- We're laying power cables
and constructing new control centers.
That's right, it's Lander from Intrepid Games.
(bright upbeat music)
This space faring strategy simulator
pits two to four players as corporate leaders
striving to contribute their company's assets
to the colonization of Kaimas-2.
By using resources, personnel, special training and items,
players complete missions in an effort
to collect the most Mission Stars to win the game.
Lander features three styles of play.
Basic Simulation, Early Arrival and Planned Arrival.
Any of these modes can also be played with team play.
Today, we're going over the basic concepts and set up
for an Early Arrival game.
Details on the other modes of play
can be found in the rule book.
Set up for Early Arrival begins with each player
choosing a corporation, taking the matching Crew Roster,
Order Options Card and player pieces.
Both the card and the roster
should be Early Arrival side up.
Place one piece on the N space of the Year End box
and five pieces on the Observation Track.
Select a first player by placing the timer
in the middle of the play area,
then each player flicks one of their pieces at the timer
and the owner of the piece closest to the target
becomes the Colony Governor, taking the marker,
and will go first in Year One.
Next, place the Hex Center, shuffle the 54 Sector Tiles
and randomly draw 18 of them,
distributing them around the Hex.
If any sectors have a zero rating on them,
there may only be a maximum of three of these,
so make sure there's no more in the setup.
Separately shuffle all of the card decks,
except for the Resources, the Events and the Stasis deck.
Place all decks nearby, along with the timer
and the remaining sector tiles in their tray.
Remove the 14 Stasis Cards and 25 Event Cards,
with the black symbol from the game,
then shuffle their respective decks.
Separate the Accolades based on type
and randomly reveal one per type.
Starting with the Colony Governor
and proceeding clockwise around the table,
each player places one player piece, known as a Structure,
on any unclaimed sector around the Hex.
This placement must be on the lowest value displayed
and no two players may occupy one Sector.
After everyone has placed one Structure
the process is repeated, this time in reverse turn order.
Again, each placement must be on an unclaimed sector.
Repeat the process a third time in the original turn order.
When complete, all players should have three Sectors,
each at level one.
Placing subsequent structures on the same tile in game
will increase the level of that sector.
Deal two Stasis Cards to each player face down.
Each player may privately look at their cards.
Flip the top card of the Stasis deck face up.
In turn order, each player selects one Crew Member
as their leader, reading their leadership ability
on the bottom of the card and placing it
in the left-most slot of their Crew Board.
The other crew member goes in Roster Slot two.
Finally, deal two Gold Mission cards to each player
as their private missions for the game,
then create the Mission Roster
by revealing and placing three Missions
from the Silver deck, then flip the top card
of the Silver deck.
This mission isn't available yet,
it's just a preview of what's to come.
Gameplay occurs in years, divided into five phases,
Setup, Resolve Events, Perform Orders,
Prepare for Year End, and End of Year.
First up in the Setup phase, in turn order,
the players each draw one sector tile
and connect it to any other sector.
Next, they place one structure
on an unoccupied sector adjacent to one of their own.
After placement, deal Resource Cards
to each player based on their Items,
leadership abilities and sector values,
then each player takes the Start of Year Allocation cards
face down, two Action Cards, one Item Card
and one Training card.
Next, in the Resolve Events phase,
the Colony Governor draws an Event Card
and reads out a scenario.
Where indicated, they choose an option
on behalf of the whole colony and place
one of their pieces beside the option they chose.
Next, in the Perform Orders phase,
players take turns issuing an official order.
Additionally, they may perform any number
of free orders or anytime orders.
Once a player performs their official order,
play passes to the next player.
If a player cannot or chooses not
to perform an official action, they proceed
to the prepare for year end step.
Let's take a look at the orders.
First up, Free Orders are just that, free.
A player may perform any number of them
at the start of their turn.
These include attaching a Training Card
to a crew member with an available slot,
attach, move or discard an item
to any crew member, or exchange two Resource Cards
of the same type for one other resource card.
Anytime orders allow you to play an Action Card
with a play anytime icon like this.
These can be played on anyone's turn at any time.
Additionally, once a player has completed the requirements
of an Accolade, they take that card
as an anytime order and earn those mission stars,
however if another player exceeds
their value on that card, they may steal it,
and the stars, as an anytime order as well.
Now, the official orders include upgrade,
pay an energy and a titanium to place a piece
on a previously claimed sector,
increasing its level and income.
Expand, pay a food and a titanium
to draw a sector tile and place it anywhere,
then build a structure on the closest
unoccupied adjacent sector.
Acquire, pay one energy and one food
to draw the top Stasis Card,
and add the crew member to an empty crew slot.
Alternatively, the player may spend
one energy and one food plus one
of any additional resource to draw
the next three cards in the Stasis deck
and choose to keep one.
Leadership, use a leadership ability on your leader card.
Purchase, draw one card from one of three
Activity decks, Action, Item or Training.
Action cards cost two energy, Item cards
cost one titanium, and Training cards cost one food.
Cards drawn this way are added
to a player's personal hand.
Play an action card.
Provided the crew criteria is met,
activate an Action card from your personal hand,
discarding it after resolution of its effects.
Some Action cards are persistent,
meaning they stay in play until the end of the year.
Complete a mission by paying the resources
and fulfilling the required criteria.
The player who completes the mission
gains the Mission card and the stars listed.
Remember, these are the main objective points of the game.
Once completed, any mission is replenished
from its respected deck.
Consolidate activities allows a player
to discard three Activity cards from their hand.
They may then draw any three Activity cards,
choosing one to keep and discarding the remainders.
Observe allows a player to do nothing
by removing a player piece from their Observation Track,
which is great for staying in the round
without having to prepare for year end.
Negotiate allows a player to trade
any Resources or Activity cards with another player.
There's a few cardinal rules to negotiation.
Once per turn, a player may make a trade request
or offer for one type of Activity card or resource.
The minimum amount to negotiate is two,
and the maximum is five.
If anyone is willing, the active player
may choose one with whom they want to negotiate.
Each player places one Activity card or Resource card
face down in front of their play area.
This is collateral.
If the negotiation fails, the ownership
of these cards will swap.
The cards that have been requested or offered
are placed face down between the two players.
Flip the timer.
They have one minute to complete the trade
where the receiving partner inspects the card
and can then pass cards back and forth in secret,
offering a trade.
If the players agree before the timer runs out,
the deal is successful.
If not, the inspected cards are passed back
and the collateral cards are swapped.
After all players have taken their turns,
fulfilling official orders, eventually
play will begin to pass.
When this happens, they personally enter
the Preparing for End of Year phase.
Once here, they may no longer
perform free or official orders.
They may still participate in negotiations
and play anytime orders.
Once all players have entered
the Prepare for End of Year phase,
they must discard down to five resources
and five activity cards.
This concludes the year.
In the End of Year phase, all players
remove any persistent cards, temporary cards,
and reset their leadership abilities.
Play proceeds to the setup of the next year.
In early arrival, the final year is triggered
once a player earns 10 mission stars.
At the end of the current year,
whichever player has the most mission stars wins the game.
And that's Lander.
I'm Becca Scott, and I think we all know
my Crew card would say strategic and fanatical.
You can watch me and my friends play this game
and other awesome games on Game the Game right here
on Geek and Sundry.
We'll see you there.
(bright upbeat music)