OFSHomeRules.pdf

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Game Design
and Graphics:
James Ernest
Expansion Rules
Moon Caves:
There is a new resource
type on the board, the
Moon Cave.
On
In
One False Step Home
it’s time for Tuesday, when your other holdings are
the unfortunate souls who blasted to the producing Food and Gold, these caves
Moon in the original game to send a few produce people. Put these counters on
lucky ones back home, with the help of the train icons of your active cities, and
their friendly neighborhood Moon Men.
use them just like ordinary people.
You will need the Rocket System
cards, City cards, and Days of the Week
Rockets:
There are no rocket systems,
cards from the original game, as well as and no Know-how. You have small, one-
the rules and the generic components.
piece rockets, represented by single cards
(you can use system cards, or 10-sided
The Board:
Setting up the board is iden- dice, or just keep track on paper).
tical to One False Step for Mankind, but
Each player starts with one rocket,
there are only six board sections. To make and can buy more at a cost of 7 Gold each.
the deck, remove the cards from board
One 4-Food fee launches all of your
segments 7 and 8, as well as the 3 cities rockets at once, since you still only have
from the one board you don’t use.
to throw one party. Upgrading rockets
The cities on the Moon are named costs the price marked on the cards, and
after the home towns of the lunar settlers, success with a rocket still earns you a sin-
though if it makes you happy you can add gle influence chip, plus extra points for
“new” to all the city names.
the people on that rocket.
You’re on the Moon. Now what?
What All This Means:
People are the
most valuable resource in
One False
Step.
Although the Moon produces fewer
basic resources, such as Gold and Food
(actually, the “gold” is diamond dust and
the “food” is cheese, if you want to get
technical), she makes up for this deficit
by producing people. Adorable little
moon people. Lots of them.
You’ll notice that none of the County
Seats is connected to a Moon Cave, but
pretty much every other city is. Whoever
starts producing people first will have a
pretty strong advantage, which means that
it’s worth it to pay dearly (if you have to)
for the first Moon-Man producing city.
Moon Men are helpful in the early
game to ramp up your resource produc-
tion, and defend your most valuable
claims, but you may quickly find that you
are running a surplus of Moon Men and
want to put them on your rockets.
If your strategy involves getting a lot
of people on your rocket, you’ll probably
want to invest in improving a single rock-
et to level 7 or 8 before you buy a second,
and putting all your men on that rocket.
But fear not, if you acquire few Moon
Caves. It’s better to pursue a multi-rocket
strategy and forego Moon Man production
rather than getting into too big a battle
over Moon Man production. The multi-
rocket strategy is built around spending
most of your gold on minimally-upgraded
rockets (build each up to level 3 or 4, at
most, and spend your money buying new
rockets). You must run a food surplus of
4, so that you can afford a rocket shot
every turn. This strategy also preserves
most of your original Influence chips, so
you will have less ground to recover with
your successful shots.
All in all, we think this expansion is a
great improvement to the game. It actual-
ly cuts the average game time from 3
hours to 2, which is no small feat.
Variations:
You can add extra people to
the basic game, if you like how they work
here. They come from big cities. Each
Tuesday, roll one ten-sided die, and com-
pare that number to the population of
every active city. If a city’s population (in
thousands) is equal to or greater than the
die roll, that city produces one person. It’s
a little like owning a Moon Cave, but much
more random.
You can also add the option to buy a
new full-sized rocket in the basic game for
the price of 20 Gold.
For a particularly mind-bending exer-
cise, you can build a 6-panel rectangular
board and treat the entire board as if it
wraps around. This is called the “Small
Moon” variation and it makes for a board
with no safe corners. Try it at your peril.
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