Distant Colony is a game of settlement building. Colonists from the home worlds will arrive on a regular basis, as will trade ships looking to buy and sell raw materials and goods. On the planet itself your settlements will grow as you add colonists, build buildings, and go from a tiny subsistence center to a thriving city.
Your Goal is to have the most Victory Points at the end of the game. You gain victory points from certain buildings throughout the game as well as from the buildings you have staffed at the end of the game.
The Game will end when all Available Colonists have been used, all available VPs have been used, or a player has completely filled all of the space in their Settlement. Once a game ending condition is met, the Round will go through to its completion and then game will then end.
The game is split up into Rounds. Every round each player will secretly choose one of the six Phases that they want to have happen that turn and PM me their choice. Once all players have chosen, I will start the Round. All of the phases chosen by the players will happen that round, with the players who chose a given phase getting an advantage during that phase.
PhasesThe Six Phases are as follows:
- Survey: Alien planets have a great deal of data that can be gathered on them and sold, generating Wealth.
- Colonization: Colonists from the home world arrive
- Build: Each Player may construct a new facility in their settlement
- Produce: Facilities produce resources, goods, wealth, or Victory points
- Trade: Players may buy and sell goods with the trade fleets that visit the planet
- Organization: Players my reorganize where their colonists are working
The Phases happen in order, and most phases are done simultaneously. A full breakdown of the phases and what they do will be presented later.
Players may Trade amongst themselves freely, regardless of Phase. Wealth, Resources, and Colonists may all be traded.
ColonistsThere are four kinds of Colonists: Unskilled, Skilled, Expert, and Criminal.
Unskilled can only work on the more basic jobs of the colony. They are abundant and make up the majority of colonists that will be arriving.
Skilled can perform most jobs on the colony and are required for some of the more advanced jobs. They are rarer than the Unskilled colonists.
Experts can perform nearly any job on the colony and are required for the most advanced jobs. They are quite rare.
Criminals are, for the most part, simply a drain on your resources and cannot be assigned to work in the majority of buildings. They are, however, rather rare.
ResourcesThere are 8 types of Resources in the game: Food, Basic Raw Resources, Rare Raw Resources, Basic Goods, Rare Goods, Basic Machines, Advanced Machines, and Xeno Materials.
Resources are physical items that take up space, and therefore must be stored. They are also physically bought and sold to Traders and can be traded between players. Resources are only available in limited quantities for trade, so the colonies must produce much of what they need themselves.
Food: The most common resource produced by any settlement, and also the most vital. Without food, no other work on the colony can get done.
Basic Raw Resources: Wood, Metals, Silicates, Gases, and the like. Useless by themselves, but can be refined into Basic Goods.
Rare Raw Resources: Precious Metals, Rare Earth Elements, Radioactives, and the like. Useless by themselves, but can be refined into Rare Goods.
Basic Goods: Everything from Building materials to Furniture to Office Supplies. They represent the common materials and items needed for civilized life and are needed to Build buildings or Machines.
Rare Goods: Luxury Goods, Advanced Circuitry, and other components needed for a higher standard of living or advanced manufacturing. They are needed for a few buildings and to make Advanced Machines.
Basic Machines: From farm equipment to forklifts and machine presses, basic machines make all Industry work. They are required for many buildings.
Advanced Machines: These represent the pinnacle of technology on a colony and are used for difficult, delicate, or scientific work. Required for many advanced buildings.
Xeno Materials: Strange alien life and other exotic materials not found on other planets. They are used for advanced scientific research.
BuildingsThere are five different category of Buildings: Colonial Infrastructure, Farming, Harvesting, Manufacturing, and Scientific.
Colonial Infrastructure includes your starting Colonial Center, Warehouses, Universities, Markets, Resorts, and Prisons.
Farms provide food for the colony. There are basic Farms, large Industrial Farms, and specialized Xeno Farms to cultivate alien life forms for study.
Harvesters gather the raw resources of the planet. There are basic Harvesters, large Harvester Complexes, and advanced Rare Harvesters to extract Rare resources.
Manufacturing buildings produce Goods or Machines. There are basic Goods Factories and Machine Factories, large Goods Factory Complexes and Machine Factory Complexes, and specialized Rare Goods Factories and Advanced Machine Factories.
Scientific Buildings product Victory Points. There are basic Laboratories, large Laboratory complexes, and Advanced Laboratories that study Xeno Materials.
All buildings that have Staff will only work if their Staff is fed during the phase that the building is used.Buildings also have a Size, generally 1 or 2. You have 15 total spaces in your Settlement available. One is already used by your Colony Center, leaving you 14 spaces to use during the game.
Colony Center
Cost: 0. Starting Building, cannot be built later.
Staffing: 1 - Min. Unskilled
Effect: This building can hold 5 Resources. If staffed with an Unskilled, gain 1 Wealth during Production. If staffed with a Skilled, gain 2 Wealth during Production. If staffed with an Expert, gain 1 VP during Production.
Size: 1
End VP: 0
Market
Cost: 1 Basic Goods
Staffing: 1 - Min. Unskilled
Effect: During Production you may Sell 1 Food, Basic Goods, or Rare Goods for 2, 4, or 6 Wealth respectively. May only sell 1 Resource per Market.
Size: 1
End VP: 1
Resort
Cost: 4 Basic Goods, 1 Rare Goods
Staffing: 2 - Min. 1 Skilled, 1 Unskilled
Effect: During Production gain 2 Wealth and 1 VP
Size: 2
End VP: 2
University
Cost: 2 Basic Goods
Staffing: 2 - Special (Min Unskilled)
Effect: May upgrade an existing Colonist to a higher type during production. Requires 1 lower skilled Colonist and 1 higher skilled Colonist. The lower skilled Colonist is raised up 1 level. (i.e. An Unskilled and a Skilled are staffing the University. After Production, the Unskilled becomes a Skilled.) One or both Colonists may be moved back to Temporary housing after the upgrade.
Size: 1
End VP: 3
Warehouse
Cost: 1 Basic Goods
Staffing: 0
Effect: Can hold 5 Resources
Size: 1
End VP: 1
Warehouse Complex
Cost: 2 Basic Goods
Staffing: 0
Effect: Can hold 10 Resources
Size: 2
End VP: 2
Survey Station
Cost: 1 Basic Goods, 1 Advanced Machine
Staffing: 1 - Min. Unskilled.
Effect: During the Survey phase gain a resource depending on the Colonist Staffing the building. Unskilled = Basic Raw, Skilled = Rare Raw, Expert = Xeno Materials. Note that this still requires 1 Food, despite being in the Survey phase and not Production.
Size: 1
End VP: 2
Prison
Cost: 5 Basic Goods
Staffing: 1-4 Criminals
Effect: For each Criminal staffing the Prison, gain 2 Wealth during Production
Size: 2
End VP: 3
Farm
Cost: 1 Basic Goods, 1 Basic Machine
Staffing: 1 - Min. Unskilled
Effect: Produce 1 Food during Production. Does not use Food to Produce.
Size: 1
End VP: 1
Farm Complex
Cost: 2 Basic Goods, 2 Basic Machine
Staffing: 2 - Min. Unskilled
Effect: Produce 2 Food during Production. Does not use Food to Produce.
Size: 2
End VP: 2
Xeno Farm
Cost: 1 Basic Goods, 1 Rare Goods, 1 Advanced Machine
Staffing: 1 Expert
Effect: Produce 1 Xeno Materials during Production.
Size: 1
End VP: 2
Harvester
Cost: 1 Basic Goods, 1 Basic Machine
Staffing: 1 - Min. Unskilled
Effect: Produce 1 Basic Raw Resource during Production
Size: 1
End VP: 2
Harvester Complex
Cost: 2 Basic Goods, 2 Basic Machine
Staffing: 2 - Min. Unskilled
Effect: Produce 2 Basic Raw Resources during Production
Size: 2
End VP: 3
Rare Harvester
Cost: 1 Basic Goods, 1 Advanced Machine
Staffing: 1 - Min. Skilled
Effect: Produce 1 Rare Raw Resource during Production
Size: 1
End VP: 3
Goods Factory
Cost: 1 Basic Goods, 1 Basic Machine
Staffing: 1 - Min. Unskilled
Effect: Consume 1 Basic Raw Resource to Produce 1 Basic Goods during Production
Size: 1
End VP: 3
Goods Factory Complex
Cost: 2 Basic Goods, 2 Basic Machine
Staffing: 2 - Min. Unskilled
Effect: Consume 2 Basic Raw Resources to Produce 2 Basic Goods during Production
Size: 2
End VP: 4
Advanced Goods Factory
Cost: 1 Basic Goods, 1 Advanced Machine
Staffing: 1 - Min. Skilled
Effect: Consume 1 Rare Raw Resource to Produce 1 Rare Goods during Production
Size: 1
End VP: 4
Machine Factory
Cost: 1 Basic Goods, 2 Basic Machines
Staffing: 1 - Min. Skilled
Effect: Consume 1 Basic Goods to Produce 1 Basic Machine during Production
Size: 1
End VP: 5
Machine Factory Complex
Cost: 2 Basic Goods, 4 Basic Machines
Staffing: 2 - Min. Skilled
Effect: Consume 2 Basic Goods to Produce 2 Basic Machine during Production
Size: 2
End VP: 7
Adv. Machine Factory
Cost: 1 Basic Goods, 1 Basic Machines, 1 Advanced Machine
Staffing: 1 - Min. Skilled
Effect: Consume 1 Basic Goods and 1 Rare Goods to Produce 1 Advanced Machine during Production
Size: 1
End VP: 7
Laboratory
Cost: 1 Basic Goods, 1 Advanced Machine
Staffing: 1 - Min. Expert
Effect: Produce 1 VP during Production
Size: 1
End VP: 1
Laboratory Complex
Cost: 2 Basic Goods, 2 Advanced Machine
Staffing: 2 - Min. Expert
Effect: Produce 2 VP during Production
Size: 2
End VP: 2
Advanced Laboratory
Cost: 1 Basic Goods, 1 Rare Goods, 2 Advanced Machines
Staffing: 2 - 1 Min. Skilled & 1 Min. Expert
Effect: Consume 1 Xeno Materials to Produce 3 VP during Production
Size: 1
End VP: 2
Terraformer
Cost: 3 Basic Goods, 1 Rare Goods, 2 Basic Machines, 2 Advanced Machines
Staffing: 0
Effect: None
Size: 4
End VP: 10
Wealth Wealth is used as a general trade medium. Resources are bought and sold with wealth, and it can be traded amongst players.
Phases: DetailSurvey
Basic Effect: Each player gains 1 Wealth
Played Effect: You gain 2 Wealth instead of 1
Colonization
Basic Effect: Each player takes 1 available colonist in turn, beginning with the Starting Player. Players also get any reserved colonists they have selected.
Played Effect: In addition to the colonist(s) you gain, you also get to Reserve a colonist. Take any 1 available colonist from the source pool. Next time Colonization is performed, you gain that reserved colonist.
Note: Colonists go into 'Temporary Housing' during this phase, not assigned to buildings.
Build
Basic Effect: Each player may build one building, paying the appropriate costs to do so.
Played Effect: You may immediately staff the building with colonists from your Temporary Housing. If the building can hold more than one colonist, you may staff it to full capacity.
Production
Basic Effect: Each player may use any buildings with a Production Action (Farms produce food, Factories convert raw resources to good, etc.). They may be used in any order the player wishes.
Played Effect: Gain 1 Wealth in addition to anything gained by your buildings.
Player A has 3 Farms, their Colonial Center staffed by an Unskilled Colonist, a Harvester, and a Goods Factory.
The Farms produce 3 Food.
The Colonial Center uses 1 Food and Produces 1 Wealth
The Harvester uses 1 Food and Produces 1 Basic Raw Resource
The Goods Factory uses 1 Food and 1 Basic Raw Resource and Produces 1 Basic Goods
The Net effect is that 1 Basic Goods and 1 Wealth is Produced by the Colony.
Trade
Basic Effect: Each player trades with the Station in turn, beginning with the Starting Player. Any goods bought by the player are gone from the station, and any good sold by the player are available for other players to buy.
Played Effect: In addition to the normal Trade, You may add a Contract to make a single resource available for purchase at a later date. You may have up to six contracts total. (For example, you could have contracts for 4 Food, 1 Basic Goods, and 1 Advanced Machine). Available Contracts may be used to purchase resources that are currently unavailable, but at whatever the current rate for that resource is.
Each Trade phase has a new Trade Environment. There are 6 possible Trade Environments. Standard will happen most often, with the others all equally likely.
The game will begin using the Expansion Environment
Standard:
Food Costs 2 and Buys for 1 12 in Stock from Traders
Basic Raw Costs 3 and Buys for 2 6 in Stock from Traders
Rare Raw Costs 5 and Buys for 4 3 in Stock from Traders
Basic Goods Costs 5 and Buys for 4 6 in Stock from Traders
Rare Goods Costs 7 and Buys for 6 3 in Stock from Traders
Xeno Mats Costs 6 and Buys for 5 3 in Stock from Traders
Basic Machines Costs 7 and Buys for 6 6 in Stock from Traders
Advanced Machines Costs 13 and Buys for 12 3 in Stock from Traders
War:
Food Costs 3 and Buys for 2 6 in Stock from Traders
Basic Raw Costs 4 and Buys for 3 5 in Stock from Traders
Rare Raw Costs 6 and Buys for 5 3 in Stock from Traders
Basic Goods Costs 6 and Buys for 5 5 in Stock from Traders
Rare Goods Costs 8 and Buys for 7 3 in Stock from Traders
Xeno Mats Costs 6 and Buys for 5 3 in Stock from Traders
Basic Machines Costs 8 and Buys for 7 5 in Stock from Traders
Advanced Machines Costs 14 and Buys for 13 3 in Stock from Traders
Famine:
Food Costs 4 and Buys for 3 6 in Stock from Traders
Basic Raw Costs 3 and Buys for 2 6 in Stock from Traders
Rare Raw Costs 5 and Buys for 4 3 in Stock from Traders
Basic Goods Costs 5 and Buys for 4 6 in Stock from Traders
Rare Goods Costs 7 and Buys for 6 3 in Stock from Traders
Xeno Mats Costs 6 and Buys for 5 3 in Stock from Traders
Basic Machines Costs 7 and Buys for 6 6 in Stock from Traders
Advanced Machines Costs 13 and Buys for 12 3 in Stock from Traders
Expansion:
Food Costs 2 and Buys for 1 14 in Stock from Traders
Basic Raw Costs 3 and Buys for 2 6 in Stock from Traders
Rare Raw Costs 6 and Buys for 5 3 in Stock from Traders
Basic Goods Costs 5 and Buys for 4 7 in Stock from Traders
Rare Goods Costs 8 and Buys for 7 3 in Stock from Traders
Xeno Mats Costs 7 and Buys for 6 3 in Stock from Traders
Basic Machines Costs 7 and Buys for 6 7 in Stock from Traders
Advanced Machines Costs 14 and Buys for 13 3 in Stock from Traders
Export:
Food Costs 1 and Buys for 0 11 in Stock from Traders
Basic Raw Costs 2 and Buys for 1 5 in Stock from Traders
Rare Raw Costs 4 and Buys for 3 3 in Stock from Traders
Basic Goods Costs 4 and Buys for 3 7 in Stock from Traders
Rare Goods Costs 6 and Buys for 5 4 in Stock from Traders
Xeno Mats Costs 5 and Buys for 4 3 in Stock from Traders
Basic Machines Costs 6 and Buys for 5 7 in Stock from Traders
Advanced Machines Costs 12 and Buys for 11 4 in Stock from Traders
Materials:
Food Costs 2 and Buys for 1 12 in Stock from Traders
Basic Raw Costs 3 and Buys for 2 6 in Stock from Traders
Rare Raw Costs 5 and Buys for 4 3 in Stock from Traders
Basic Goods Costs 6 and Buys for 5 5 in Stock from Traders
Rare Goods Costs 7 and Buys for 7 3 in Stock from Traders
Xeno Mats Costs 7 and Buys for 6 3 in Stock from Traders
Basic Machines Costs 9 and Buys for 7 5 in Stock from Traders
Advanced Machines Costs 15 and Buys for 13 3 in Stock from Traders
Organization
Basic Effect: Each player may reorganize their colonists, moving them as needed between buildings and temporary housing. All building restrictions must still be met.
Played Effect: In addition to reorganizing colonists, Gain First Player. If multiple players played Organization, than the next in line from the current first player gets First Player. The other player(s) may choose one other Phase played this turn and get its Played effect instead.
End Game ScoringAt the end of the game, each player tallies up the following to get their final score:
All VPs gained from Staffed Buildings at the end of the game. Unstaffed buildings only give VP if they do not take staff (ex, Warehouse)
All VPs gained during the game from Production
-1 VP per unemployed Colonist, except Criminals
-2 VP per unemployed Criminal
1 VP for every 10 Wealth, rounded down. Convert all remaining Resources to their Wealth sell value using the Standard Trade Environment before doing this step.