Colony9 Rulebook Reference v08a 2
Colony9 Rulebook Reference v08a 2
not be used. Place your action and event charts to the left. Place the You must have a Radio by the time you complete the first row, you need
Mission and Warehouse cards in front of you. Shuffle the 9 buildings to have Vital Systems and Feeding Systems completed by the time you
and lay them out into the 3x3 grid on the above your Mission Card & reach the end of the second row, and for the final row you must have the
Warehouse and place the die markers across the top and left side (1-3 on spaceport built before you reach the end.
top and 4-6 down the left side). Place the dice, markers, and robots to When the time line reaches the condition, the player must make sure
Designed by Santiago Eximeno be used in the game to your right. Place the time line marker next to the
Version 0.8a (26/09/13) they can satisfy it. If not the game ends. If they are able to satisfy the
mission card. Place a resource of each type on the appropriate icon of conditions, they move the time line marker to the next row. If this is
Note: This is a working document. You can see the progress of the game each building. Place a resource in the 0 box of the warehouse for each the third and final row it means the game is over and if they have their
at: http://boardgamegeek.com/boardgame/147994/colony-9 type. Place the number of Robots that the chosen difficulty lists as being spaceport built they can calculate their score.
active for this game in the warehouse as well.
Colony 9 is a board game for one player with an approximate playing Roll Dice: Roll three dice. You must choose two of them to select an
time of 15 minutes. PLAY: action, and the third die to deploy resources in the colony. The values of
The Future of Humanity has expanded through space, the final frontier. During each turn the player must perform the following steps in order: these die rolls can be affected by permanent actions such as modify the
To facilitate this expansion, men have created colonies on other habit- value or re-rolling a die.
able planets. Each colony is adapted to its environment. 1. Advance the time line
Select and Execute an Action: You use one of the die’s your rolled to
2. Resolve Events (if any) choose a column in the action chart and the other to select the row. The
In Colony 9 the player must create a colony while facing dangers like
alien incursions or asteroid impacts. The type of colony will determine 3. Resolve Condition (if necessary) intersection of column and row dictates which action you have chosen.
the difficulty of the game as well as the initial and victory conditions. If you select an immediate action, you execute it automatically (for ex-
4. Roll Dice ample, get two biology resources for your warehouse). If you can select
• Civil colonies to accommodate new civilians from the mother planet. a permanent action you must place a robot on the action square in the
5. Select and execute an action
• Military colonies to defend the conquered territories. action chart. You may not use this action until your next turn.
6. Deploy resources or deploy a robot
Deploy Resources or Deploy Robot: With the last die you select the
• Medic colonies to do medical research.
Advance Time line: The player advances the time line marker one square appropriate row or column of your colony board and deploy a robot or
• Embassies to establish communication links with other alien species. in the time line of the mission card. If this is the first turn you place the resources in one and only one building in the selected column or row.
marker on the first square of the top row of the card during this step. You can deploy as many resources are you like of the same type (for
GAME CONTENTS: example if you have 3 biology resources you can deploy all of them
• If the square is an EVENT, the player must resolve it immediately in a building that need 3 or more biology resources). If you have acti-
• 17 Buildings: To create the colony on a 3x3 grid. before continuing. vated the permanent action that lets you deploy two types of resources
• Actions Chart: 3x3 chart that includes the nine possible events that • If the square is a CONDITION, it’s necessary to satisfy it. If a player simultaneously, you may. However, you can NOT deploy robots and
can happen during the game. can’t satisfy the condition, the game ends. If they can the turn ends resources simultaneously.
• 4 Mission Cards: With the initial and victory conditions as well as immediately after satisfying it an play moves on to the next turn. Deploying a resource means move the marker for this resource in the
the time line. • If it’s the FINAL square, the game ends immediately. The player then warehouse to the left as many squares as resources deployed, and move
• Die Markers: For denoting the columns and rows of your colonies checks the success or failure of the mission according to the terms of the marker for this resource in the selected building to the right as many
buildings so they may be referenced during your turn. the END OF GAME. squares as you deployed. Conversely, when you gain resources to place
in your warehouse this moves the marker to the right one square for as
• 1 Warehouse Card: To manage stored resources. • In any other case, the square is NORMAL and the player continues many resources as were received. You can never deploy more resources
the turn by rolling the dice. than a building allows.
• 31 Colored markers: 10 red (building material) 10 green (biology)
and 10 blue (technology) representing the three game resources. 1 The time line is divided into three rows. You start in the upper row and Deploy a robot entails moving the robot pawn from your warehouse
Yellow cube as a marker to the time line of each mission. These col- move the time line marker square to square to reach the final square. to a robot icon in the selected building. If you do not have any robots
ors are merely suggestions. Feel free to assign whatever color mark- In each CONDITION square the player must check the conditions and in the warehouse you can not deploy a robot. You may only deploy 1
ers you have on hand so long as the total number of each marker if they can satisfy them, jump to the first square of the next row and robot per turn.
matches what is listed above. continue the game.
END OF THE GAME:
• 10 Pawns: To represent the robots needed to automate tasks. Again Resolve Event: The events are illustrated in the time line with an icon
of a man screaming. To resolve an event, the player must first determine There are two possible ways to finish the game:
feel free to use whatever you have on hand so long as it is easily
distinguishable from your other markers which event occurs by using the Event Chart. The player must roll, one If you can not satisfy the conditions in the time line because the required
by one, three dice. The first die will indicate which column to use. The buildings are not built and automated, the game ends and the mission
• 3 Dice: To choose actions second die with indicate which row, and the third die indicates the out- has failed. Built means the buildings have all the resources indicated.
OBJECT OF THE GAME: come of the event. Automated means the building has all the robots that are indicated on
the building card.
The aim of Colony 9 is to create your colony and have it operational Example: The player roll has the following values: 1, 4 & 3. A roll of
before the arrival of the first convoy from planet Earth. To do this you 1 indicates that the player needs to check the first column of the event If you can satisfy the conditions in the time line, you calculate your
must deploy different resources in several colony buildings, as well as chart (which includes Supplies, Alien, and Infection). A value of 4 indi- victory points and compare them with those indicated on the mission
automate them assigning a robot if necessary. cates that the player needs to check the second row of the event table. card taking into consideration the difficulty level chosen at the start of
So in our example the event that occurs is Alien. The value of 3 tells the the game. If the victory points are equal to, or greater than the points
During the game you will have to face several random events and build player that they have lost a robot deployed in the building. required by the mission, the player has won. If they are lower the player
required buildings in time. For this you will have different possible ac- has failed. Victory points are only obtained by buildings which are of
tions that you can choose with the dice. Use the reference tables to in the first few games. You will eventually that TYPE, not for required or defensive buildings. It is not necessary
come to not need them. that all resources be deployed in these Victory Point buildings to score
If at the last turn, when the convoy arrives, you have built all the re- victory points. Points are calculated as follows:
You can change the result of the third die by using resources deployed
quired buildings, you gain victory points for the other buildings. The
in Defensive Buildings. For each resource used you may increase or • 5 Victory points for each resource in a building that does not require
victory conditions vary depending on the colony that you are building
decrease the value of the die by one point. automation
and the game difficulty.
Example: The player rolls a 3 with the third die. They may use 2 defen-
SETUP: sive building resources to change the value to either a 1 or a 5.
• 10 points for each resource placed in a building with 1 robot if prop-
erly automated.
The player chooses a mission and its difficulty from four possible mis-
Resolve Condition: The conditions are in the time line of each mission • 20 points for each resource placed in a building with 2 Robots (if
sions. Take the 9 buildings for this mission and leave the rest. They will
card, represented by text. They are exactly the same for all the missions. properly automated)
REFERENCE TABLES: 7) Arsenal
Section 1: Buildings Type: Victory Points
Resources: Technology [4], Building Materials [4]
There are 17 buildings in the game, of which you will only use 9 each Automation: 1 Robot
game. Some buildings are part of several colonies, others will only be Mission: Military
used in one type of colony. Each buildings card denotes what Type of
building it is (Victory Points, Required or Defense), what resources are 8) Defenses
required for it to be built (Biology, Technology and Building Materials) Type: Defensive
and how many are required which is represented by the pyramid of 3 Resources: Building Materials [4]
cubes per resource required, if the building requires automation (robots) Automation: None
and how many robots are required (one per robot icon) and what mis- Mission: Civil and Medic
sion the building is for. The following diagram shows you where to look
on the card for this information: 9) Automatic Defenses
Type: Defensive
Resources: Building Materials [4]
Automation: 1 Robot
Resources Mission: Military and Embassy
10) Radio
Type: Required
Resources: Technology [3], Building Materials [3]
Automation Automation: 1 Robot
Mission: Civil and Medic
Mission
Type 11) Radio
Building Type: Required
Type Resources: Technology [4], Building Materials [4]
Automation: 1 Robot
1) Control Center Mission: Military and Embassy
Type: Victory Points 12) Spaceport
Resources: Biology [3], Technology [3], Building Materials [3] Type: Required
Automation: 1 Robot Resources: Technology [4], Building Materials [4]
Mission: Civil, Military, Medic and Embassy Automation: None
2) Leisure Center Mission: Civil and Medic
Type: Victory Points 13) Spaceport
Resources: Biology [3], Technology [3] Type: Required
Automation: None Resources: Technology [4], Building Materials [4]
Mission: Civil, Medic and Embassy Automation: 1 Robot
3) Bunkhouse Mission: Military
Type: Victory Points 14) Spaceport
Resources: Biology [3], Building Materials [3] Type: Required
Automation: None Resources: Biology [3], Technology [3], Building Materials [3]
Mission: Civil, Military, Medic and Embassy Automation: 1 Robot
4) Factory Mission: Embassy
Type: Victory Points 15) Vital Systems
Resources: Technology [3], Building Materials [3] Type: Required
Automation: None Resources: Biology [4], Building Materials [4]
Mission: Civil and Military Automation: 1 Robot
5) Hospital Mission: Civil and Military CREDITS:
Type: Victory Points 16) Vital Systems VERSION 0.8a (26/09/13)
Resources: Biology [3], Technology [3], Building Materials [3] Type: Required Designed by Santiago Eximeno.
Automation: 2 Robots Resources: Biology [3], Technology [3], Building Materials [3]
Mission: Medic Automation: 1 Robot Tested by Santiago Eximeno.
6) Embassy Mission: Medic and Embassy Icons made by Lorc.
17) Feeding Systems URL: http://game-icons.net
Type: Victory Points
Resources: Biology [3], Technology [3] Type: Required Dice made by RussoGraffix.
Automation: 1 Robot Resources: Biology [4], Technology [4] URL: http://russografix.blogspot.com.es/2012/02/free-psp-vectors-
Mission: Embassy Automation: 1 Robot dice-cc-by.html
Mission: Civil, Military, Medic and Embassy Rules re-typeset with better English translations by: Lord Malachi
Section 2: EVENTS Section 3: ACTIONS
There are 9 possible events arranged in a 3x3 chart. They are explained
below in order from left to right, top to bottom. If you have doubts about
There are 9 possible actions arranged in a 3x3 chart. They are explained
what certain symbols mean, you can consult this reference for help.
below in order from left to right, top to bottom. If you have doubts about
To lose a robot or a resource in the warehouse, building, or action chart 5) Biology: Roll a Die what certain symbols mean, you can consult this reference for help.
indicates that you must remove it and leave it with the rest of your avail-
If you roll a 1-2: You gain 1 Biology Resource for your Warehouse. There are 2 action types: Immediate and Permanent.
able resources that you have piled off to the side that may be retrieved
later. The player can always choose from which building or action If you roll a 3-4: You gain 2 Biology Resources for your Warehouse. Immediate actions are executed immediately. Permanent actions are
square the robot or resources are removed from, but the building must If you roll a 5-6: You lose 1 Biology Resource from your Warehouse. activated when you place one robot on them. These actions can not be
contain at least once of the specified resource type. You must remove all 6) Asteroids: Roll a Die used the same turn they are activated. You can only choose one action,
specified resources and robots whenever possible. permanent or immediate to execute per turn, not both.
If you roll a 1-2: You lose 2 Resources from your Warehouse.
1) Supplies: Roll a Die If you roll a 3-4: You lose all resources in a building. 1) Immediate Action: Gain 1 resource of each type (Biology, Tech-
Note: The building must have at least one re- nology & Building Resource) in your warehouse.
If you roll a 1-2: You gain 1 Building Material Resource for your
Warehouse. source. Robots are not resources. 2) Immediate Action: Gain 1 Building Material Resource in your
If you roll a 3-4: You gain 2 Building Material Resources for your If you roll a 5-6: You lose all resources in 2 buildings. Warehouse.
Warehouse. Note: The buildings must have at least one re- Permanent Action: You can re-roll a die in each turn (except events).
If you roll a 5-6: You lose 1 Building Material Resource from your source. Robots are not resources.
Warehouse. 3) Immediate Action: Gain 1 Robot in your Warehouse.
7) Infection: Roll a Die Permanent Action: You can add/subtract 1 point of one thrown die
2) Thunderstorm: Roll a Die If you roll a 1-2: You lose 1 Biology Resource from your Warehouse. (except events).
If you roll a 1-2: You lose 1 Technology Resource in a building If you roll a 3-4: You lose 1 Biology Resource from a building. 4) Immediate Action: You gain 2 Technology Resources in your
If you roll a 3-4: You lose 2 Technology Resources in one or more If you roll a 5-6: You lose 2 Biology Resources from one or more Warehouse.
buildings. buildings.
If you roll a 5-6: You lose 1 Technology Resource and 1 Building 5) Immediate Action: You gain 1 Biology Resource in your Warehouse.
8) Wreck: Roll a Die Permanent Action: You gain 1 resource of any type you wish each
Material Resource in one or more buildings.
If you roll a 1-2: You lose 1 Building Material Resource from a turn, just after the action phase.
3) Robot: Roll a Die building. 6) Immediate Action: You gain 1 Technology Resource in your
If you roll a 1-2: You gain 1 Robot in your Warehouse. If you roll a 3-4: You lose 2 Building Material Resources from one Warehouse.
If you roll a 3-4: You lose 1 Robot in the Action Chart. or more buildings. Permanent Action: You can place resources of two different types
If you roll a 5-6: You lose 1 Robot in a building. If you roll a 5-6: You lose 1 Building Material Resource and 1 Tech- simultaneously each turn.
nology Resource from one or more buildings.
4) Alien: Roll a Die 7) Immediate Action: You gain 2 Biology Resources in your Ware-
9) Technology: Roll a Die house.
If you roll a 1-2: You lose 1 Robot in the Warehouse.
If you roll a 3-4: You lose 1 Robot in a building. If you roll a 1-2: You gain 1 Technology Resource for your 8) Immediate Action: You gain 2 Building Material Resources in your
If you roll a 5-6: You lose 2 Robots in one or more buildings. Warehouse. Warehouse.
If you roll a 3-4: You gain 2 Technology Resources for your
Warehouse. 9) Immediate Action: You gain 1 Robot in your warehouse.
If you roll a 5-6: You lose 1 Technology Resource from your
Warehouse