These New Worlds is a card game of galactic conquest for 2 humans in which players take on the roles of fledgling galactic emperors who compete to colonize the newly discovered Galaxy X. But they're not alone. A large empire known as The Collective also wants a piece of the action.
PLEASE NOTE: If you purchased your game from our print-on-demand provider, your cards may not have arrived sorted! Before you begin setup, take a moment to sort the cards into their separate decks by card backs.
Give each player a Homeworld card and a colony dome token. Players should place the Homeworld in front of them. This will be the start of their new Empire.
Next, shuffle the Planet Deck and place it between you and your opponent. Then turn over the top two cards in the Planet Deck and place them face-up to the right of the deck. These planets form The Collective.
Cards in The Collective have already been colonized and may not be claimed by either player.
Keep the Action Deck and the dice within easy reach. Also place all red (military), yellow (government), green (goods), and blue (science) resource tokens into a central stash within easy reach of both players.
These New Worlds is played over a series of four to six rounds. During each round, players will take turns playing cards from the Action Deck to a discard pile in the center of the table in order to gain resources. Resources will be spent at the end of the round to colonize a planet and, when necessary, engage in combat over contested planets.
The steps outlined below describe round setup, how to play cards, collect and spend resources, engage in combat, and colonize planets.
At the start of each round, reveal the top card of the Planet Deck, placing it face-up on top of the deck. Then roll the red, yellow, blue, and green Resource Dice and place them next to the Planet card. - These dice represent the resource costs to colonize the planet.
Next, shuffle the 18 card Action Deck, randomly set two cards aside, and deal the remaining 16 cards evenly between both players, forming two 8 card hands.
Fig. 1: Action Card
Players take turns playing Action Cards from their hand to the a central discard pile, with the player opposite from the dealer going first.
Note the number in the top left corner of each card (Item 1 in Figure 1). This is the card's Position Value. When playing a card to the table, you may only play a card with a higher Position Value than the current top card of the discard pile. Some cards have conditions that will allow you to break this rule if certain requirements are met.
For example, in Item 3 of Figure 1 above, the card's Special Action text indicates that you may play the card at any time, regardless of the current Position Value, if the top card of the discard pile is also green. - This is not your only option for playing this card (it may still be played on cards with a Position Value of 0 to 5, normally), but rather, an extra option for playing it.
Wild Cards: There are two wild cards in the deck. The first allows you to collect resources of any one color from The Collective. The second allows you to steal resources from your opponent. Wild cards may be played at any time and have a Position Value of 0 for cards played on top of them. Wild cards are the only exception to the “if you can play, you must” rule. You may choose to hold onto a wild card and not play it, even if doing so ends the round.
Play continues back and forth until all cards have been played, or no more cards are able to be played. During your turn, if you are able to play a card, you must do so. If not, play passes back to your opponent.
After playing a card, collect its resources, as indicated by the Awarded Resources icons (Item 2 in Figure 1).
Cards always give resources of their color. For instance, in the above example, upon playing the card, the player would receive 1 green resource token.
Other examples are show, items A-C.
Your homeworld card is considered to be a planet of every color, for the purpose of gathering resources only. Therefore, whenever you collect resources from your empire, you should always collect one for your home world. The homeworld may not be used to satisfy any conditional card play or combat rules.
At any time during the card play phase of the round, once you have accumulated enough resource tokens to pay two of the four rolled resource costs for the Planet Card, you may return those tokens to the central stash and place your colony dome on the card, indicating your intent to colonize it.
At the end of the card play phase, if only one colony dome is on the Planet Card, the player who owns that dome adds the world to their Empire by placing it face up next to their Homeworld.
If neither player has a colony dome on the Planet Card, then that planet is not colonized and it is instead moved to, and becomes part of The Collective.
If both players have a colony dome on the planet, space combat ensues!
To perform Space Combat, players take turns trying to win dice by rolling the four Resource Dice and adding their same-colored Resource Tokens to the result. For example:
This is done four times; once each for the red, yellow, green, and blue die.
Sometimes players will tie, like so:
In this case, both players have the same final score for the green combat round. As a result, neither player wins the die and it is set aside.
At the end of the four combat rounds, the player who has won the most dice is the winner and colonizes the planet.
If both players have the same number of dice, the tie goes to the player who already has a planet of the same color (excluding the homeworld) in their Empire.
If neither player has a world of this color in their Empire, neither player colonizes the planet and it is added to The Collective, instead.
Once the planet has been colonized, return all resource tokens to the central stash and return the two unused Action Cards to the Action Deck before beginning the next round. Deal then passes to the other player.
At the end of the game, the player with the most planets in their empire wins. If The Collective reaches five planets, the game ends immediately and neither player wins.
Colorblind? Me too. Note the white dots on the bottom middle of each Action and Planet card. 1 Dot = Red, 2 Dots = Yellow, 3 Dots = Green, 4 Dots = Blue, 5 Dots = Wild
For dice and resource cubes, select a consistent order and placement on the table for these components.