How to play Jump Drive Official Rules

By: Dennis B. B. Taylor

Get Ready to Play Jump Drive!

Are you excited to dive into the thrilling world of Jump Drive? Let me guide you through the game rules so that you can start playing with confidence and have a blast!

Objective:

The objective of Jump Drive is to accumulate the most victory points by the end of the game. You’ll achieve this by strategically playing cards from your hand and building a prosperous space empire.

Card Types:

Jump Drive consists of three types of cards:

  1. World Cards: These cards represent planets or developments that you can add to your empire.
  2. Production Cards: These cards generate valuable resources to fuel your empire’s growth.
  3. Settlement Cards: These cards allow you to settle worlds and score victory points.

Gameplay:

Jump Drive is played in a series of turns. On your turn, you’ll follow these steps:

  1. Draw Cards: Start by drawing five cards from your deck. If you have any settled worlds that produce cards, you get to draw additional cards.
  2. Play Cards: Play any or all of the cards from your hand. Each card can be played for its cost or as a world or development card with a discounted cost.
  3. Generate Resources: Use your production cards to generate resources, which can be used to settle new worlds or play more cards.
  4. Settle Worlds: Once you have enough resources, you can settle worlds by using your settlement cards. Each settled world will earn you victory points.
  5. Discard Down: At the end of your turn, discard down to a hand size of five cards. If you have more than five cards, you must discard the excess cards.

End of the Game:

The game ends when a player reaches a predetermined number of victory points or when the deck of cards is depleted. The player with the most victory points at the end of the game wins!

So, are you ready to embark on your journey through space and build your own interstellar empire? Get your friends together, follow these rules, and let the adventure begin!

How to play Jump Drive Official Rules UltraFoodMess

I want to tell you about an exciting game called Race for the Galaxy. It’s all about developing technologies and settling different worlds to create your very own space empire. How cool is that?

In this fast-paced game, you’ll be placing cards strategically to build up your empire. But here’s the catch – you’ll have to discard other cards to pay for them. It’s a delicate balance between building your empire and managing your resources.

Every round, the cards you place will earn you points and card draws. So, not only are you expanding your empire, but you’re also racking up points along the way. The game continues until someone reaches 50 or more points. The player with the most points wins the game!

If you’re someone who loves strategy games and sci-fi adventures, Race for the Galaxy is the perfect choice for you. It’s a thrilling experience that will keep you on the edge of your seat. Get ready to embark on an epic journey through the stars and build your own space empire!

How to play Jump Drive Official Rules UltraFoodMess

What’s Inside the Box?

  • 4 Survey Team cards (with shiny gold backs)
  • 112 game cards
  • 4 handy reference cards
  • 8 Explore markers
  • 84 victory point chips

Getting Started

So, you’ve got this cool new game, and you’re wondering how to set it up. No worries, I’ve got you covered!

First, take out the 4 Survey Team cards. You’ll notice that they have these fancy gold backs. Keep them close, you’ll need them later.

Next, grab the 112 game cards. Shuffle them and create a draw deck. Place it face-down in the center of the play area. This is where all the action is gonna happen.

Now, the 4 reference cards. They’re like cheat sheets, so keep them handy. You’ll use them to check the rules and remind yourself of important stuff during gameplay.

Then, take the 8 Explore markers. These will help you keep track of what you’ve already explored. Distribute them evenly among the players. Everyone gets 2 markers.

Finally, the 84 victory point chips. These are like little tokens of success. Put them in a pile within everyone’s reach. You’ll use these to keep score and see who’s winning.

Let the Adventure Begin!

Now that you’ve set everything up, it’s time to dive into the game and explore a whole new world! Enjoy!

How to play Jump Drive Official Rules UltraFoodMess

  • Place as many cards as there are players, face up, in the center. Put the rest of the cards away.
  • For your first game, give each player a random preset hand of 5 cards, marked A, B, C, or D. Shuffle the remaining cards to create the draw pile.
  • In later games, shuffle all the cards and deal each player 7 cards. Each player discards 2 cards face down, starting with an initial hand of 5 cards.
  • Keep the victory point (VP) chips and Explore markers nearby.

Playing the Game

A game usually has 6 or 7 rounds. In each round, players place cards face down (or Explore markers) at the same time. Then, players reveal their cards and pay for them, adding them to their empires.

Cards come in two types: developments and worlds. You have a few options when it comes to playing cards. You can either place a development card, which lets you pay less by discarding fewer cards. Or you can place a world card, which allows you to draw an additional card once you’ve paid for it or conquered it. Another option is to play both a development card and a world card at the same time, but this comes at full cost and you don’t get to draw an extra card. Finally, instead of placing cards, you can choose to put down an Explore marker and draw some extra cards.

So here’s what happens: after all the players have played their turns, it’s time to count up the points. And you know what that means? It means it’s time to score those empire cards! Every single one of them!

But wait, here’s the catch: if no one has managed to rack up 50 or more VPS (that’s victory points), then things get a little interesting. Instead of wrapping up the game, players get to draw a number of cards equal to their incomes, and then it’s off to the next round!

Now, let’s talk about cards.

How to play Jump Drive Official Rules UltraFoodMess

I’m going to explain how the cards in this game work. Each card has different information on it, such as its type, how much it costs or how strong it is, its victory points (VPS), the income it provides, and maybe a special power. There are also up to three icons on each card: an “explore” icon, a “military” icon, or a “chromosome” icon. The explore icon is for the Explore action, the military icon is for conquering military worlds, and the chromosome icon affects other cards’ powers, VPS, or income.

Some cards also have icons that represent different colors of worlds in your empire. These worlds can be blue, brown, green, or yellow, and each color represents a different type of production. Blue worlds produce Novelty goods, brown worlds produce Rare Elements, green worlds produce Genes, and yellow worlds produce Alien Technology.

How to play Jump Drive Official Rules UltraFoodMess

Remember: You can add multiple cards to your empire, except for Survey Teams and Trade Pacts. Power effects accumulate, which means they add up.

How to Pay / Conquer

The cost to add a card to your empire is the number you see inside the black diamond or circle. (Worlds with numbers outlined in red are placed differently. Read on to find out how).

How to play Jump Drive Official Rules UltraFoodMess

To pay a cost, you have to get rid of some cards from your hand. You do this by discarding them face down into the discard pile. The number of cards you have to discard is equal to the cost you need to pay. Keep in mind that you can’t go below 0, even if you have discounts that reduce the cost.

There’s a special rule that lets you do something cool once per game. Instead of playing a development card from your hand, you can choose to place a Survey Team card from the center. You still have to pay its regular cost of 1, but you don’t have to discard any cards if you didn’t also place a world card.

Now let me tell you about Conquest.

How to play Jump Drive Official Rules UltraFoodMess

When you encounter a military world that has a red outlined number, you need to conquer its defense in order to claim it as your own, with one exception: the Contact Specialist. So, be prepared to strategize and overcome the obstacles ahead!

How to play Jump Drive Official Rules UltraFoodMess

To conquer a military world, I don’t have to pay cards. But I do need to have enough military icons to match or surpass the world’s defense. I can also use powers that give me extra military to help me meet the requirement.

Some powers on cards only give me military for conquering specific colors of military worlds or REBEL military worlds.

I can’t mix military with payments when placing worlds. It has to be one or the other.

How to play Jump Drive Official Rules UltraFoodMess

How to play Jump Drive Official Rules UltraFoodMess

Hey, have you heard of this thing called a Contact Specialist? It’s pretty cool because it lets me place non-Alien military worlds as non-military worlds by paying for them instead, and get this, I even get a -1 cost on them! How awesome is that?

Here’s the deal:

So, like, when it comes to putting down a development, its power or icons can’t affect where it goes, but it can totally affect where I place another world that round. And get this, a world’s power or icons can’t even influence its own placement. It’s like a rule or something.

Placing A Second World

Now, here’s where things get really interesting. The Colony Convoy and Military Convoy are these cool things that let me place a second world of the same type in a round. But here’s the catch, I can’t go overboard and place more than two worlds. Gotta keep things fair, you know?

So, when it’s time to put down that second world, it happens after I reveal my cards and pay for any that I want to keep or conquer. But before I start tallying up my score, of course. Oh, and here’s another fun tidbit – if I drew a card because I didn’t place a development, I can even use that card as a second world. Talk about a double win, right?

A Colony Convoy can be used in a later round, not the round it’s placed in. But it won’t give you a discount on the first world you place. You can use it along with a Contact Specialist if you want.

However, a Military Convoy can only be used before you place your first world in a round. If you have a Contact Specialist, you can’t use the Military Convoy at all.

Now, let’s talk about exploring.

How to play Jump Drive Official Rules UltraFoodMess

When I don’t have any cards to play, I don’t have to worry because I can still make progress by using an Explore marker. This marker helps me draw additional cards. I get to draw two cards initially, and then I draw extra cards based on how many explore icons are in my empire. This includes the three icons on the Explore marker itself. All the cards I draw go into my hand. After drawing cards, I have to discard some cards equal to the number of explore icons I have. This means I end up with a net gain of two cards. Once I discard, I flip the Explore marker to its other side. Then, I can proceed to score victory points and collect my income as usual.

Now, let’s talk about scoring victory points and collecting income. Every card in my empire helps me earn victory points, as indicated on the card itself. I collect victory points for each card in my empire.

In conclusion, even if I don’t have any cards to play, I can still make progress and draw cards by using the Explore marker. Additionally, all the cards in my empire contribute to my victory points, allowing me to earn more and more as the game progresses.

Hey there! Let me break it down for you. Some cards in the game can give you various victory points (VPS) or income based on specific icons or card types in your empire. Duplicates of these cards can give you even more VPS or income. Cool, right?

But that’s not all! Some cards can also give you VPS for certain icons or card types in your empire and in another player’s empire of your choice. You have the power to decide whose empire to benefit! How awesome is that?

Now, there are some special cards that can give you extra VPS or income as long as you have a specific card or card type in your empire. However, having more copies of that specific card or card type won’t give you any additional benefits. It’s all about having that one important card!

When you earn VPS each round, don’t forget to place the VP chips under the cards or explore marker you used to earn them. This way, you can easily keep track of your VPS for the next round. Just add up the VPS from your new cards to the amount you already have.

The End

Here’s the deal: if any player gets 50 or more VP chips, it’s game over, my friend. The player with the most VPS wins the whole game! So, keep collecting those VPS and aim for victory!

If there is a tie in the game, the player who has the most cards in hand and total income will be the winner. If there is still a tie, these players will share the victory together.

If the game is not yet finished, it is time to collect income and start the next round.

When the deck of cards is almost empty, the player with the most Victory Points (VPS) will receive income first, followed by the other players clockwise. If there are multiple players tied for the most VPS, the player closest to the dealer’s right during the setup will go first. Once the deck is completely empty, the discarded cards will be reshuffled to form a new draw pile.

Limiting the Number of Cards

After all players have collected their income, those who have more than 10 cards in their hand must discard cards until they only have 10 left.

Example of How Turns Work

How to play Jump Drive Official Rules UltraFoodMess

How to play Jump Drive Official Rules UltraFoodMess

Round 1: I start by taking my trusty Survey Team and moving them from the center to a new location. Before I reveal what I find, everyone else gets ready for what’s about to happen. With a flourish, I flip over the card and unveil a mysterious Smuggling Lair, a world with a defense rating of 1. Luckily, my Survey Team is equipped with 1 military power, so I confidently place the Smuggling Lair under my control.

Now comes the tricky part. In order to pay for the Survey Team’s services, I have to sacrifice one of my own cards. It’s a tough decision, but sacrifices must be made in the pursuit of victory. With one card discarded, I draw two fresh ones, increasing my hand to a total of 5 cards. Things are off to an exciting start!

How to play Jump Drive Official Rules UltraFoodMess

How to play Jump Drive Official Rules UltraFoodMessHow to play Jump Drive Official Rules UltraFoodMess

Round 2: I play Consumer Markets by discarding only 1 card, instead of the usual 2, since I didn’t play a world this turn. This move earns me 1 Victory Point, increasing my income to 3. At the end of the round, I have 6 cards in my hand.

How to play Jump Drive Official Rules UltraFoodMess

How to play Jump Drive Official Rules UltraFoodMess

How to play Jump Drive Official Rules UltraFoodMess

Round 3: Guess what? I just discovered Survey HQ and it’s pretty cool. I tossed out 4 cards to make room for it, and guess what happened next? I got to draw a card! That’s a nice little bonus, isn’t it?

Oh, and check this out – I racked up 2 victory points for having 2 pairs of something. I’m not exactly sure what, but hey, I’ll take it. Plus, because I placed a Novelty world, my VPs for the Consumer Markets went up by 1. How awesome is that? I added those 3 VPs to the 1 I earned last round, and boom, I collected a total of 4 VPs this time. And as if that wasn’t enough, I also got 6 new cards. Score!

How to play Jump Drive Official Rules UltraFoodMess

How to play Jump Drive Official Rules UltraFoodMess How to play Jump Drive Official Rules UltraFoodMessHow to play Jump Drive Official Rules UltraFoodMess

Round 4: So here’s what happened. I used up all my cards and took advantage of my stronger military to build the Galactic Salon and the Pirate Lair. Those structures alone boosted my Victory Point total by 9 points. But let’s not forget about my Consumer Markets, which gave me an additional point, and my Survey HQ, which added 2 more points. Add it all up, and I walked away with 18 Victory Points. Not too shabby, right? Oh, and my income got a nice boost too. I’ve got 5 more resources flowing in now, which means I get to draw a whopping 11 cards. But hey, there’s always a catch. I had to discard 1 card since I can only hold up to 10 cards at a time.

Leave a Comment