MULE - Web-Manual - Gioco Da Tavolo
MULE - Web-Manual - Gioco Da Tavolo
MULE - Web-Manual - Gioco Da Tavolo
- Heikki Harju
Credits
Game Design
Heikki Harju (Game Design and Editing), Tuomo Mattila (Design Assistance)
Art
Jere Kasanen (Art Direction, Graphical Design, Store and Additional Art),
Tuuli Hypén (Card, Map, Character Art), Ossi Hiekkala (Cover Art)
Production
Toni Niittymäki (Production) and Jere Kasanen (Production Assistance)
Special Thanks to
The entire crew of Ozark Softscape for creating a such a great computer game. A personal thanks to Janne Hirvonen for games
we played together. Melanie Bunten for coaching and suggestions throughout the publishing process and Jussi Autio, Mikko
Lapinlahti and the rest of the crew in Tuonela Productions as well as Sean Brown from Mr. B Games for believing in the game
during its initial publishing effort. Paul Grogan (Gaming Rules!) for proofreading and suggestions. Playtesters: Tatu Koskela,
Eija Myötyri, Jussi Pakkanen, Juhani Simola, all the curious gamers in Ropecon, Spiel, Maracon, Grand Cru Games, to name
just a few. And to all you wonderful people who played and contributed to this game over the years of its design!
M.U.L.E. The Board Game is © 2015 Lautapelit.fi
The original M.U.L.E. computer game that inspired this board game was designed and developed by Dan Bunten with
Bill Bunten, Jim Rushing and Alan Watson.
M.U.L.E. is a trademark of Ozark Softscape
2 Preface
OBJECTIVE OF THE GAME
M.U.L.E. (abbreviated from “Multiple Use Labor Element”) is a
warmhearted game of cutthroat capitalism where Players (also
called “Colonists”) are settling the remote Planet Irata on behalf of a
Galactic Federation. They claim plots of land and install mechanical
robots (M.U.L.E.s) to work on them. M.U.L.E.s produce Goods that
Colonists can use, stockpile, or (hopefully) sell for profit.
There will be unexpected surpluses and shortages of different Goods,
causing market prices to fluctuate. Players must plan ahead while
maintaining flexibility to change their plans as conditions change.
The player with the biggest amount of Galactic Dollars (money) in
the end wins, and is declared the First Founder of the Colony.
Component List
Large Components Cards
Rulebook 1 Lucky Event Cards 12 Land for Sale Cards 8
Game Board 1 Unlucky Event Cards 9 Player Species Cards 8
Player Boards 4 Production Cards 24 Package From Home World cards 6
Wooden Counters
1-Food Counters 40 5-Energy Counters 8 1-Crystite Counters 30
5-Food Counters 4 1-Smithore/M.U.L.E. Counters 70 5-Crystite Counters 12
1-Energy Counters 40 5-Smithore Counters 8 Auction Tracker 1
Price Track
corral
2.
Ranking
8.
GAME COMPONENTS
5. +1 5. Gives
> Lucky Event
-1
2. are
shipped off planet
and immediately
removed
5.
-1 per in
5.
-1 1.
is divided into “Planet Irata” and “The Store” sections. Planet Irata
is a map, used to set up the Land Tiles that Colonists claim during
Land Grant
6.
2. Priority to
buy from
≤
6.
Market
Sequence
the game. The central square of Planet Irata symbolizes the location
Mule_Gameboard_2015-08-10.indd 1 10-Aug-15 14:05:27
3. Spoilage:
3. Spoilage:
3. Usage: 3. Usage:
of The Store. The right side of the Board zooms the view inside The
Store and has four trade posts for different Goods, the Price Track
>12 >12 2. Food Usage
Round 1 Round 2 Round 3 =
Spoilage: Spoilage:
>12 >12
for those Goods and four small houses that are used for Ranking the
2. Food Usage
Round 1 Round 2 Round 3
are distributed to players, one for each. They are used to keep track
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4 Game Components
Crystite can be discovered by either Assaying a soil sample from the
Cards
Land or by trying to produce Crystite on it and hoping to succeed
by chance. Meteor Craters always contain high amounts of Crystite. Lucky and Unlucky
Event Cards Hand Cards
Like Smithore, Crystite cannot be mined on Rivers.
Food
is needed by players to take Development Actions, such as Assaying
Lands or Installing/Refitting M.U.L.E.s. Rivers are best-suited for
producing Food.
?
are drawn during each Game Turn. They contain personal news,
1
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Mule_Species_cards_2
major colony-wide events, and “fun” planetary disasters. Some of Tokens and Trackers
these events also help to keep the game balanced, making it hard for Ranking Tokens Buyer/ Seller Tokens
one player to dominate the game.
Hand Cards
are held by Players and used at their discretion. There are two kinds
of Hand Cards in the game: Package From the Home World! and Auction Tracker
Land for Sale! The latter are used under Tournament rules only.
Colonist Cards
are available as an Optional Rule under Tournament rules. They
add Special Talents to the Colonist species. Each species is featured
in two color schemes to enable two Players to play that species Money
simultaneously.
$1 $5
Ranking Tokens
are used to track the Colonists’ wealth on the Ranking Track.
Ranking affects play order in some Phases. It also affects how
different random events affect the Colonists, usually to the $10 $50
advantage of Low-ranking Colonists. Each Ranking Token is
featured in two color schemes, matching the Colonist Cards.
Buyer/ Seller Tokens
may be used to indicate that a player has already Bought or Sold a $250
Good during an Auction, and therefore can no longer do the opposite
in the same Auction.
The Auction Tracker
is used to track progress of the Market Phase from one Auction to Turn Se
q uence
1. Ex
another. It is also used to mark which Land is being sold in a Land pan
2. Dev
sion
Turn
on Two
Adjace
Move a nt Land
are used to Buy Goods from The Store or other Colonists. Goods may to Any s
Assay Other La
Sequence Any Tw nd
o Land
s
Summaries
pus: ga
Gambl in $10 if
e at the succes
Pub: ga sful
The player with the most Galactic Dollars at the end of the game wins! 3. Usa
ge and Sp
in $5, end
Phase
oilage
4. Pr
oductio
show the sequence of Phases in each Game Turn for quick reference 6. M
7. Ra
arket
during play. The reverse side of the Turn Sequence Sheet can be used 8. Pe
rson
nkin g
Game Components 5
1. Game Boards & Sequence of Play
Open the Game Board on the middle of the table.
SET-UP
Each player picks one Player Board featuring a
Colonist species (do not use the special talents of BEGINNER GAME
Humanoid and Flapper if this is your first game) For Your First Game(s) of M.U.L.E.
and one Turn Sequence Summary sheet.
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2. Planet Irata
Mule_Lan
you.
or ) than ing
( nd
Good the correspo a smaller
on Planet Irata:
rld!
me Wo
the Ho Mechtron
e from
Packag
Plains 18
Round 3 Round 2 Round 1
Food Usage 2.
Energy Food Crystite Smithore
>12 >12
Low Mountain 6
Spoilage: Spoilage:
High Mountain 6
Planet Irata
Some Lands will be left over: this is intentional. The Board Game
Put all of them except Rivers and Meteor Craters Price T
back into the box without looking at their Crystite
production values.
Turn all the Lands you picked so that their Public
Side is showing, (the side with a (?) symbol).
Shuffle the Lands on the table and place them on
Planet Irata (still with their Public Sides up), one
Land per square, into squares showing the same
type of Land. Note that River locations are left
empty in the Beginner Game, as all players already
start with a River Land. The center square (The
Store) is also left empty.
When setting up Lands, check that their Public Market
6.
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3. Event Cards
Shuffle the Lucky and Unlucky Event cards into
separate decks and place them next to the Board,
face down.
?
4. Production Cards
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Spoilage: Spoilage:
it on the table in front of you, face down. Put the Smithore Crystite
>12
Food
>12
Energy
other three The Ship is Back! cards back into the 2.
Round 1
Food Usage
Round 2 Round 3
Put the remaining Production Cards back into the Mule_playerboards_2015-06-08.indd 1 09-Jun-15 12:45:20
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6. The Store
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Mule_Lan
( or
you.
) than ing
nd
Good the correspo a smaller
Place the following amounts of Goods into their
respective trade posts within The Store:
s clouds and legs everywhere!
stock of Colonist ha or the ground, heads in the
er
if no oth gain either ist Acts: Leggites have their feet on
Play to e any Colon Phase, ...from the Afcany plains.
befor opment
2. Devel
rld!
me Wo
the Ho Leggite
e from
Packag
M.U.L.E.s 12
Round 3 Round 2
Food Usage
Round 1
2. Smithore 4 8
Energy Food Crystite Smithore
>12 >12
Spoilage: Spoilage:
Food 6 8
= Round 3 Round 2 Round 1
Food Usage 2. >12 >12
Usage: Usage: Spoilage: Spoilage:
3. 3. 3. 3.
Energy 6 8
≤6
All
No stocks
sold to are
7. Players
shipped off planet
and immediately Pick Ranking Tokens representing the Colonists
featured on the Player Boards. Shuffle the Tokens
removed
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Items Quantity
Food 4
Energy 3
Money $30
Package from Home World! Card 1
3. 3. 3. Usage: 3. Usage:
Spoilage: Spoilage:
>12 >12
Mule_Lan
dforSale_c
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!
Package from
dd 14
the
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Mechtron
or Withdraw.
River 3 4
Round 3 Round 2 Round 1
Food Usage 2.
Energy Food Crystite Smithore
>12 >12
Plains 18 =
Spoilage:
Round 3
Spoilage:
Round 2
Food Usage
Round 1
2. >12 >12
Usage: Usage: Spoilage: Spoilage:
3. 3. 3. 3.
Low Mountain 6
High Mountain 6
Planet Irata
Price T
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3. Event Cards
Shuffle the Lucky and Unlucky Event cards into
separate decks and place them next to the Board,
face down.
?
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03-Jun-15 16:45:51
Spoilage: Spoilage:
other three The Ship is Back! cards back into the Smithore Crystite
>12
Food
>12
Energy
Home World
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6. The Store
Good ( or ) than you.
stock of the corres
ponding clouds and legs everywhere! Place the following amounts of Goods into their
respective trade posts within The Store:
er
ist has a small the ground, heads in the
if no other Colon or Leggites have their feet on
either
Play to gain ist Acts: ...from the Afcany plains.
before any Colon Phase,
Development 2.
! Leggite
Home World the
Package from
Mule_LandforSale_
cards_2015-07-29.in
or Withdraw.
Raise the
Bidding proce bid by $2
eds
Irata. Your openi clockwise:
any unclaimed ng bid is $8.
M.U.L.E.s
Place the AuctiLand on Planet
12
on Track
after Land Grant er on
1. Expansion :
Phase
Land for Sale
!
Smithore 4 8
Round 3 Round 2 Round 1
Food Usage 2.
Energy Food Crystite Smithore
>12 >12
Spoilage: Spoilage:
Food
= Round 3 Round 2 Round 1
5 6
Food Usage 2. >12 >12
Usage: Usage: Spoilage: Spoilage:
3. 3. 3. 3.
Energy 5 6
≤6
All
No stocks
sold to are
7. Players
shipped off planet
and immediately
removed
Pick Ranking Tokens representing the Colonists.
Shuffle the Tokens and place them in a random
order on the Rank Track to form the initial
Ranking.
All players start with the following:
5. 5.
+1 per in each Colonist’s
stock below
+1 per in each Colonist’s
stock below their number of Items Quantity
-1 per in -1 per in 1.
Starts
Land Grant
6.
2.
Starts if
Priority to
buy from Food 4
≤ 6 in
10-Aug-15 14:05:27
Energy 2
Money $30
Package from Home World! Card 1
Land for Sale! Card 1
Buyer/ Seller Token 1
Players do not start with any Lands or M.U.L.E.s.
3. Spoilage:
3. Spoilage:
3. Usage: 3. Usage: Colonist Cards with Special Talents are available
as an Optional Rule: players pick one Colonist
>12 >12 2. Food Usage
Round 1 Round 2 Round 3 =
Spoilage: Spoilage:
Smithore Crystite
>12
Food
>12
Energy
Card and place it on their Player Board, overriding
2.
Round 1
Food Usage
Round 2 Round 3
the default Species. You may agree that the Rank 1
Colonist gets to pick their Colonist first, followed
Land for Sale
! by Rank 2, and so on.
Phase
1. Expansion :
after Land Grant er on
on Track
Place the AuctiLand on Planet
any unclaimed ng bid is $8.
Irata. Your openi clockwise:
eds
Bidding proce bid by $2
Raise the
10-Aug-15 14:09:00
Spoilage: Spoilage:
>12 >12
In the second Land Grant of Turn 1, Do not look at the Secret Side of a Land when claiming it.
Packer picks a High Mountain tile from
the White Zone and places it accordingly. Planet Irata is divided into three Zones: White Zone, Red Zone
3. Spoilage:
3. Spoilage:
3. Usage: 3. Usage:
and Blue Zone, defined by the border color of the squares. The
same Zones are also depicted on the Player Boards. A claimed Land
>12 >12 2. Food Usage
Round 1 Round 2 Round 3 =
Spoilage: Spoilage:
matches the Zone of the square the Land was taken from on Planet
Irata. A player cannot claim a Land unless they have an empty square
in a matching Zone on his Player Board. 3. Spoilage:
>12
3. Spoilage:
>12
3. Usage:
2. Food Usage
Round 1 Round 2
Spoilage:
In addition to Zone restrictions, River Lands can only be placed on the Smithore Crystite
>12
two squares of the Player Board depicting a river bed, just above and
Packer
below the central square (The Store). This restriction only applies to
Packers love food and make
excellent farmers when they
don’t gobble their crop!
River tiles: Plains and Mountains on the White Zone can also
The Expansion Phase is now over. From be placed on these two river bed squares. The Store square is
now on, there will be only one Land Grant
per Turn. not in any Zone and cannot have any Lands placed on it.
Once placed on a Player Board, Lands can never be voluntarily
moved. The facing of a Land (that is, the orientation of the colored
Mule_playerboards_2015-06-08.indd 5
10 1. Expansion
TIP: When choosing the Land to claim, consider that: Land Grant Example
• Lands on the White Zone require less Food to Develop than (Tournament)
lands on the Red Zone or the Blue Zone (See 2. Development). If the previous example had been the first
• It takes less Food to Refit two M.U.L.E.s on any two adjacent Land Grant in a Tournament, Packer
Lands, regardless of their Zones. (See 2. Development.) would not have had the River and the
M.U.L.E. from the set-up. In all other
• In a Tournament, having Adjacent Lands that produce the
respects, the Land Grant process would
same type of Good increases production. (See 4. Production.)
have been the same.
Expansion 1. 11
Development Example 1: 2. DEVELOPMENT
Action Rounds In the Development Phase, Colonists can Buy, Re-fit and Move
This example illustrates an entire
Development Phase with three Colonists. M.U.L.E.s to manage their production, Assay Lands to discover Crystite,
There are 10 M.U.L.E.s in The Store in and either Hunt the Wampus or Gamble at the Pub to earn Money. At
the beginning of the Development Phase, the beginning of the Phase, before any player has taken any Actions,
which is more than half of its maximum The Store starts producing M.U.L.E.s (see page 14). In addition, eligible
stock. Therefore, the Highest Ranking Players may spend a Package from the Home World!. If multiple players
Colonist (Gollumer) acts first. spend this card, its precondition (no other player having a smaller stock)
Action Round 1 is checked only once, before any of the cards takes effect.
Gollumer (Rank 1) Assays 2 Lands. He
looks at the Secret Side of one of his own Action Rounds and Actions
Lands first, then the Secret Side of a Land There can be up to three (3) Action Rounds in a Development
on Planet Irata. This costs him 1 Food. Phase, each with up to two (2) Actions per Player.
As his second Action he Buys a M.U.L.E.
in the White Zone, costing him 1 Food Colonists take turns to perform Action Rounds, starting with the
and $7 for the M.U.L.E. Gollumer sets the Rank 1 Colonist and ending with the Lowest Ranking Colonist.
M.U.L.E. to produce Food, so he rotates However, if The Store has six (6) or fewer M.U.L.E.s in its Corral
its icons to point up. before the first Action Round, this order is reversed.
Mechtron (Rank 2) decides to Hunt the Before taking an Action, the Player must first pay its Food Cost by
Wampus, costing 1 Food. Mechtron
draws an Event Card, sees the Wampus
moving a corresponding number of Food units from their Food Stock
on the top-right corner and collects $10. to their “Food Usage” box. No more than two (2) Food can be used by a
Mechtron declares that he will take no Player in one Action Round. Players without Food must Pass.
other Action on this Action Round.
In one Action Round, each Player can do one of the following:
Packer (Rank 3) decides to Buy a M.U.L.E.
in the Blue Zone. This Action costs her 2 • Take 1 or 2 Actions that cost 1 Food each
Food. She picks a M.U.L.E. counter from • Take 1 Action that costs 2 Food
a M.U.L.E. Pen in The Store, pays $7 and • Pass, costing no Food and ending his Development Phase
places it on her empty Land on the Blue
Zone. Packer rotates the Land so that its Within these constraints, Colonists can take any combination of
icons point up to indicate Smithore Actions described below in one Action Round, in any order.
production.
The Development Phase ends when all Colonists have either
Action Round 2 Passed, Gambled at the Pub or completed three (3) Action Rounds.
Gollumer Refits 2 M.U.L.E.s on Adjacent
Lands, costing 2 Food. He changes one
M.U.L.E. on a Plains tile to produce Food Buy a in the White Zone 3. Spoilage:
3. Spoilage:
>12 >12
instead of Energy, rotating the tile so Planet Irata Start by paying the current Dollar price of a M.U.L.E. to
that its icons point up. He also Refits corral
The Store, (The Store sells M.U.L.E.s at the same Price as
The Board Game
Crystite, turning the (?) symbol to point and the Dollar cost of the M.U.L.E., take a M.U.L.E. 2.
2. play order if
All
No
so
up. In the next Production Phase this tile counter from The Store and place it on one of your empty shipped
and im
rem
will be flipped over to its Secret Side, (but Lands in the White Zone.
not before).
Rotate the Land where you just placed the M.U.L.E. so
Mechtron has Food left but decides to
save it for the future and Passes.
that the icons representing the type of Good you want to
produce are facing up, towards the top of your Player3. Board. 3.
Packer does not have any Food left in her Spoilage: Spoilage:
Stock, so she must also Pass. 5. +1 per in each Colonist’s 5. +1 per in each Co
M.U.L.E. per tile (Players cannot “store” them in their Stocks).stock below
-1 per in
stock below their num
-1 per in
Action Round 3
Gollumer Gambles at the Pub and takes $5. • M.U.L.E.s have the same Dollar Price as Smithore.
Smithore Crys
except for the higher Food Cost on the two outer Zones.
Spoilage: Spoilage:
paid his>12
Food costs during the previous
>12 >12 2. Food Usage
Round 1 Round 2 Round 3 =
>12
Development Example 1 by moving Food
Spoilage: Spoilage:
except for the higher Food Cost on the two outer Zones. Round 1 Round 2 Round 3
Round 1 Round 2 Round
2 3 4
Spoilage: Spoilage:
Spoilage: Spoilage:
Food Cost and the fact that you can Refit any >12 >12
two (2) of your existing M.U.L.E.s that are Smithore Crystite Food Energy
Adjacent to each other, to produce any Goods Action Round 1 2. Food Usage
Packer
3. Refit on Two
one of your empty Lands. When you take this Adjacent Lands
Action, you can also choose the type of Good Spheroid
the M.U.L.E. will produce in its new Land. Action Round 3
The Food Cost of this Action is not affected 4. Gamble at the
...from the Rolldoe Pub
system. Packer
Spheroids are well-rounded
by Zones. pioneers who hate square ...from the Silicon system.
corners and straight lines! Packers love food and make
1 09-Jun-15 12:45:20
Assay Any Two Lands
Privately inspect the Secret Sides of any two Lands, one by one, on
any Player Board or on Planet Irata. You can Assay one Land before
deciding which Land you will Assay next. Put each Land back to
the square you took it from, with its Public Side up. You must try to
remember what you saw: that is, you are not permitted to look at the
Secret Sides of these Lands afterwards without taking another “Assay
2 Lands” Action. Zones have no effect on the Food cost of this Action.
Event Card and look at the icon on the top right corner of
the card. If you see a symbol of the Wampus, you catch
him. The Wampus gives you the contents of his treasure
chest to go free: take $10!
However, seeing a “No Wampus” symbol instead, means No Wampus
its empty pens in Corral. fill any empty pens in the Corral. Each 2.
B. During the Action Rounds, The Store
M.U.L.E. pen can house two M.U.L.E.s and
made two new M.U.L.E.s to replace must do so if possible. One Smithore unit
the ones it sold to Gollumer and converts to one M.U.L.E. M.U.L.E.s can
Packer. never be converted back to Smithore.
C. Since all M.U.L.E. pens were full at the When buying M.U.L.E.s, take them first from the bottom half of the
end of Development, the remaining Corral. Once that is empty, start taking M.U.L.E.s from the top half
one Smithore was left in The Store.
of the Corral.
Ranking
corral
C
2. 8.
5. +1 for each empty 5. Starts if Gives
See last drawn > 6 in Lucky Event
-1 per in Production Card
B A 5. 5
2. play order if ≤6 No stocks +1 per in each Colonist’s
2. All sold to are
stock below
shipped off planet
and immediately
removed -1 per in
6.
Market
Sequence
10-Aug-15 14:05:27
14 2. Development
3. USAGE AND SPOILAGE Usage and Spoilage Example
In the Usage and Spoilage Phase, each Colonist removes the Food Starting point
they used in their previous Development Phase and the Energy that Leggite has 2 Food in her Food Usage box
will be needed to power their M.U.L.E.s in the coming Production and 15 Smithore, 7 Crystite, 1 Food and 9
Energy, in her Stocks.
Phase. After Usage, any Goods with excess Stocks are subject to 3. 3. 3. 3.
Spoilage.
Spoilage: Spoilage: Usage: Usage:
>12 >12 2. Food Usage
Round 1 Round 2 Round 3 =
Spoilage: Spoilage:
>12 >12
Usage Leggite
Food Usage equals the Food you played into your “Food Usage” ...from the Afcany plains.
Leggites have their feet on
the ground, heads in the
box now.
Mule_playerboards_2015-06-08.indd 4 09-Jun-15 12:45:49
Usage
Energy Usage equals your number of M.U.L.E.s producing any Food Usage: Leggite’s Food Usage
Good other than Energy. Remove this number of Energy units from equals the 2 Food she has in her Food
Usage box.
your stock now.
Energy Usage: Leggite has 6
TIP: Some players find it helpful to place the consumed Energy M.U.L.E.s, 2 of which are producing
units on top of their energy-using M.U.L.E.s before removing them. Energy. Therefore, her Energy Usage is 4.
3. Spoilage:
3. Spoilage:
3. Usage: 3. Usage:
>12 >12 2. Food Usage
Round 1 Round 2 Round 3 =
>12 >12
Production Phase, nor do they contribute to Economies of Scale in ...from the Afcany plains.
Leggites have their feet on
Spoilage
Food Spoilage: Leggite has 1 Food
M.U.L.E.s producing Energy do not use Energy. remaining in the her Stock: not enough to
cause Spoilage.
Spoilage Energy Spoilage: Of the 5 Energy
After Usage, for every 2 Food remaining in your Stocks, 1 Food remaining in Leggite’s Stock, 1 is Spoiled.
is spoiled and removed. Fractions are rounded down (for example, if Overstock Spoilage:
you have 5 Food in your Stock after Usage, 2 of them are spoiled). Finally, Leggite’s 3 Smithore that are in
After Usage, for every 4 Energy remaining in your Stocks, 1 excess of 12 units are Spoiled.
Energy is spoiled and removed. Fractions are rounded down (for 3. Spoilage:
>12
3. Spoilage:
>12
3. Usage:
2. Food Usage
Round 1 Round 2 Round 3
3. Usage:
example, if you have 3 Energy in your Stock after Usage, none are
Spoilage: Spoilage:
>12 >12
spoiled). 2.
Round 1
Food Usage
Round 2 Round 3
• Always remove any Used and Spoiled units to the neutral ...from the Afcany plains.
Leggites have their feet on
the ground, heads in the
counter piles near the Board - never put them into The Store.
clouds and legs everywhere!
• Goods in The Store are never spoiled. After Usage and Spoilage, Leggite has 12
Smithore, 7 Crystite, 1 Food and 4 Energy
in her Stocks.
=
may initially want to do it one player at a time until everyone
has learned how to do it correctly on their own.
Round 1 Round 2 Round 3
Spoilage: Spoilage:
>12 >12
Start the Production Phase by drawing one Production Card for the
Acid Rain Storm
+2 to
! whole Colony, (not one per player). Read its effects aloud and apply
them for this Game Turn only. Some Production Cards modify the
Production Value
Lands. s of all
–2 to Production Value
Lands. s of all
=
of the same kind. Economies of Scale are unaffected by Zones,
Spoilage:
>12
Spoilage:
>12
Production Values or Production Value modifiers, even if one or
both of the connected Lands have zero Production Value for the
Smithore Crystite Food Energy
2. Food Usage
Round 1 Round 2 Round 3
Leggite
10
Mule_Production_201 ...from the Afcany plains.
5-05-22.indd
Leggites
8 have their feet on
08-Jun-15
the ground, heads in the 09:58:48
clouds and legs everywhere!
16 4. Production
5. PRICING Pricing Example
On the left side of The Store is the Price Track. It shows the possible The illustration below shows the situation
in The Store at the beginning of Pricing
Price range and the current Price of each Good in The Store. During Phase.
set-up, one counter was placed on the bottom of each lane of the
Price Track to mark the starting Prices. Every step of the Price Track Planet Irata
has two Prices associated with it: Price Track 5. +1 for each empty
-1 per in
5. See last drawn
Production Card
2.
Starts if
> 6 in
The higher of the two Prices (on the left of the Price Track) is
≤6 No stocks
2. sold to are
shipped off planet
and immediately
The Store’s Sell Price. The Store sells Goods and M.U.L.E.s to
removed
The Store’s Buy Price. The Store buys Goods from Colonists
stock below stock below their number of
-1 per in -1 per in 1.
Starts
Land Grant
at this Price. 6.
2.
Starts if
≤ 6 in
In the Pricing Phase (and only in the Pricing Phase), The Store
Market
Sequence
Mule_Gameboard_2015-08-10.indd 1
checks how many steps the Price of each Good changes on the Price Smithore Pricing
Track, based on the following Pricing Rules. Because there are 3 completely empty
Summaries of these Pricing Rules are also printed on the trade M.U.L.E. pens in The Store, the Price of
posts of The Store for easy reference during play. Smithore increases by +3 steps from $8/6
to $11/9. The partially empty pen does not
Smithore and M.U.L.E. Prices increase by one step for every affect pricing.
completely empty M.U.L.E. pen in The Store. Each M.U.L.E. pen can
house two M.U.L.E.s and must do so if possible. A partially empty Crystite Pricing
Crystite Price for this Turn is taken from
M.U.L.E. pen does not affect pricing. The Prices decrease by one step the latest Production Card, which reads
for each surplus Smithore unit in The Store, (which is possible only if “4” on its bottom right corner. The new
all the M.U.L.E. pens are full). Buy Price of Crystite is therefore $4.
Crystite Price varies randomly. Look at the bottom right corner of Food Pricing
the most recently drawn Production Card to see the The Store’s Buy Players have 1, 2, 3 and 7 units in their
Price for Crystite on this Turn. If the Pirate Ship! Production Card stocks. The total number of Food units
was drawn, the Price remains unchanged. that any Colonist’s Stock is below 4 is
therefore 6 (3+2+1=6), (the fact that some
Food Price increases by one step for each unit of Food that any players may have more than 4 units in
Colonist’s Food Stock is below four (4). Shortages of all Colonists are their Stocks has no impact to Pricing).
added together. It decreases by one step for each unit of Food in The Also, The Store has 1 unit in stock, which
Store. Add these effects together to calculate the net change in Price. causes a -1 modifier to the Price. The net
change in the Price of Food is 6 – 1 = +5
Energy Price increases by one step for each unit of Energy that any steps. Since the Price Track for Food only
Colonist’s Energy Stock is below their number of M.U.L.E.s (regardless has two steps remaining above its current
of what the M.U.L.E.s produce). Shortages of all Colonists are added Price, the Price of Food increases +2 steps
together. It decreases by one step for every unit of Energy in the Store. to $9/7 (the maximum Price of Food in
The Store).
Add these effects together to calculate the net change in Price.
Energy Pricing
Food and Energy can have both positive and negative All players have more Energy in their
modifiers affecting their Pricing simultaneously. Stocks than they have M.U.L.E.s laboring
Deduct all the (-1) modifiers from all the (+1) modifiers affecting on their Lands, which means there are
the Pricing of these Goods. The result is the net total number no effects that would cause the Energy
of steps that the Price counter of that Good moves on the Price Price to increase. The Store has 5 units,
Track, either up (positive total) or down (negative total). which causes a -5 modifier to the Price of
Energy. However, since the Price Track for
Energy only has one step remaining below
the current Price, Energy price drops that
one step to $3/1 (the minimum Price of
Energy in The Store).
Pricing 5. 17
Market Example 6. MARKET
This is an example of a full Market Phase,
proceeding from Smithore Auction to
In the Market Phase, Colonists can buy or sell Goods (but not
Energy Auction. M.U.L.E.s) with other Colonists and with The Store.
Smithore Auction The Four Auctions
Leggite announces that she wishes to sell The Market Phase is split into four Auctions that are always
3 Smithore to the Store at its current Buy
Price ($3). However, Packer offers to buy conducted in the same order: Smithore, Crystite, Food, and Energy.
2 of those units for $7 total and Leggite You may move the Auction Tracker on the area below the Price Track
agrees. After trading with Packer, Leggite to show which Good is currently being auctioned.
decides she does not want to sell her third
unit to The Store, after all. Since no-one Buying or Selling
else wants to buy or sell Smithore, the Colonists may trade the Good being Auctioned with each other
Smithore Auction is declared closed. and with The Store. They can freely choose who they trade with,
Crystite Auction regardless of Prices offered. Trading is always voluntary. Buying and
No-one has any Crystite in their Stocks, selling happens simultaneously. Players also act simultaneously.
(the Store never has Crystite unless a player Deals are considered complete and irrevocable once Goods have
just sold it there during the same Auction).
Since there are no buyers or sellers,
changed hands.
Crystite Auction is declared closed. During an Auction, a Colonist can either Buy or Sell the kind of
Food Auction Good currently being auctioned, but not both. By the act of buying
Spheroid sells 2 Food units to Packer or selling a Good, a Colonist declares herself as either Buyer or Seller
for $6, after which he proceeds to sell 1 of that Good for the rest of that Auction. You may place the Buyer/
Food unit to The Store at its Buy Price Seller Token (applicable side up) on top of your relevant Stock to
($5). Both Leggite and Mechtron offer to
pay $6 for it to Spheroid, but Spheroid
indicate that you have become a Buyer or Seller of that Good.
prefers to sell it to The Store: she takes The Store sells Goods to Colonists at its Sell Price (as long as it has
$5 and places 1 Food to The Store. After Goods in stock) and buys them at its Buy Price. Players may agree
this, both Leggite and Mechtron want to any Prices when trading with each other: they do not even have to be
buy the unit that Packer just sold to The
Store. Leggite has Priority to Buy from within the price range shown on the Price Track.
The Store because her Ranking is lower All Crystite sold to The Store is shipped off-planet immediately after
than Mechtron’s. Leggite pays the The the Crystite Auction and removed from The Store.
Store’s Sell price ($7) and takes the unit
from The Store. The Store has no more Priority to Buy
Food left. Spheroid offers to sell one unit Even though all trading is simultaneous, if there are any conflicts
to Mechtron for $14, which he grudgingly
accepts. No more Food trade takes place, regarding who can buy a Good from The Store first, the Lowest
so the Food Auction is closed. Ranking Player has the first Priority to Buy as many Goods as she
Energy Auction
wants before anyone else, then the next player above her in Rank,
The Store has a large stock of Energy, but and so on, in reverse Rank order. No priority order is needed for
none of the players are interested to buy selling Goods.
or sell any of it. Energy market is closed
and the whole Market Phase along with it. TIP: The following procedure can be used if no-one wants to sell
first or if someone is just stalling: during an Auction, any player
has the right to start a countdown from 10 to 0, taking roughly one
second per number. If no deals are made during this countdown,
that Auction is over. If any deal is made during this time, the
countdown is interrupted but can be restarted from 10 if needed.
When selling to The Store, place the sold Goods into the
relevant trade posts in The Store. Likewise, when buying from
The Store, take the Goods you bought from these trade posts.
18 6. Market
7. RANKING Ranking Ranking Example
After the first game turn,
In the Ranking Phase, all players count their Galactic Dollars and
The Board Game corral
Price Track
2. players reach the Ranking
8.
announce their wealth. The Ranking Tokens
5.
are then rearranged
-1 per in
5.
+1 for each empty
on See last drawn
Production Card
Starts if
> 6 in
Gives
the Ranking Track to reflect the new order 2.of wealth: the wealthiest 2. play order if ≤6
All
No stocks
sold to are their Money: Packer has $30,
player becomes the new Rank 1 Colonist and the poorest player Mechtron has $25, Spheroid has
shipped off planet
and immediately
removed
becomes the Lowest Ranking Colonist. If the Colonists’ wealths $25 and Leggite has $8.
are tied, the Colonist whose Rank was higher on the previous Turn Packer becomes the Rank 1
remains higher. Colonist. Spheroid remains at
Rank 2 because he was higher
If The Ship is Back! Production Card5. was drawn in5. the previous
+1 per in each Colonist’s +1 per in each Colonist’s
than Mechtron in previous
Production Phase, the game ends now and the Highest
stock below
-1 per in
stock below their number of
-1 per in 1.
Ranking. Mechtron becomes
Ranking Player wins (see Game End and Winning below). Starts
Land Grant Rank 3 and Leggite becomes
6.
2.
Starts if
Rank 4, the Lowest Ranking
Priority to
buy from
6.
≤ 6 in
Colonist.
PERSONAL EVENTS
Market
8.
Sequence
10-Aug-15 14:05:27
In the Personal Events Phase, Lucky or Unlucky Events can happen Personal Events Example
to individual Colonists, either aiding or hindering their game. Lucky Event
Packer is the Highest Ranking Colonist
Lucky Event (Rank 1). She therefore begins the Personal
The Rank 1 Colonist starts the Personal Events Phase by drawing Events Phase by drawing a Lucky Event Card:
one Lucky Event card. She looks at the card and gives it to another Packer can choose
Player of her choice but he cannot receive it herself. The target the target of the
player reads the card aloud and follows its instructions. Any Money Event (but not
or Goods gained through the Lucky Event are taken from the neutral herself). Packer
decides to target
stacks, not from The Store or any Player. Mechtron,
Some Event Cards have an effect that scales based on the number of making a big Lucky Event
Lands the target player has on their Player Board: a small or no effect deal about her Your M.U.L.E. won the colony
tap-dancing contest!
target of the Unlucky Event card reads the card aloud and follows its
instructions. Any Money or Goods lost through the Unlucky Event Unlucky Event
Since Mechtron was the target of the
are paid to the neutral stacks, not to The Store or any Player. Lucky Event, he gets to draw and target
After both Event Cards have been played, put them face up into their the Unlucky Event Card:
separate discard piles. If either one of the Event Card decks becomes This Unlucky
exhausted, shuffle the discard pile of the exhausted deck to re-create it. Event only hurts
Colonists who
• Event Cards must always be given to another Colonist. have developed
mining
• Players cannot ask for any favors when playing Event Cards. M.U.L.E.s. There
are two other Unlucky Event
TIP: Despite being called Lucky and Unlucky, the distribution players who have Your mining M.U.L.E.s have
deteriorated from heavy use and
of Personal Events is actually not driven by luck under default built one mining cost $5 each to repair!
rules, but by Players’ Ranking and their judgment of other M.U.L.E. at this
early stage of the
Effect to target Colonist
Players’ relative strength. Together with the Ranking system, -$5 per your Land in
production
and
game. Mechtron
Personal Events serve to keep the game balanced. However: decides to give
• If your group prefers Players not doing the targeting, you may this card to Leggite because out of these Mule_UnLucky_2014-10-14-ajettu.indd 3 04-Jun-15 11:03:51
try the more luck-based Alternative Personal Event System two players, Mechtron slyly thinks that
described under Optional Rules instead. losing $5 would hurt Leggite more. He
• If your group prefers to skip Personal Events Phase altogether, also hopes he doesn’t need to ask Leggite
for a favor any time soon...
you may also opt to do so.
1300 -
1549
975 -
1161
succeeded. The
Federation is
pleased by your
MISCELLANEOUS
efforts. You will live
comfortably! RULES AND PRINCIPLES
Overall, the Colony The following principles are applied throughout the game, unless a
was a success. specific exception has been written elsewhere in the rules:
You have met
1050 - 787 - the minimum When the game instructs you to do something, carry it
1299 974 standards set by out to the extent possible. Ignore the rest.
the Federation, but
your life will not be Example: if a Colonist loses $10 and he only has $5, he loses the $5 he
easy! has. The rest of the effect is ignored.
Overall, the Colony If the rules do not state a specific play order, the
survived... barely. lowest-ranking Player involved decides it.
800 - 600 - You will be living in Example: During Usage and Spoilage, two Players wish to see which
1049 786 tents. Few trading M.U.L.E.s the other player flips over due to lack of Energy before
ships will come deciding the same for themselves. The lower-ranking Player decides
your way! the play order.
Optional Rules 23
Set-up Sequence of Play (Expanded)