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Exoworld Rulebook Web

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0% found this document useful (0 votes)
21 views

Exoworld Rulebook Web

Uploaded by

renio75
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 16

RULES

In a desperate attempt to perpetuate humanity, when climate change on Earth was irreversible, several
manned spaceships were sent out of the Solar System, hoping to find worlds where they could establish
a colony and start a new civilization. Each spacecraft was sent with more than 30 cryopreserved colonists
on a journey of hundreds of years to different nearby stars, confirmed to have at least one planet that
could support life. You are part of this group of brave volunteers who left everything behind in the distant
past. Your ship successfully landed and deployed the initial base, but now you are on your own, in a
race against time to deploy the basic life support systems needed for long-term survival. You were well
trained for this, but this is no longer a simulation. You are on a vital mission and cannot afford to make
any mistakes.

GAME OVERVIEW
Exoworld Survival is a cooperative survival game Players lose if the Emergency supply token
where you and your team have to settle a self- ( ) reaches 0, which can happen because of
sustaining base on a planet far away from the resource depletion.
Solar System before your vital resources are
depleted. Including the TRAPPIST-1 expansion, there are
12 Scenarios you can play, each with a different
You arrive to the planet with a full supply of exoplanet to colonize, with a specific set of ambient
oxygen ( ), water ( ), food ( ) and energy ( ), conditions and events.
but these resources are consumed turn after turn,
according to their respective production levels Also, each player has a unique character with a
( , , , ). set of traits and a special skill that can help you
increase your chances of survival.
Players win if they get all four Production levels
to 0 or a higher value, which means the colony
is self-sustainable. This is achieved by deploying
different modules around your Home Base,
forming a grid-based board.

2
COMPONENTS

20
+3
19
18
+2
17
PROXIMA CENTAURI B

16 Difficulty:
+1 INITIAL PRODUCTION LEVELS AND SUPPLIES AMBIENT CONDITIONS
15
SPECIAL RULES FOR SETUP
14 -2 -2 -2 0 1 1
4 PROXIMA CENTAURI B
Protocol cards
0 in the Player Deck Radiation Atm. Pressure

13 Face-up cards
15 15 15 15 1 CO2 0
2
Production Levels

always available
12 HOST STAR PLANET INFO ORBITALHumidity
DATA
Carbon Dioxide

-1 Name: Proxima Centauri Mass: 1.27 M Semi-major Axis: 0.05 AU


Supply

11 NORMAL SCENARIO EVENT: PERIHELION Constellation: Centaurus CRITICAL Radius:SCENARIO EVENT: 1.20APHELION
R Eccentricity: 0.12
Distance To Earth: 4.2 ly Radiation Flux: 0.78 S Orbital Period: 11.2 d
10 We are currently facing the sun preciselySpectral
during Type:
the M5.5Ve Warning! We are
Average passing through
Temp.: 14°C the point furthest
Rotation from 7.5 d
Period:
perihelion, when we are closer to our star. This means 0.12 M our star, rightGravity:
as we enter our0.92-week long night.
Day: We will 22.7 d
-2 Mass: Surface g Solar
9 we will have to withstand high temperatures
Radius:for 0.15 R needAtm.a lotPressure:
of heat and 0.60
food atm
to get through this period.
Axis Tilt: 1.3°
a week or so. Surface Temp.: 3000 K ESI: 0.94 Moons: 0
-2 -?
8 -2 -1
-3 Reduce the Food supply by 2. Also, reduce the Energy
7 Reduce LANDING
the WaterREPORT
supply by 2 and the Energy supply by 1. supply by 1, plus 1 additional per each Solar Panels
module installed and working.
This is the only habitable planet orbiting Proxima Centauri, the closest star to our former solar system, which we
6 left behind many years ago. Surprisingly, this planet has many physical similarities to Earth, such as gravity and
-4 average temperature, although it is slightly larger and orbits much closer to its host star. Its rotation is in a 2:3
5 resonance with its orbital period, which means that days and nights last 11 Earth days each. This, together with the
fact that its orbit is quite eccentric, means that on the surface there is an extreme temperature variance. We have
4 not found fresh water on the surface, so we will have to resort to other methods to obtain it.
-5
3
2
1

0
12 Double-Sided 4 Production
Scenario Boards Tokens
1 Resources Board

5 Supply Tokens 4 Shutdown 12 Leak and 4 Reversible


Tokens 3 Emergency Tokens Action Tokens

Intensive
Protocol Normal Critical
Scenario Event Scenario Event
Search
Rapid
Protocol Normal Critical
Item Scenario Event Scenario Event
Energy Drink Response Protocol Normal This planet is not Critical
going
Air Revitalization Module Focused This planet has its temper…
Scenario Event to make thingsScenario
any easier…Event Home Base
System Production This planet has its temper…
This planet is not going
to make things any easier…
This planet is not going
This planet has its temper…
to make things any easier…

PLAY ANYTIME - NOT AN ACTION


PLAY ON YOUR TURN - NOT AN ACTION
Play this card to move any number of PLAY
Play AFTER
this card REVEALING
to take a card AN EVENT On each player’s turn:
+1 of times
spaces, any number -1 this turn, of your choice from the Player Deck.
spending no actions to do so. Play PLAY
this ANYTIME
card to skip-theNOTeffect
AN ACTION
of Read the normal event described on the Read the critical event described on the Perform 4 actions.
Shuffle the Deck afterwards. current scenario card and apply its effects. current scenario card and apply its effects.
This unit monitors the composition of the the event card that was just revealed. Read the normal event described on the Read the critical event described on the
Playbe
(Cannot this cardontocritical
used increase the supply
events.)
cabin atmosphere, removes carbon dioxide
of any basic resource by 3. current scenario card and apply its effects. current scenario card and apply its effects. Reveal an event card.
and controls trace contaminant. Read the normal event described on the Read the critical event described on the
(Not the Emergency supply) current scenario card and apply its effects. current scenario card and apply its effects.
Update the resource supply.

46 Player Cards 50 Event Cards 1 Home


(30 Modules, 4 Items, 12 Protocols) (35 Normal Events, 15 Critical Events) Base Card

Architect
Civil Engineer
Commander
ACTIONS

MOVE
Move your pawn up to the number of spaces
indicated in your character’s speed.
PRODUCE SUPPLIES ACTIONS
Increase by 1 the supply of the resource which corresponds
DRAW
to your current location. MayAnotCARDbe used at Home Base.
SHUT DOWN Draw a card from the Player Deck or one
Place a Shutdown tokenof theonface-up cards.where you are,
the module
2 6 reverting its effects RECYCLE
REPAIR
REVEALED
on the production CARDS
levels.
Discard and replace the face-up cards.
2 BLUEPRINTS ANALYSIS
As an action, reveal two extra face-up
4 Remove a token (ex: Leak, Emergency, Shutdown, etc.)
TRANSFER A CARD
3
cards, up to a maximum of 5.
Don’t replace MATERIAL OPTIMIZATION
face-up cards drawn until
6 from your current location, canceling
Either give a card its effects. player in your current location,
to another
OR receive a card from that player.
When
they you deploy
go back to theiradefault
module, you may keep
number.
ENDURANCE
one of the cards used to pay its cost. DEPLOY A MODULE
Once per turn you may do Deploy a module from your hand in a free space adjacent
the Move action for free. to your pawn, paying the indicated cost and modifying
the production levels accordingly.

12 Character Cards 5 Reference Cards 5 Player Pawns 4 Fatige, 4 Landslide


and 4 Frozen tokens

3
SETUP
1 Choose Scenario 6 Prepare the Event Deck
First, choose the Scenario that you will play. a. Separate the Critical Event cards from the
Normal Event cards and shuffle each deck
Each Scenario corresponds to a distinct exoplanet independently.
with specific conditions and events. If this is b. Place 5 random Critical Event cards face down,
your first time playing Exoworld Survival, we side by side. Put the remaining cards away,
recommend you start with Proxima Centauri b. without looking at them.
c. Place 4 random Normal Event cards on top of
2 Set up the Resources Board each Critical Event card. Put the remaining
a. Place the Resource board where all players can cards away, without looking at them.
see it. d. Shuffle each of these 5 piles separately, and
b.  Place the 4 Production level tokens in the finally stack them on top of each other, forming
position indicated in the chosen Scenario. the Event deck.
c. Place the 4 Resource supply cubes in the position
indicated in the chosen Scenario. This deck should never be shuffled.
d. Place the Emergency supply cube on the top
space of its track. 7 Define the Characters
Each player takes 2 random Characters and
3 Place the Tokens chooses 1 of them.
Take all the game tokens and place them near the
Resource board. You can discuss which character to choose.

4 Prepare the Player Deck 8 Place the Pawns


a. Remove all Protocol cards from the Player Deck. Each player takes one Reference card and places
Shuffle all Protocol cards and randomly select a the corresponding colored pawn on the Home
number of Protocol cards to add back to the deck Base.
as indicated in the Scenario ( ). Return unused
cards to the box. 9 Initial Cards
b. Then, shuffle the Player Deck and place it face Each player draws 2 cards from the Player Deck
down, within the reach of all players. to form their initial hand.
c. Finally, reveal as many cards as indicated in the
chosen Scenario ( ), and place them face up Player cards can be displayed on the table.
next to the Player Deck.
10 First Player
5 Deploy the Home Base The first player is the player who has last looked
Place the Home Base card face up in the middle of at the night sky. Give them 4 action tokens.
the table, with plenty of space around.

The colony will be built around this card by


deploying module cards and creating a grid-
based board.

4
PROXIMA CENTAURI B

Difficulty:
INITIAL PRODUCTION LEVELS AND SUPPLIES AMBIENT CONDITIONS
20
SPECIAL RULES FOR SETUP
-2 -2 -2 0 1 1 +3
4 Protocol cards
Radiation Atm. Pressure
19
in the Player Deck

Face-up cards
15 15 15 15 1 CO2 0 18
2 always available Carbon Dioxide Humidity
+2
17

1 NORMAL SCENARIO EVENT: PERIHELION

We are currently facing the sun precisely during the


perihelion, when we are closer to our star. This means
CRITICAL SCENARIO EVENT: APHELION

Warning! We are passing through the point furthest from


our star, right as we enter our 2-week long night. We will
+1
16
15
we will have to withstand high temperatures for need a lot of heat and food to get through this period. 14
a week or so.
-2 -? 0
-2 -1
13

Production Levels
Reduce the Food supply by 2. Also, reduce the Energy
Reduce the Water supply by 2 and the Energy supply by 1. supply by 1, plus 1 additional per each Solar Panels 12
module installed and working. -1

Supply
11
10
-2
9
8
-3
7

4
Protocol
Hydrogen Module Focused
Fuel Cell Production
6
-4
5
4
-5
3
-1 +1 +1

This unit generates continuous


electricity from a controlled chemical
PLAY ANYTIME - NOT AN ACTION
Play this card to increase the supply
2 2
1
reaction between hydrogen and of any basic resource by 3.
oxygen, which also produces water. (Not the Emergency supply)

5
Home Base

On each player’s turn:

Perform 4 actions.

Reveal an event card.

Update the resource supply.

8
ACTIONS

DRAW A CARD
Draw a card from the Player Deck or one
of the face-up cards.
RECYCLE REVEALED CARDS
Discard and replace the face-up cards.

TRANSFER A CARD
Critical
Critical Normal
Normal Either give a card to another player in your current location,
Critical
Scenario Event
Critical
Scenario Event Normal
Scenario
Normal
Scenario Event
Event
Critical
Scenario Event
Critical
Scenario Event Normal
Scenario
Normal
Scenario Event
Event OR receive a card from that player.
Critical
Scenario Event
Critical
Scenario Event Normal
Scenario
Normal
Scenario Event
Event
This planet
Scenario is not
Critical going
Event Normal
This planet
Critical
Scenario is not going
Event ThisScenario
Normal Event
ThisScenario Event
planet has its temper…
toThis
makeplanet
Scenario is any
things not going
Event
easier… ThisScenario
planet Event
has its temper…
toThis planet is any
not going
Scenario
make
toThis
make
toThis
make
toThis
make
things
planet
things
planet
planet
Event
is any
not
is any
things
is any
things
easier…
going
easier…
not going
easier…
not going
easier…
ThisScenario Event
planet has its
planet has its
temper…
temper…
This planet has its temper…
This planet has its temper…
DEPLOY A MODULE
This planet is not going This planet has its temper…
toThis
make
toThis
make
to make
things
planet is any
things
planet is any
things
easier…
not going
easier…
not going
any easier…
This planet has its temper…
This planet has its temper… Deploy a module from your hand in a free space adjacent
to make things any easier… This planet has its temper…
to make things any easier… to your pawn, paying the indicated cost and modifying
the production levels accordingly.

6 Read the critical event described on the


Read the critical event described on the
Read the
current
Read the
current
criticalcard
scenario event
criticalcard
scenario
anddescribed
event apply itson
anddescribed
apply itson
the
effects.
the
effects.
Read the normal event described on the
Read the normal event described on the
Read the
current
current
normal
scenario
Read the normal
scenario
event
card anddescribed
event
card
apply its on
anddescribed
the
effects.
apply its on the
effects.
Read the
current criticalcard
scenario event
anddescribed
apply itson the
effects. Read the
current normal
scenario event
card anddescribed
apply its on the
effects.
Read the
current criticalcard
scenario event
anddescribed
apply itson the
effects. Read the
current normal
scenario event
card described
apply its on
anddescribed the
effects.
Read the
current criticalcard
scenario event
anddescribed
apply itson the
effects. Read the
current normal
scenario event
card and apply its on the
effects.
Read the criticalcard
event
anddescribed
apply itson the Read the normal event
anddescribed
apply its on the

9
current scenario
Read the criticalcard
event effects. current scenario card effects.
current scenario
Read the criticalcard anddescribed
event apply itson the
effects. Read the
current normal
scenario event
card anddescribed
apply its on the
effects.
current scenario anddescribed
apply itson the
effects. Read the
current normal
scenario event
card anddescribed
apply its on the
effects.
current scenario card and apply its effects. current scenario card and apply its effects.
current scenario card and apply its effects. current scenario card and apply its effects.

1 each 4 each
7
Water Recovery Module
System
Architect

6 +1 -1

This system treats wastewater and vapor

2 6 through a series of filters and chemical


processes, in order to produce water
BLUEPRINTS ANALYSIS fit for human consumption.
As an action, reveal two extra face-up
cards, up to a maximum of 5.
Don’t replace face-up cards drawn until
they go back to their default number.

Shuffle each
10

Do not
shuffle

5
SCENARIOS
This game comes with 12 different Scenarios to Ambient Conditions
play, each with a different initial configuration, as Each planet has a set of four specific ambient
well as specific ambient conditions and Scenario conditions:
events that you have to consider when planning
your strategy to survive. Radiation
Atmospheric pressure
Scenario Board - Stats and Lore
CO2 Carbon dioxide concentration
KAPTEYN B
Humidity
HOST STAR PLANET INFO ORBITAL DATA
Name: Kapteyn Mass: 4.80 M Semi-major Axis: 0.17 AU
Constellation:

Spectral Type:
Pictor
Distance To Earth: 12.8 ly
sdM1
Radius:
Radiation Flux:
Average Temp.:
1.60 R
0.43 S
-39°C
Eccentricity:
Orbital Period:
Rotation Period:
0.21
48.6 d
29.5 h
Each of these conditions has a value (from 0 to 2)
which affects how efficient some of your modules
Mass: 0.27 M Surface Gravity: 1.9 g Solar Day: 30.3 h
Radius: 0.29 R Atm. Pressure: 2.66 atm Axis Tilt: 29.3°
Surface Temp.: 3550 K ESI: 0.77 Moons: 1

LANDING REPORT
This is known as a “psychroplanet”: a cold planet completely covered by a thick layer of ice, which may have a deep ocean
of liquid water underneath, like Jupiter’s moon Europa. This planet is significantly larger than Earth, and has a dense
will be when deployed on this specific planet.
atmosphere that distributes the heat around the globe. There are no water clouds, as it is too cold for them to exist. These
icy worlds usually present cryoseisms, or “frost earthquakes”, which are seismic movements caused by the expansion,
contraction, or fracturing of the giant ice layers. There is plenty of freshwater to drink and use. However, we will need lots of
energy to heat the base, and the strong gravity implies that our body will need more oxygen and energy than usual, as we

Scenario Events
will have to exert more effort than on Earth.

Scenario Board - Game Rules These are events that are specific to each
Scenario, and define what effect will occur when
you draw a “Normal Scenario Event” or a “Critical
KAPTEYN B

Difficulty:
INITIAL PRODUCTION LEVELS AND SUPPLIES AMBIENT CONDITIONS
SPECIAL RULES FOR SETUP
2 Protocol cards
in the Player Deck
-5 1 -3 -2 0
Radiation
2
Atm. Pressure
Scenario Event”. They may happen more than once
per game, or not at all.
Face-up cards
20 20 20 20 2 CO2 2
2 always available Carbon Dioxide Humidity

NORMAL SCENARIO EVENT: GLACIAL CRYOSEISM CRITICAL SCENARIO EVENT: TEMPERATURE DROP

Quite a strong “frost earthquake” shook our base, Warning! The temperature has dropped so low that pipe
giving us a good scare and activating the emergency insulation will be insufficient; We need to warm or empty
system of some modules. We will have to check the pipes so that they do not break when the water freezes.
the equipment.
? -2

Place a Shutdown token on every working module that


Place a Shutdown token on a working module adjacent consumes water. You can reduce the Energy supply by 2
to your pawn, if there are are any. In addition, recycle to prevent each module from turning off.
the face-up cards.

Initial Setup
Each Scenario has a unique setup that defines the
number of Protocol cards you will play with, and
how many cards will be available to draw face-up.

It also specifies how many supplies of each


resource you start with, as well as their initial
Production level.

6
PLAYER CARDS
Each player has a hand of cards, which can be Module Cards
seen by the other players during the game.
Modules can be deployed around the Home Base,
expanding the colony, and creating a grid-based
Player Cards and Discard Pile board, where players will be able to move around.
During the game you will be able to draw cards Card Card
from the Player Deck and from the face-up cards name type
next to it to use them for different actions.
Resource type
and color
Used cards go to the Discard Pile, which is formed
next to the Player Deck. Players are free to check
the Discard Pile at any time. Deploying cost

When the Player Deck runs out of cards, the


Discard Pile must be immediately shuffled and
placed face down, forming the new Player Deck. Effect on
Production Levels
when deployed
The Player Deck includes 3 types of cards: Modules, Description
Items and Protocol cards.

Hand Limit Deploying a module immediately modifies the


Each player has a hand limit indicated in their Production levels according to the information
character’s card ( ). displayed on each card. The supplies of each
resource are not adjusted until the Resource
If you exceed this number at the end of any Update step.
player’s turn, you must discard a number of cards
in order to get back to your hand limit. To deploy a module, you must discard cards from
your hand that match the resource types shown
on the Deploying Cost. Your character must also
Note: Only Player cards count towards be adjacent to the empty location where you
your hand limit. Your Character, are deploying the module. Diagonals are not
Reference and other cards are not considered adjacent.
part of your hand.
Deploying modules and keeping the right ones
active are necessary to win the game, as this is
the only way to increase the production levels to
get to a self-sustaining base.

7
Item and Protocol Cards Card
name
Card
type
Every Item and Protocol card has a unique effect,
which can be used by discarding the card. Resource or Coordinated
Protocol
wild card icon Work

Item cards can only be played during your turn,


while Protocol cards can be played during any
player’s turn.

In addition, Protocol cards are wild cards, so they


can be used as cards of any color you need instead
of their printed effect. Rule reminder PLAY ANYTIME - NOT AN ACTION
Play this card so that the current player can
Effect receive up to three cards from other players,
regardless of their location.
description

GAME SEQUENCE
Players take turns in clockwise order, beginning
with the first player. Each player resolves their
whole turn before play continues with the player
to their left.

Each turn is divided into 3 steps:


1. 
Actions: Perform up to 4 actions.
2. 
Event: Reveal an Event card and apply its
effects.
3. 
Resource Update: Update the resource
supply.
There is a reminder of these steps on the Home
Base card.

Note: The Event and Resource update


steps must be performed on EACH
player’s turn, and not only after all
players have had their turn.

8
1. ACTIONS
On your turn you may perform up to 4 actions.
You may select any combination of the actions Note: When the effect includes the icon
listed below and in any order. You may do the for radiaton ( ), atmospheric pressure
same action multiple times, but each time counts ( ), humidity ( ) or CO2 concentration
as 1 action. ( CO ), refer to the current Scenario to
2

know it’s value.

Note: To keep track of the number of


actions you have left, you can take the The deployment cost indicates which kind of cards
4 Action tokens ( ) and flip them as you must discard from your own hand to deploy
you spend your actions. that module. If you don’t have the required cards,
you can’t perform this action.

Actions
Draw a Card
Example: to deploy a “Moisture
Either draw one of the face-up cards or the top Vaporator” module, you will need to
card from the Player Deck and add it to your hand. discard a red and a yellow card ( ,
If you draw one of the face-up cards, replace it ) from your hand and place the
with the top card of the Player Deck. module in a free space adjacent to
your pawn.
Recycle Revealed Cards
Discard all the face-up cards and replace them With that, increase the water
with the same number of cards from the Player production level ( ) according to the
Deck. current planet’s humidity ( ), and
decrease the energy production level
Transfer a Card ( ) by 1. By doing this you have spent
Either give a card to a player OR receive a card from one action.
a player. Both players must be in the same module
Module
to perform this action, and both must agree to do Insect Farm

it. Each card transferred costs one action.

Deploy a Module
Deploy a module from your hand in an empty
space adjacent to your pawn (not diagonal), by
paying its deployment cost. Immediately increase -1 +1

and/or decrease the resource production levels This farm breeds insects and
arachnids for human consumption,
as indicated on the card. as they are easy to farm and have
a high nutritional value.

9
Move Shut Down
Move your pawn from one module to another up to Place a Shutdown token ( ) on the module you
the number of spaces indicated on your character’s are in to turn it off. Shutting down a module cancels
speed trait ( ). Movement between modules can its production, which means the production levels
only be orthogonal (up, down, left, or right), not must be modified back as if it was not deployed.
diagonal, and each module counts as one space.
You may not move through empty spaces, you
must move through deployed modules. Note: Modules are always on (working)
when first deployed, but in some cases,
Produce Supplies it is convenient to shut a module down,
Increase by 1 the supply of the resource for example if it consumes a resource
corresponding to the module you are in (but not in that is scarce.
the Home Base).

Example: If your pawn is on a food Note: Do not remove Leak or Emergency


module ( ` ), youHydroponic
can
Farm spend actions to
Module
tokens form a module when shutting it
increase the food supply ( ) by 1 per down. Those effects continue.
each action spent.

Repair
+1 +1 -2
Remove one Leak token ( , , , ) ,
Note: This This
action cannot be used on Emergency token ( ) , Shutdown token
module contains several hydroponic

the Home Base, by LED as it is food not related to


cultivation racks illuminated
lights, producing
( ) or any other token from your current
with little water consumption.
any resource. The Emergency supply location, cancelling any effects it may produce.
cannot be increased this way. Only one token is removed when taking the
repair action.

Note: Some of these tokens can appear


because of Event Cards (See page 12).

Special Skill
Some characters have unique actions that can
be used during their turn. Refer to the Character
card to determine if their ability uses an action.

10
Example: Eve plays with the Commander and begins her turn at the Home Base with a blue card
in hand. As her first action she draws a Hydroponic Farm from the face-up cards ( ), replacing
it with the top card of the Player Deck. She needs two blue cards to deploy the Hydroponic Farm,
so she uses his second action to request one from William ( ), as both are on the same module.
She spends her third action deploying the Hydroponic Farm on an empty space next to her ( ),
discarding the two blue cards and modifying the corresponding levels of Oxygen, Food, and Energy
production as indicated in the module. She then uses the Special Skill of the Commander ( )
to move for free to a module up to 3 spaces away, and spends her last action removing an
Oxygen Leak token from there ( ). Finally, she reveals and resolves an Event card, and updates
the resource supply according to the new production levels.

Subterranean Module Home Base


Extractor

Crew
Coordinator

+2 -1 On each player’s turn:

Perform 4 actions.
This machine drills and then pumps
the liquid or frozen water found
beneath the surface of the planet, Reveal an event card.
which then must be treated.
Update the resource supply.

2 4
TASK REASSIGNMENT
Once per turn, as a free action,
you may transfer a card between any
two players (including you), regardless
of their location on the base.

20
Hydrogen Module +3
Insect Farm
Module Fuel Cell
Hydrogen Module 19
Fuel Cell Commander
18
+2
17
16
+1
15
ACTIONS
-1 +1 -1 +1 +1
DRAW A CARD
14
This farm breeds insects and
-1 +1 +1
This unit generates continuous 3 6
Draw a card from the Player Deck or one 0
arachnids for human consumption, electricity from a controlled chemical of the face-up cards. 13
as they are easy to farm and have reaction between hydrogen and RECYCLEENDURANCE
REVEALED CARDS
Production Levels

a high nutritional value. Thiswhich


oxygen, unitalso
generates
produces continuous
water. Discard and replace the face-up cards.
electricity from a controlled chemical Once per turn you may do
TRANSFER A CARD
the Move action for free.
12
reaction between hydrogen and
oxygen, which also produces water.
Either give a card to another player in your current location, -1

Supply
OR receive a card from that player.
11
DEPLOY A MODULE
Deploy a module from your hand in a free space adjacent
to your pawn, paying the indicated cost and modifying 10
the production levels accordingly.
-2
9
8
-3
7
Module
Biofuel Plant 6
-4
5
4
-5
3
2
-1 +2
1
This plant produces bioethanol
through the action of microorganisms
and enzymes through the
fermentation of organic waste. 0

More About Player’s Actions


During the game, players can talk and advise each other; however, it is the current player who decides what
to do with their actions. Players can see each other’s cards anytime unless an Event card says otherwise.

You may NOT perform an action if, as a result, the production level of a resource would fall below -5 or
increase above +3.

If your character has free actions, you may perform them after your fourth normal action, before revealing
the Event card.

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2. EVENTS
After performing all your actions, you must draw
and read the top card of the Event Deck, applying
its effects. The Event Deck contains Normal Events, Example: An event indicates that a
which usually have minor effects, and Critical Water Leak token ( ) must be placed in
Events, which produce much more adverse effects an unoccupied module of your choice in
you and your team must be prepared to face. After case there is one. While nobody repairs
resolving an event, put the card in a discard pile the damage, the Water supply ( ) will
for those cards only. decrease by 1 additional space each turn
during the Resource Update phase.

Note: If you must draw an Event card


and there are no more left, you must
reduce the Emergency supply by 2 Note: If all 3 Leak tokens of one
spaces instead. resource are placed on the base, no
more of that type can be added due to
any kind of event. This is valid for any
Some type of effects that may appear on these token.
cards are explained below:

Leak and Emergency Tokens Health Issues


Some Event cards contain a Health Issue, which
Some events tell you to place one or more Leak corresponds to a negative effect that affects your
tokens or Emergency tokens somewhere on the character indefinitely. To recover from a Health
base (for instance: “Place an Oxygen Leak token on Issue, you have to meet the requirement stated
a green module of your choice, if there are any.”). on the card, which consists of 3 cards of a specific
color you must have in your hand. You don’t have
Leak tokens cause the corresponding resource to discard these 3 cards, just have them in your
supply to drain, losing 1 of the corresponding hand, even if it’s not during your turn. For this
resource during each “Resource Update” phase. purpose, Protocol cards count as any color you
They can be removed one at a time by performing need. Alternatively, you can recover by using the
the Repair action while in the same module (see “First Aid Kit” item or with the Medic character’s
page 10). Emergency tokens reduce the Emergency special ability (see those cards for details).
supply directly, so it is critical to repair these
issues quickly!
Note: Health Issue cards don’t count
against your hand limit.

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3. RESOURCE UPDATE
Before passing the turn to the next player, the Resource Depletion and
Resource Update step takes place.
Emergency Supply
Production Level Whenever the supply of any resource goes down
to 0, you start consuming your Emergency supply.
In this step, the supply of each resource is For each supply that cannot be consumed from
increased or decreased according to its current their respective resource, you have to move down
production level. the purple cube ( ) the corresponding number
of spaces. If the Emergency supply reaches 0, the
This means that the cubes from the supply game ends immediately in defeat for the players.
are moved up or down the number of spaces The Emergency supply cannot be increased by
indicated by their Production level. any means (other than certain Protocol cards). If
you increase the supply of a resource that was
Leak Tokens previously depleted, the Emergency supply does
After the step previously described, each Leak or not change.
Emergency token present on the base decreases
by 1 the supply of the corresponding resource.

Please note: The color of the module


a Leak token is over is irrelevant, as
the token does not directly affect the
module’s production. For instance, an
Energy Leak token could be placed
over a Food module (green), but only
the Energy supply would be affected,
not Food.

13
Item
Energy Drink

Example: The current production


levels show that the Oxygen will +3
20
19
decrease from 9 to 8, Food will stay at 18

7, and Energy would increase by 2, but +2


17 PLAY ON YOUR TURN - NOT AN ACTION
Play this card to move any number of

the storage systems max at 20 so the


spaces, any number of times this turn,
16 spending no actions to do so.

+1
15
excess Energy is wasted. Water needs 14
to go down by 3, but since there is only 0
13

Production Levels
1 left, the Water will go to 0 and the -1
12

Supply
11
Emergency Supply will drop from 7 to 10
5. Then the Oxygen Leak will drop the -2
9

Oxygen from 8 to 7. -3
8
7
6
The current level of Water loss means -4
5

the players will lose in 2 turns, so -5


4

some Modules need to be Shut Down 3


2
or Deployed to fix the production 1
levels immediately! 0

Joining or Leaving Mid-Game Rule Hierarchy


In Exoworld Survival, a player can step in or When different cards affect the same aspect of
out of the game between turns, provided the the game, the following list indicates the order in
number of players stays between 2 and 5. If a which it has to be resolved, where the top items
player wants to join, they have to take a random are the ones who have the higher hierarchy:
Character card, a reference card and place the
corresponding pawn on the Home Base, and take 1. Event cards (including Health issues).
2 cards from the top of the Player Deck. 2. Protocol cards.
3. Item cards.
If a player needs to exit the game, they just need 4. Character skills.
to remove their pawn from the base and discard 5. This rulebook.
all their cards.

GAME END
The game ends in victory for the players It doesn’t matter if there still are Leak or Emergency
immediately when they accomplish their mission: tokens on the base, or if a resource is depleted. All
to get all four Production levels simultaneously to that matters is that no Production level is below 0.
0 or above.
The game immediately ends in defeat for the
players if their Emergency supply goes down to 0.

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VARIANTS
CRITICAL MODE SOLO MODE
You can also play Exoworld Survival in a solo
What a disaster! The landing went very badly,
mode. Before setup, remove the Event cards from
causing the loss and damage of some parts and
the Communication Blackout pack . Then, set up
supplies crucial to our survival. We will have to be
the game normally until step 7. After that, do the
very efficient if we are to have any chance.
following:
If you want a more challenging experience, you can a. Take 4 characters at random and place them in
try to play a Scenario starting with the Emergency front of you, face-up and side by side.
supply at 5 instead of 10, and with one less face- b. C hoose 3 of them and discard the other one.
up card available. No room for error! c. 
Place a Reference card underneath each
character with the pawn color showing. Place
the 3 corresponding pawns on the Home Base.
INCOMMUNICATION VARIANT d. Draw 2 cards from the Player Deck.
Bzzz... *static noises* Can you hear me? Since
we got here, we’ve been experiencing strange
In this mode you will control 3 characters, but only
behavior from our electronic and communication
use one per turn, starting with the one to your left.
devices. It must be something related to strong
magnetic activity, either from this planet, or
Each turn you will have to use the pawn, skill,
perhaps - let’s hope not - from our new host star.
speed, and hand-limit of your current character,
We will have to adapt to the circumstances as
but you have only one hand of cards for all of
best as we can.
them.
This is a variant you can apply for a different and
challenging experience. In this mode, players After the Resource Update, continue with the
cannot show their cards, or talk about which next character from left to right, repeating this
cards they have or need; but they can refer to sequence.
their color.
 ou can’t use the Transfer action, as there are no
Y
more players to transfer cards with. Also, for each
Of course, you can see when another player draws
Event or Protocol card that refers to transferring
a face-up card, but after that you will have to
cards, the face-up cards will be considered as
remember that information. Additionally, Event
cards from another player.
cards should be read only by the current player,
who has to make all the decisions related to its
In this mode, the special skill of the Crew
effect without asking anyone else (like where to
Coordinator changes so that, once per turn, you
place Leak tokens).
can draw the top card from the Player Deck for free.

15
CREDITS
Design: Juan Pablo Vargas Seguel
Editing and Proofing: Ian McCormack, Tim Schuetz
Illustration: Vlad Racean
Additional Illustration: Enggar Adirasa
Graphic Design: Cold Castle Studios
Additional Graphic Design: Felipe Norambuena, Jared Gannuscio
Production: Dawson Ellis
Producer: Tim Schuetz
Executive Producer & Publisher: Dan Yarrington

Special Thanks from the Designer:


To Guillermo Herrera, for always being willing to discuss design ideas and test the game, since its very beginnings
back in 2018. To Carolina González, for always showing interest, helping, and supporting me with my projects. To
Felipe Norambuena, who was instrumental to the early development of the game. To the people of Ludoismo, Fractal
Juegos, Semilla Lúdica and the Board Game Design Lab, among others, from whom I have received support, great
ideas, and good advice. To everyone at Fastaval 2019, who made me feel very welcome in a place far away from
home, and also gave me valuable feedback. To the 200+ playtesters, many of whose names I have lost track of. And
of course, to all my friends and family, who have been supportive of my passion and dedication to game design.

©2022 Tabletop Tycoon, Inc.


For more about our games, please visit Starling.Games and TabletopTycoon.com

Starling Games is an imprint of Tabletop Tycoon, Inc.

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