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Game overview
The players are sky travellers. They explore the universe and have
just encountered a strange planet. They bring their mother ship
into orbit and embark their scout craft. Carefully the alien visitors
approach this unknown planet. But suddenly, a failure causes
their scout craft to crash!
After the crash, all contact with the mother ship is cut off They
set off to fi nd four elements they need to repair the scout craft.
If they cannot repair their craft in time, the mother ship will leave
orbit. Then they won’t be able to return to their home planet.
They will have to cope with living on this strange planet!
The sky travellers’ home world is highly developed. Everyone
is happy, there is enough food and there is peace. They have
developed various special powers, for example teleport and
telekinetic power. In search for the elements for their scout craft,
they fi nd out that this planet is very diff erent. The creatures that
live here are not always nice to each other and have little respect
for nature.
Luckily, the sky travellers can use their special powers to protect
themselves and each other. In doing so, of course they will not
harm this planet and her inhabitats. Maybe they can even help
restore the balance on this planet, by using their imaginative
power and their love for all living things...
Contents
Game board, game rules, 4 coloured player pieces, 1 grey mother
ship marker, 1 normal die, 1 special die, 4 grey element cards, 20
red problem cards, 10 green special power cards and 2 blank spare
cards.
Game objective
You are sky travellers and want to get back to your home planet.
Find the four elements and bring them back to the crashed scout
craft before the mother ship leaves orbit (the row of yellow
stars on the game board). Sometimes one of you will be caught
in a dangerous situation. Help each other to fi nd a solution that
leaves the planet and her inhabitants unharmed.
Preparations
Put the game board on the table. Place the mother ship
marker on its starting position, the upper left corner of the
board.
Each player chooses a piece and places it on the crashed scout
craft in the lower left corner of the board. This is the starting
space (‘START’).
Shuffl e the 10 green cards and divide 4 of them between the
players (when 3 play, one player gets 2 special powers).
The remaining 6 special power cards, the 20 red problem cards
and the 4 grey element cards are shuffl ed together and put
face down on the 30 numbered spaces. The starting space gets
no card.
Playing
1. At the start of your turn, throw both dice. First look at the
special die. When a grey dot is rolled, move the mother ship
one star ahead.
2. Then you start moving the number of steps shown by the
normal die. Follow the lines. In one turn, you can never go
back and forth on the same line.
3. When you land on an empty spot, nothing happens.
4. When you land on a face down card, you may turn it face up.
Or you can choose to keep the card face down.
In the last case, nothing happens; it’s the next
players turn.
5. If you have chosen to turn up the card, the colour of the card
determines the outcome:
A. Grey card: You have found one of the elements for
repairing the scout craft! This card has to be taken to the
starting space. Put the card in front of you until you arrive
there.
B. Green card: You have found a special power! Put this card
in front of you until you decide to use it.
C. Red card: You have discovered a problem. Read the
number on the card. Put the card face up on the board
space with that number. If there is still a face down card
on this space, the newly turned up card is put on top of it.
6. When you land on a space with a face up problem, you get
stuck in this dangerous situation. This also happens when
turning a red card with the number of the space you are on,
or when another player turns up a red card that has to be put
on your space. To see what trouble you are in, check the list
below.
The special powers
7. If you possess one or more special powers, you can use them
during your turn. There are three types of special powers:
A. Numbers 1, 2 and 3: With these special powers you can
jump to a space of your choice on the board. They can be
used at any time, for example to escape from a dangerous
situation! At the spot where you land, you continue your
turn. This means that you are allowed to turn over a card
there. The green card is put into the game box after use.
B. Numbers 4 to 9: These special powers can be used to
overcome a problem in which you are stuck. Read the
description of the problem and of the special power below.
Now tell the other players how you are planning to solve
this problem, using this special power. Of course you may
help each other in fi nding a good solution. When you all
agree that the power can be used in this way, the problem
disappears. Both the red and the green card are put into
the box. Maybe there was a face down card beneath the
solved problem. If you wish, you can turn that card now.
C. Number 10: This force (future sight) helps you to look
beneath face down cards. This force is permanent, so you
keep the green card during the whole game. It works like
this: each time you land on a face down card, as usual
you may choose to turn it up or leave it face down. If you
choose to leave it face down, you may use your future
sight! Take the card and tell the other players what you
see. Then put back the card, face down. Your turn is over.
Maybe in one of the following turns, someone will come
to pick it up.
Special situations
8. When two players meet at the same space, they may give
each other elements and special powers.
9. To reach the starting space, you do not have to use up your
die roll. When you are at the starting space you may choose to
stay there. But you still have to throw the special die to see if
the mother ship is moving.
10. You may get stuck in a dangerous situation without any cards
to solve the problem or to escape from it. You will have to
wait here until another player comes to the rescue! In this
situation, you have to throw the special die each turn as well.
11. At the starting space, an especially nasty problem can arise:
the crashed scout craft is discovered and being examined. The
lab people are experimenting with the collected elements and
with the sky travellers, once they arrive here. Therefore the
scout craft cannot return to the mother ship! Discuss which
special power you can set aside for solving this problem!
g
Sky Travellers
co-operative strategy game
2 to 4 players • age 8+ • duration about 30 minutes
3

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