workers used to build a Research Drone may not be used elsewhere later in the round. NOTE: Other players may take their turns while you resolve your Drone mission.

Race to the Moons - 15 Phase 2 – End of Round Once all players have placed all Workers, there are five steps that must be taken by all players: 1. Revenue 2. License Technology 3. Advance Production Outsourcing 4. Advance Rockets 5. Retrieve Workers Revenue Collect the amount of money indicated on your Income track. Blue’s Income is $10. License Technology If at least one player has already advanced to Level 5 in a Technology you may pay a License Fee to advance that Technology to Level 5. If at least one player has already advanced to Level 8 in a Technology, and you have at least Level 5 of that Technology, you may pay the License Fee to advance that Technology to Level 8. License Fees are paid to the Bank. The owner of the Proprietary Technology Certificate earns the lesser value any time another player advances to that level, whether by Licensing or Researching the Technology. NOTE: Technology gained through Licensing does not earn the player any Popularity. You may pay for more than one Technology at a time or pay to advance a Technology from below Level 5 to Level 8 by paying all applicable License Fees. Black owns both Proprietary Tech Certificates for the Journey Technology. Yellow already has Level 5 Journey Tech and decides to pay the bank $27 to advance to Level 8. Red only has Level 3 Journey Tech and decides to pay $47 to advance all the way to Level 8. Black earns $19 from the Bank for owning the Proprietary Tech Certificates. Advance Production Outsourcing Every Rocket on the Production Outsourcing board moves down one space toward the $5 space. Rockets already in the $5 space do not move. Advance Rockets Advancing Rockets on their mission is critical to winning the game. Advancing Rockets earns points and drives the game closer to the end. Advancing Rockets is only done when one or more Rockets are being Launched or are already proceeding on their mission. Progress Missions Beginning with rockets closest to Colonization and working back toward the Launch Stations, each Rocket may attempt to advance in its Mission. If there are multiple Rockets at a stage in the Mission, resolve them each individually, in turn order. NOTE: You can tip all Rockets on their sides to indicate that they are attempting to move forward. Once each Rocket is resolved, tip it upright to avoid confusion.

Race to the Moons - 16 Rockets on a Journey, Landing, or the Outpost space MUST advance. Rockets in Launch Stations or Arrival will only advance if the player has placed a Worker on the Mission Control Action for that Rocket or if the player spends 2 Save the Day tokens. NOTE: After advancing a rocket that used a Mission Control action, retrieve that Mission Control Worker. This avoids confusion about whether a Rocket may advance or not if it is at a Mission Hold space. Launch Stations There are two kinds of Launch Stations available. On the game board there is a Public Launch Station that anyone may use. Although there are only eight Launch Pads depicted on the board, space here is unlimited. You do not gain any benefits from using a Public Launch Station. You may also build your own Private Launch Stations. These have either one (Level 1) or three (Level 2) Launch Pads to hold your Rockets. If you successfully advance a Rocket from your own Launch Station to Journey Departure you will earn 1 Popularity. Rockets may not be moved between Launch Stations once they are placed there, however if you have a Rocket on a Level 1 Launch Station it will remain on a Level 2 Launch Station if you upgrade it. Yellow has a Private Launch Station with one Rocket on its Launch Pad. The other two Rockets will remain on the Public Launch Station, even after the Rocket on the Private Launch Station begins its Journey. Technology Rolls Rockets will proceed from the Launch Station to Journey Departure, then to Journey Leg 1, Leg 2, then Leg 3, on to Arrival, then Landing, Outpost, and finally to Colonization. Each step in the mission requires the player to roll several dice, a Technology Roll, to see if that stage in the mission is successful or not. A Technology Roll consists of rolling dice indicated by the Level of the Technology for the space the Rocket is advancing to. E.g. if you are at Level 6 Journey Tech you will roll 2 red D12 Dice and 1 blue D8 Die every time you attempt to progress your Rocket to a Journey space on the game board. Technology Dice As your technology levels increase, you’ll get to roll different combinations of dice. Above the Technology Tracks on your player board are icons that indicate which dice to roll. The icons match the dice colors and have a number in then indicating the type of dice to roll. - Level 1 = 2 Black D6 - Level 5 = 2 Red D12 & 1 Black D6 - Level 2 = 2 Blue D8 - Level 6 = 2 Red D12 & 1 Blue D8 - Level 3 = 2 Green D10 - Level 7 = 2 Red D12 & 1 Green D10 - Level 4 = 2 Red D12 - Level 8 = 3 Red D12 Faction Abilities If playing with Faction Abilities you may have different dice combinations available, as indicated on your player board. If dice symbols are displayed in a Technology level’s space, use those dice instead of the standard level dice. E.g. Level 4 Journey for the Lunar

Race to the Moons - 17 Research Conglomerate is 2 D12 and 1 D6 dice while Level 4 Journey for the Euro-China Technology Pact Members is 2 D10 dice. Training One of the technologies you can research is Training. Training your crew gives all of your Technology Rolls for the mission (not for Research Drones) a boost. For each Training Level you’ve acquired you’ll gain a permanent boost equal to that level. So, if you are at Level 4 in Training, you’ll only have to roll a 10 to succeed at Journey Departure, or an 18 to succeed at establishing an Outpost. Save the Day Tokens Save the Day tokens may be used to help in your missions. Each Save the Day token may be used for one of three things: - Boost your Technology – You may spend one Save the Day token to add a D8 to the dice you roll, max two. - Redo the Mission Stage – You may also spend one Save the Day token to re-roll one or more dice. There is no limit to how many times Save the Day tokens can be used for re-rolls. You may reroll even after achieving Success, in order to gain a bonus, however you risk getting a lower result. - Press On – You may spend one Save the Day token to press on with the mission and attempt to advance a Rocket again. You may do this for as many Save the Day tokens as you have and are able to spend, however you must stop if you fail to advance on a stage. - Bypass Mission Control – For 2 Save the Day Tokens you can move on from a mission stage that requires a Mission Control action. So you may Launch a Rocket or move on from Arrival even if you do not take a Mission Control action. NOTE: To Press On from Arrival, without taking a Mission Control action, you must spend 3 Save the Day tokens, one to Press On and two to Bypass Mission Control. Resources Resources earned through Production can be sold for $1 each at the time they are produced. Resources are also gained if you are the first player to Invest or through Production Outsourcing (these may not be sold). Resources are tracked on your Player Board. You may spend Resources to add 1 to the Technology Roll for each Resource spent. Resources may be spent to increase the Technology Roll beyond what would be possible with dice alone, however you may not spend Resources to gain a value higher than Success. NOTE: Journey Leg 2 and Journey Leg 3 require double resources to be spent to increase some Technology Rolls. If your roll is too poor you may not be able to use Resources at all (you can still use Save the Day Tokens in these cases). Yellow has Level 5 Journey Tech and is moving on from Journey Departure. Yellow only rolled a 12 on the standard dice, plus has Training Level 2 for a Technology Roll of only 14. Luckily Yellow spent a Save the Day token for a Save the Day die, bringing the Technology Roll total to 19. Yellow also could have spent Resources to gain the extra points needed to progress.

Race to the Moons - 18 Failed Progress If you are unable to reach the Success value for a Mission Stage, you will receive a penalty. Depending on how much you missed success by this could be as severe as losing your Rocket (though you’ll gain some Technology from a crash) or as mild as remaining at your current location. NOTE: If you gain Technology from a crash, you will not gain any Popularity associated with the Tech Level attained. Bonus Progress If you are very successful, you’ll gain an additional bonus. This could be gaining Popularity, a Save the Day token, Money, Resources, or advancing further along in the Mission. Penalty/Bonus Icons - Crashed Rocket – Return the Rocket to your supply. - Gain Technology – Gain 1 Level of the related Technology, but don’t gain any Popularity. - Fall Back 1 – Fall Back to the space you were attempting to advance from. E.g. if trying to reach Journey Departure, this would keep you on the Launch Station. If trying to reach Journey Leg 1, this would keep you at Journey Departure. - Fall Back 2 – Fall Back to the space before the one you were attempting to advance from. E.g. if trying to reach Journey Leg 1, this would return your Rocket to a Launch Pad. If trying to reach Arrival, this would return your Rocket to Journey Leg 2. - Double Resources – Spend 2 Resources to increase your Tech Roll by 1. - No Resources – You cannot use Resources to increase your Tech Roll. You may still use a Save the Day Token to re-roll dice.

- - Lose 1 Popularity - Advance 1 – Advance your Rocket an additional space. E.g. if attempting to reach Journey Leg 1, this would advance your Rocket to Journey Leg 2. - Advance 2 – Advance your Rocket two additional spaces. E.g. if attempting to reach Journey Leg 1, this would advance your Rocket to Journey Leg 3. $5 - Gain $5 - Gain a Save the Day Token - Gain 1 Popularity 5® - Gain 5 Resources - Sell Facilities – Your colony is permanent so you may sell all your facilities for their sale cost (the red banner).

Race to the Moons - 19 Launch Pad to Journey Departure - Requirement: Mission Control Action & Journey Technology Roll >= 14 o 1-6 = Crash! Lose Rocket, +1 Journey Tech (no popularity). o 7-9 = Failed Launch! Return Rocket to Launch Pad, lose 1 Popularity. o 10-13 = Delayed Mission! Keep Rocket on Launch Pad. o 14-17 = Success! o 18+ = Well Done! Gain 1 Save the Day token. NOTE: Retrieve the Worker on Mission Control after resolving this Rocket. Journey Departure to Journey Leg 1 - Requirement: Mission Control Action & Journey Technology Roll >= 16 o 1-8 = Navigation Failure! Lose Rocket, +2 Journey Tech (no popularity). o 9-11 = Emergency! Return Rocket to Launch Pad, +1 Journey Tech (no popularity). o 12-15 = Propulsion System Failure! Remain at Journey Departure. o 16-25 = Success! o 26-33 = Great Speed! Advance to Journey Leg 2. o 34+ = Incredible! Advance to Journey Leg 3. Journey Leg 1 to Journey Leg 2 - Requirement: Journey Technology Roll >= 8 o 1-7 = Navigation Failure! Lose Rocket - cannot spend Resources to advance. You may still spend a Save the Day token to re-roll. o 8-13 = Critical Repairs! Remain at Journey Leg 1, or spend double Resources to advance. o 14-23 = Success! o 24+ = Great Speed! Advance to Journey Leg 3. Journey Leg 2 to Journey Leg 3 - Requirement: Journey Technology Roll >= 6 o 1-6 = Navigation Failure! Lose Rocket - cannot spend Resources to advance. You may still spend a Save the Day token to re-roll. o 7-11 = Critical Repairs! Remain at Journey Leg 2, or spend double Resources to advance. o 12-21 = Success! o 22+ = Corporate Endorsements, gain $5! Journey Leg 3 to Arrival - Requirement: Arrival & Landing Technology Roll >= 18 o 1-9 = Gravitational Shear! Lose Rocket, +2 Arrival & Landing Tech (no popularity). o 10-13 = Triangulation Error! Return to Journey Leg 2, +1 Arrival & Landing Tech (no popularity). o 14-17 = Gamma Leporis Flare! Remain at Journey Leg 3. o 18-23 = Success! o 24+ = Livecast your arrival in the Yutu planetary system! +1 Popularity. Arrival to Landing - Requirement: Mission Control Action & Arrival & Landing Tech. Roll >= 20 o 1-10 = Crash! Lose Rocket, +1 Arrival & Landing Tech (no popularity). o 11-19 = Weather Interference, can’t land! Remain at Arrival. o 20-25 = Success! o 26+ = Superb Landing! Gain 1 Save the Day token. NOTE: Retrieve the Worker on Mission Control after resolving this Rocket.

Race to the Moons - 20 Landing to Outpost - Requirement: Colonization Technology Roll >= 24 o 1-12 = Deadly Aliens! Lose Rocket, +2 Colonization Tech (no popularity). o 13-23 = Treacherous Terrain – Find another outpost location! Remain at Landing, +1 Colonization Tech (no popularity). o 24-29 = Success! o 30+ = Prosperous Outpost established! Gain 5 Resources. Outpost to Colonization - Requirement: Colonization Technology Roll >= 25 o 1-8 = Volcanic Activity! Lose Rocket, +2 Colonization Tech (no popularity). o 9-14 = Hostile Environment, find another moon! Return to Landing, +2 Colonization Tech (no popularity). o 15-18 = Failed Harvest! Wait at Outpost. +1 Colonization Tech (no popularity), or spend double Resources to advance. o 19-29 = Seasonal Hindrances - Remain with Ship! Wait at Outpost. +5 Resources. o 30-36 = Success! Game Ends! o 37+ = Permanent Human Colony Established! Sell all your Solar System based Facilities for their sale cost. Game Ends! NOTE: Only advancing from Failed Harvest to Seasonal Hindrances costs double Resources. It is possible to advance from Failed Harvest to Seasonal Hindrances by spending resources, then gain some back from the Seasonal Hinderances outcome, however you must have the resources to spend first. When someone’s rocket reaches Colonization, finish the Advance Rockets step and then end the game. Proceed to adding up points. Retrieve & Prepare Workers Retrieve all remaining Workers from their assigned Actions. Compare Worker Counts to your Popularity Level to determine how many Workers will be available next round. Set aside any extras or retrieve any new Workers from your supply. You may use the Deployment Center cards to track available Workers each round. Game End If at least one player’s Rocket has reached Colonization, the game is over. Proceed to end of game scoring, as described on Page 3.

Race to the Moons - 21 Single Player Variant: Race to the Moons can also be played as a solo game. In a solo game, you play against an AI opponent. There are a few modifications to the rules, mainly in how the AI player makes decisions and how that will impact your decisions. - The AI will always be the first player. - The AI starts with one each of a Level 1 Research Lab and Level 1 Factory. - The AI starts with no Technology. - The AI player does not use money or track Popularity, Income, or Resources. The AI only needs to track Technology on the player board. - The AI does Advance Rockets slightly differently. - Setup is the same for you. As the second player, you will start with $6. - You will take turns as normal, however Invest does not give you the First Player Token. - If the AI takes an Action you’ve already taken, you’ll get a bonus. Worker Placement - The AI will always take the first and last turns each round, as well as a turn between each of yours. - To decide where the AI will play, follow these steps: o Roll 1 D6 die. The die corresponds to an Action: 1 = Research, 2 = Production, 3 = Upgrade Facilities, 4 = Publicity Campaign, 5 = Raise Funds, 6 = Invest. Mission Control will not be available directly by the die. o The AI will place 1 Worker on the action corresponding to the rolled die, if that action is unoccupied (i.e. the Action has not been taken by either the AI or you). ▪ If the action is occupied (by you or the AI), the AI will place 1 Worker on the next unoccupied Action. ▪ If all the Actions have been occupied the AI will place on the first Action in the sequence that the AI has not already taken. ▪ If the AI has taken all Actions, follow the same procedure for the next Action the AI has not taken twice. In this way, it is possible, though unlikely, for the AI to take an Action more than once, but only after taking every Action at least once. o Although not able to be rolled on the die, Mission Control is included when determining which Action the AI will take. o If the AI takes an Action that you’ve already taken, you may take the 1st User Benefit an additional time. o When you place your last Worker, the AI will have one final turn and then the round ends. Actions: The AI takes all Actions, but with slightly modified benefits. If the AI takes an Action first, the AI does not get a 1st User Benefit, but it does block you from getting the 1st User Benefit. If you take an Action first, and then the AI takes the Action, you’ll get the 1st User Benefit an additional time. - 1: Research: The AI will advance each Research cube in the Research Lab 2 spaces. When Research cubes advance off the Research Lab track to produce a Technology, the AI will gain Technology advancements. The AI will only advance Journey, Arrival & Landing, and Colonization Technologies through Research. Advance the lowest Technology one space for each advancement gained. If there is a tie for lowest Technology, advance the first in the list (Journey, Arrival & Landing, then Colonization).

Race to the Moons - 22 The AI will acquire any Proprietary Technology Certificates it earns and if you want to pay to advance to that level you must pay the Bank the full license fee. You’ll earn your Proprietary Tech bonus if the AI reaches a level for which you have a certificate. The AI will advance each of the Research Cubes, resulting in two Technology advances. Colonization will advance to Level 4. The next time Technology advances, Arrival & Landing will advance. - 2: Production: The AI will advance the Rocket(s) in its Factory 2 spaces. When a Rocket is produced move it immediately to the Public Launch Station. - 3: Upgrade Facilities: The AI will advance the Rocket(s) in its Factory 1 space. - 4: Publicity Campaign: The AI will advance the most advanced Research cube in the Research Lab 1 space. If a Technology is earned, advance the Training Technology 1 space. - 5: Raise Funds: The AI will advance each Research cube 1 space. See Research for details on advancing Technology. - 6: Invest: The AI will always add a Rocket to Production Outsourcing. When an AI Rocket moves to the $5 price point it will automatically move to the Public Launch Station. - Mission Control: If the AI takes a Mission Control action, advance the most advanced Research cube in the Research Lab 1 space. If a Technology is earned, advance the Training Technology 1 space. Also, during the Advance Rockets phase, the AI will gain a D8 die for all rolls for all Rockets this round. The AI will only gain 1 D8, even if the Mission Control action is taken multiple times. The AI will still take the Mission Control action for no benefit if it doesn’t have any Rockets on the mission. End of Round During the Advance Rockets step the AI will advance all rockets it has in play, regardless of taking the Mission Control Action or not. The AI does not get any Save the Day tokens or Resources and will only make a basic Technology Roll, with an extra D8 if the AI took the Mission Control action and any Training Bonus. The AI will apply the results of the Technology Roll to the appropriate stage in the Mission. The AI will advance its Rocket(s) as appropriate, including any bonus advancement, or, in the event of failure, apply the appropriate penalty. If the AI cannot take a bonus or penalty, ignore it. If the AI fails to advance a Rocket, advance the Top Research Cube in the Research Lab 1 space. If this results in a Technology being earned, advance the Technology the AI Rocket did not advance from. End of Game - If either you or the AI successfully Colonizes, the game ends after that round. Scoring proceeds as in a normal game, except there is no Popularity Bonus or Entrepreneur Bonus. NOTES: - The AI never pays costs, nor does the AI earn money. - The AI has no Worker limits, but will always place only 1 Worker per Action. - The AI has no Rocket limits. - If you run out of Rockets or Workers, use another player color.

Race to the Moons - 23 - The AI does not have to take the Invest action last. - Mission Control cannot be taken by the AI directly by the roll of the die, but it can be taken if it is the next Action available for the AI to take. Adjusting Difficulty To adjust the difficulty of the single player version, apply any of the below adjustments. To reduce difficulty: - The AI doesn’t take the last turn each round, only the first and alternate turns. - Advance Research cubes 1 space when the AI takes the Research Action. - Advance the Rocket in the Factory 1 space when the AI takes the Production Action. - The AI does not gain a Research advancement if a Rocket does not advance in the mission. - AI Rockets in Production Outsourcing will only move to the Public Launch pad when they are bumped out by another Rocket. Whenever another Rocket (yours or the AI’s) moves into the $5 space, bump any current AI Rocket there to the Public Launch pad. - The AI will only get the Training bonus if the Training Level is higher than the Technology Level for the Technology Roll. E.g. if the AI is at Level 4 Training, Level 5 Journey, and Level 3 Arrival & Landing, do not apply the +4 for Training to a Journey Technology Roll, but include it in am Arrival & Landing Technology Roll. To increase difficulty: - Start the AI with a Level 2 or Level 3 Research Lab or Factory. - Advance Research cubes 3 spaces when the AI takes the Research Action. - Advance Rockets 3 spaces when the AI takes the Production Action. - Start the AI on Level 1 or 2 in all or some Technologies. Beginner - The AI doesn’t take the last turn each round, only the first and alternate turns. - The AI does not gain a Research advancement if a Rocket does not advance in the mission. - The AI will only get the Training bonus if the Training Level is higher than the Technology Level for the Technology Roll. Easy - The AI does not gain a Research advancement if a Rocket does not advance in the mission. - The AI will only get the Training bonus if the Training Level is higher than the Technology Level for the Technology Roll. Standard - Follow the printed instructions. Challenging - Start the AI with a Level 2 Research Lab and Factory. - Start the AI on Level 1 in all Technologies. Insane - Start the AI with a Level 2 Research Lab. - Start the AI with a Level 3 Factory. - Start the AI on Level 2 in all Technologies.

Race to the Moons - 24 Alternate Setup & Faction Ability Rules: If using the Alt side of the cards, use these alternate setups for each player. Players will get the facilities noted below instead of the standard 1 Level 1 Research Lab and 1 Level 1 Factory. Any money listed is in addition to the standard starting cash, including player order bonuses. Each player should also be given the Special Action card for their faction. This Special Action is an ability only available to that player. NOTE: When selecting starting Technology levels during setup, the Training value is based on the column selected, not the value in the box. Starting Training levels must be paid for out of your starting income if they have a cost. E.g. To start at Level 2 Training for the Martian Business Coalition you must spend $4 during setup. Asteroid Developers Union – In the nearly four decades that the Asteroid Developers Union has been flying through space, mining asteroids and building space colonies, they’ve learned a thing or two. Out in the Asteroid Belt they don’t have much research ability, but they do have experience. With their mining infrastructure they have a jump on manufacturing and already have some suitable launch stations. The people working in the asteroid belt are already well trained for life in space and are very enthusiastic, but the population is pretty low. That initial burst of skilled workers will become more difficult to grow later in the race. But with all that asteroid wealth, income isn’t much of an issue. - No Research Lab - 2 Level 1 Factories - 1 Level 3 Launch Pad - 1 Drone Workshop - 1 Rocket on the last space of a Factory Production Line - +$2 - Special Action: Build & Launch – Place 2 or 4 Workers here, pay $7 for each pair of workers to advance 1 Rocket two Factory spaces per pair of workers. Any completed Rockets may use the Launch Pads on this action to Launch this round without having to take a separate Mission Control action. Lunar Research Conglomerate – The Lunar Research Conglomerate has been doing scientific research since the Moon was first colonized in 2038. Most of their advancements have been in spacefaring technologies, so they are well poised to complete this journey, if they can only scrounge up the materials needed. That’s not easily accomplished with a small team of scientists, but at least they have a launch pad and rocket ready to go from their last research project. - 2 Level 2 Research Labs - No Factory - 1 Level 1 Launch Pad - 1 Rocket on the Level 1 Launch Pad - Special Action: Tech Auction – Move 1 Technology backward 1 step to earn $2 per Worker placed here and advance 1 Income level.

Race to the Moons - 25 Martian Business Coalition – While their population is small, the Martian Business Coalition knows money. They have money and facilities, so it’s just a matter of putting all that to good use. As an off-Earth organization they do have pretty good technology, especially when it comes to building extraterrestrial outposts. They’re hoping to use what they’ve learned in making Mars habitable when they arrive in the Gamma Leporis system. - 2 Level 1 Research Labs - 1 Level 1 Factory - 1 Credit Union - +$4 - Special Action: Work for Hire – For every Worker placed here, pay $3 and gain 2 other temporary Workers to use later this round. Research Cubes can be used for temporary workers if necessary. Euro-China Technology Pact Members – By the middle of the 22nd century there were over 12 billion people living on Earth. Over 25% of those people live and work in the merged Euro-China Technology Pact regions. There is no shortage of workers. However, the overcrowding in the regions, social programs, and environmental cleanup plans after hundreds of years of neglect mean the country does not have much income and they have no special technology or research capabilities. But the race is on and the region still has plenty of manufacturing capabilities. - 1 Level 1 Research Lab - 2 Level 1 Factories - 1 Level 2 Factory - 5 Resources - +$1 - Special Action: Labor Force – For each Worker placed here, place the same number of workers on any other Action. Pay to do that Action for that many Workers and gain that Action’s First User benefit, even if you or another player previously used that Action. North American Alliance – For over 150 years North America was the seat of technological advancement. But as the cutting edge moved off-world, technology advancements also came from off-world. The workforce and income plateaued in the past 50 years, however, the North American Alliance still has a great capacity for research and manufacturing. - 1 Level 1 Research Lab - 1 Level 2 Research Lab - 2 Level 1 Factories - 1 Drone Workshop - 1 Credit Union - 8 Resources - Special Action: Think Tank – $3 per Worker, plus Research Lab Operations Cost to advance 1 Research Track a number of spaces equal to the number of Workers.

Race to the Moons - 26 General Special Actions – Each Faction can also be played with the standard side. If all players use the standard side, then they should all use only the board Actions. If players mix and match sides, players using the standard side will use the standard setup and this general Special Action. - Special Action: Reassignment – For each Worker placed here, move up to two Workers from one already taken Action to any available Action, following regular placement rules. Can only be used to Invest if you have no more Workers available.

Race to the Moons - 27 Credits: Game design by: George Jaros – http://georgejaros.com/GJJGames Artwork & Graphic Design by: George Jaros – some artwork from Pixabay.com Special Thanks: Julie Zaborac, Mike Jaros, Sam Jaros, Andrew Jaros Playtesting By: Julie Zaborac, Sam Jaros, Mike Jaros, Kevin Winchell, Rick Ford, Gabriel Ford, Seth Ford, Stan Kordonskiy, Seth VanOrden, Eric Engstrom, Matt Short, Tony Czekala, Jason Brooks, Howard Beatty, Randy Ekl, Jim Wesley, Troy Pichelman, Lucas Gerlach, Tony Kafka, Aaron Bluestein, Ben Konrad, Lindsay Konrad, Neil Roberts, Michael Yanikowski, Beth Harris, Scott Harris, and all the players at Protospiel events and The Gaming Goat in DeKalb. A note on the setting: Gamma Leporis is a real star system in the Sirius group. The system can be seen in the south-central portion of , the Hare . The system is interesting in that the two main can be distinguished with a pair of binoculars. It is believed that they system may even have a third stellar component. The Gamma Leporis system is currently one of the target systems for NASA’s Terrestrial Planet Finder (TPF) program, which is searching for Earthlike planets orbiting in the habitable zones of nearby star systems. The planet Yutu is fictional, however it is based on large that have been discovered in other star systems. The belief is that, even just outside the normal habitable zone, heat from a gas giant may make its moons warm enough to support life. The name comes from the Moon Rabbit, or Jade Rabbit from Chinese folklore. Yutu lives on the moon, constantly pounding herbs into the elixir of life for the Moon goddess Chang'e. Yutu was also the name of a Chinese lunar rover that was sent to the Earth’s moon in 2013. Race to the Moons was partially inspired by Allen Steele’s Coyote novels, which are set in a similar environment in the 47 Ursae Majoris system. Copyright © 2016-2019 This work is licensed under the Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License. To view a copy of this license, visit http://creativecommons.org/licenses/by-nc-sa/4.0/

GJJ Games http://georgejaros.com/GJJGames

Race to the Moons - 28

GJJ Games http://georgejaros.com/GJJGames