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 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 Civilian 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 more difficult to acquire than the Unskilled colonists.
Experts can perform nearly any job on the colony and are required for the most advanced jobs. They are the most expensive to acquire.
Criminals are, for the most part, simply a drain on your resources and cannot be assigned to work in the majority of buildings. There is, however, a small Wealth incentive to taking them on.
There are also two kinds of Military Colonists: Soldiers and Officers
Unlike Civilian Colonists, Military cannot be kept in Temporary Housing. Your colony starts with 2 open Military slots, and you can build Military Housing to hold additional Military Colonists.
ResourcesThere are 6 types of Resources in the game: Food, Basic Raw Resources, Rare Raw Resources, Basic Goods, Rare Goods, and Machinery.
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 fairly expensive to ship in, 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 Machinery.
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.
Machinery: From farm equipment to forklifts, Machinery presses, and electronics, Machinery make all Industry work. They are required for many buildings.
BuildingsThere are six different category of Buildings: Colonial Infrastructure, Farming, Harvesting, Manufacturing, Scientific, and Military.
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 Machinery. There are basic Goods Factories and Machinery Factories, large Goods Factory Complexes and Machinery Factory Complexes, and specialized Rare Goods Factories.
Scientific Buildings produce Victory Points. There are basic Laboratories and large Laboratory complexes.
Military Buildings are used to train civilians into Soldiers and Officers. These are worth Victory Points when shipped off planet.
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 and one more by your starting Farm, leaving you 13 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 1, 4, or 6 Wealth respectively. May only sell 1 Resource per Market. Does not use Food to Produce.
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. Must be fully staffed to Produce.
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 Rare Goods, 1 Machinery
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 = 1 VP. 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
Rehabilitation Center
Cost: 2 Basic Goods
Staffing: 1 Expert, 1 Criminal
Effect: Converts a Criminal into an Unskilled colonist. One or both Colonists may be moved back to Temporary housing after the upgrade.
Size: 1
End VP: 2
Farm
Cost: 1 Basic Goods, 1 Machinery
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 Machinery
Staffing: 2 - Min. Unskilled
Effect: Produce 2 Food during Production. Does not use Food to Produce.
Complex Bonus: May Produce 1 Extra food if fully staffed
Size: 2
End VP: 2
Harvester
Cost: 1 Basic Goods, 1 Machinery
Staffing: 1 - Min. Unskilled
Effect: Produce 1 Basic Raw Resource during Production
Size: 1
End VP: 2
Harvester Complex
Cost: 2 Basic Goods, 2 Machinery
Staffing: 2 - Min. Unskilled
Effect: Produce 2 Basic Raw Resources during Production
Complex Bonus: May Produce 1 Extra Basic Raw Resource if fully staffed
Size: 2
End VP: 3
Rare Harvester
Cost: 1 Basic Goods, 2 Machinery
Staffing: 1 - Min. Skilled
Effect: Produce 1 Rare Raw Resource during Production
Size: 1
End VP: 3
Goods Factory
Cost: 1 Basic Goods, 1 Machinery
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 Machinery
Staffing: 2 - Min. Unskilled
Effect: Consume 2 Basic Raw Resources to Produce 2 Basic Goods during Production
Complex Bonus: May Consume 1 extra Basic Raw Resource to Produce 1 Extra Basic Goods if fully staffed
Size: 2
End VP: 4
Advanced Goods Factory
Cost: 1 Basic Goods, 2 Machinery
Staffing: 1 - Min. Skilled
Effect: Consume 1 Rare Raw Resource to Produce 1 Rare Goods during Production
Size: 1
End VP: 4
Machinery Factory
Cost: 1 Basic Goods, 2 Machinery
Staffing: 1 - Min. Skilled
Effect: Consume 1 Basic Goods to Produce 1 Machinery during Production
Size: 1
End VP: 5
Machinery Factory Complex
Cost: 2 Basic Goods, 4 Machinery
Staffing: 2 - Min. Skilled
Effect: Consume 2 Basic Goods to Produce 2 Machinery during Production
Complex Bonus: May Consume 1 extra Basic Goods to Produce 1 Extra Machinery if fully staffed
Size: 2
End VP: 7
Laboratory
Cost: 1 Basic Goods, 1 Rare Goods, 1 Machinery
Staffing: 1 - Min. Expert
Effect: Produce 1 VP during Production
Size: 1
End VP: 1
Laboratory Complex
Cost: 2 Basic Goods, 2 Rare Goods, 2 Machinery
Staffing: 2 - Min. Expert
Effect: Produce 2 VP during Production
Complex Bonus: May produce 1 Extra VP if fully staffed
Size: 2
End VP: 2
Military Housing (Military)
Cost: 1 Basic Goods
Staffing:
Effect: May hold 2 Military Units
Size: 1
End VP: 1
Military Housing Complex (Military)
Cost: 2 Basic Goods
Staffing:
Effect: May hold 5 Military Units
Size: 2
End VP: 2
Barracks (Military)
Cost: 1 Basic Goods
Staffing: 1 - Min. Unskilled
Effect: Converts the staffed Colonist into a Soldier. The Soldier may be moved to an open Military Housing after the upgrade.
Size: 1
End VP: 1
Officer School (Military)
Cost: 1 Basic Goods
Staffing: 1 Officer, 1 - Min. Skilled
Effect: Converts the staffed Colonist into an Officer. The Soldier may be moved to an open Military Housing after the upgrade.
Size: 1
End VP: 1
Boot Camp (Military)
Cost: 1 Basic Goods
Staffing: 1 Criminal, 1 Officer
Effect: Converts the staffed Criminal into a Soldier. The Soldier may be moved to an open Military Housing after the upgrade.
Size: 1
End VP: 1
Military HQ (Military)
Cost: 2 Basic Goods
Staffing: 1 Officer
Effect: You may Organize your Military Buildings during the Production Phase, freely moving colonists between Temporary Housing and the Military Buildings themselves. You may NOT move colonists into or out of non-military buildings.
Size: 1
End VP: 3
Terraformer
Cost: 3 Basic Goods, 1 Rare Goods, 4 Machinery
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 Unskilled Colonist
Played Effect: In addition to the Unskilled you gain from the phase, you may also acquire a second Colonist of any type. Criminals provide 1 Wealth, Unskilled are free, Skilled cost 1 Wealth, and Experts cost 2 Wealth
Note: Colonists go into 'Temporary Housing' during this phase, not assigned to buildings.
Build
Basic Effect: Each player may build one single-space size building, paying the appropriate costs to do so, and staff it immediately. If the building can hold more than one colonist, you may staff it to full capacity. Staff may come from Temporary Housing or other buildings, but colonists taken from buildings are not replaced.
Played Effect: You may Build and Staff one additional single-space size building this Phase OR build a Complex (2+ space building).
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: One colonist you activate this turn is Free (does not cost Food). Note this is Colonist, not Building, so additional Staff still require Food.
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.
If Player A Played the Production Card, one of the Non-Farm Colonists would not require Food, netting the player an Additional Food that phase.
Trade
Basic Effect: Each player trades with the Station, buying and selling items in any order. In addition, Soldiers and Officers may be traded to and from the Station for VPs. You may
not go below 0 VP through trading.
Played Effect: You may look at the next two Trade Environments prior to Trading.
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
Basic Raw Costs 3 and Buys for 2
Rare Raw Costs 5 and Buys for 4
Basic Goods Costs 5 and Buys for 4
Rare Goods Costs 7 and Buys for 6
Machinery Costs 7 and Buys for 6
Soldier Buys for 2VP
Officer Costs 4VP and Buys for 3VP
War:
Food Costs 3 and Buys for 2
Basic Raw Costs 4 and Buys for 3
Rare Raw Costs 6 and Buys for 5
Basic Goods Costs 6 and Buys for 5
Rare Goods Costs 8 and Buys for 7
Machinery Costs 8 and Buys for 7
Soldier Buys for 4VP
Officer Costs 6VP and Buys for 5VP
Famine:
Food Costs 4 and Buys for 3
Basic Raw Costs 3 and Buys for 2
Rare Raw Costs 5 and Buys for 4
Basic Goods Costs 5 and Buys for 4
Rare Goods Costs 7 and Buys for 6
Machinery Costs 7 and Buys for 6
Soldier Buys for 2VP
Officer Costs 4VP and Buys for 3VP
Expansion:
Food Costs 2 and Buys for 1
Basic Raw Costs 3 and Buys for 2
Rare Raw Costs 6 and Buys for 5
Basic Goods Costs 5 and Buys for 4
Rare Goods Costs 8 and Buys for 7
Machinery Costs 7 and Buys for 6
Soldier Buys for 3VP
Officer Costs 5VP and Buys for 4VP
Export:
Food Costs 1 and Buys for 0
Basic Raw Costs 4 and Buys for 3
Rare Raw Costs 6 and Buys for 5
Basic Goods Costs 4 and Buys for 3
Rare Goods Costs 6 and Buys for 5
Machinery Costs 6 and Buys for 5
Soldier Buys for 1VP
Officer Costs 3VP and Buys for 2VP
Materials:
Food Costs 2 and Buys for 1
Basic Raw Costs 2 and Buys for 1
Rare Raw Costs 4 and Buys for 3
Basic Goods Costs 6 and Buys for 5
Rare Goods Costs 8 and Buys for 7
Machinery Costs 8 and Buys for 7
Soldier Buys for 1VP
Officer Costs 3VP and Buys for 2VP
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 you get to draw a Colony Card.
Colony Cards: These are single-use cards that give the person playing that card a special bonus or action that round.
Card: Forage
Play: During Survey Phase
Effect: Gain 1 Food
Card: Bounty
Play: During Survey Phase
Effect: Gain 1 Raw Resource
Card: Glittering Deposits
Play: During Survey Phase
Effect: Gain 1 Rare Raw Resource
Card: Alien Artifact
Play: During Survey Phase
Effect: Gain 1 VP
Card: Special Permits
Play: During Colonization Phase
Effect: May use the Played Card Ability instead of the Phase Ability, paying all costs as normal. May be used even if you played Colonize.
Card: Prison Contract
Play: After playing Colonize
Effect: Criminals give you an additional Wealth this round
Card: Opportunity
Play: During Colonization Phase
Effect: First Expert costs 0 this round
Card: Refugees
Play: During Colonization Phase
Effect: Gain an extra Unskilled Colonist
Card: Construction Boom
Play: During Build Phase
Effect: May Build an extra one-space building this Round
Card: Expansion
Play: During Build Phase
Effect: You may upgrade a one-space building into a Complex this Round, paying the cost difference between the buildings. You must have sufficient space to build the Complex.
Card: Grand Design
Play: During Build Phase
Effect: May Build a Complex this Round instead of a one-space building. If you played Build, you may Build both a one-space building AND a Complex this Round
Card: Unique Design
Play: During Build Phase
Effect: Double the End VP worth of a University, Resort, Market, or Military HQ Built this Round.
Card: Good Harvest
Play: During Production Phase
Effect: Your Farms produce +1 Food each
Card: Recycling
Play: During Production Phase
Effect: Gain 1 Basic Raw Resource
Card: Overtime
Play: During Production Phase
Effect: Use a Building Twice
Card: Market Boom
Play: During Production Phase
Effect: Your Markets produce +1 Wealth each
Card: Insider Knowledge
Play: Any Time
Effect: Look at the next Trade Environment
Card: Contacts
Play: During Trade Phase
Effect: You use Standard costs this round
Card: Negotiation
Play: During Trade Phase
Effect: You buy Basic Goods at -1 Cost this Round
Card: Marketing
Play: During Trade Phase
Effect: You sell Rare Goods at +1 Wealth this Round
Card: Idle Hands
Play: During Organize Phase
Effect: Convert one Unskilled in Temporary housing to Criminal (Any player)
Card: Gossip
Play: During Organize Phase
Effect: Look at another player's Colony Cards
Card: Experience
Play: During Organize Phase
Effect: Upgrade a Staffed Unskilled to Skilled (Any player)
Card: Synergies
Play: Any Time
Effect: Draw 2 Colony Cards
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, Soldiers, and Officers
-2 VP per unemployed Criminal
0 VP per unemployed Soldier and Officer
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.
Turn Information:
We will start each turn by having everyone PM me their Phase Choices for the round. Once all phase choices are in, I will reveal the Phases for the round and people can then post their turns. In general, unless your actions effect someone else or are effected by what other people do you are free to post your without waiting on anyone. You are welcome to PM your Phase choice to me early if you know what it will be.
Turn Post:
Please post your Turn in the following format. This will make it much easier for me to process the turns without errors. You may omit any Phases not occurring this turn.
Survey: Wealth gained, Resource Change (if you have a Survey Station)
Colonisation: Colonist(s) claimed. Wealth changed
Build: Building(s) built
Production:
Farms: +X Food
Harvesters: -x Food, +x Raw
Factories: -x Food, -x Raw, +x Goods/Machinery
Labs: -x Food, +x VP
Others: As necessary (- Food, Colonist changes, etc)
Trade: +/- x Resources, +/- x Wealth
Organization: Colonist moves
Player Trade: X Resources/Wealth/Colonists To/From Player
Net: +/- Resources, +/- Wealth, +/- Colonists, +/- VP