Up
General Rules
How To Play
Consequences
Intergalactic Space
Big Bang
Electromagnetic Force
Weak Force
Hidden Dimensions
Black Holes
Anthropic Principle

HOW TO PLAY

·        Each player selects a game piece to advance around the board in turn a number of spaces indicated by a rolled die. To begin, each player starts in the Big Bang region and must roll four or greater to avoid the First-Three-Minute spaces of the board. If you are playing with cards each time you leave the Big Bang, you must put the top card of the deck in your hand.

·         If you land on a cosmic consequence or cc-space, on your next turn you may jump, per the jump rules below, or draw a card from the deck or from the discard pile, per the rules below, or discard into another player’s hand per the discard rules below and then you roll the die and move as the space dictates.

·         You may do only one card action during a turn: jump, draw or discard.

·         If you land on a space already occupied by another player that player must go to the space you just left and is subject to the consequence of that space.

·         When a player draws a card, the card is placed number-side down  (cc-side up) in front of them. If they elect to jump with a card already in their hand or a drawn card, then the card is flipped to its number side in the player’s hand and the player moves to the nearest space the card represents.

·         When on a green or orange space a player may not jump, draw or discard except as a consequence for landing on the space.

·         When a player draws a card from the deck, they may cut/shuffle the deck once if they do not like the card on the top of the deck. Once the deck is cut the card revealed by the cut must be drawn, then the top part of the deck is placed back on the top of the deck.

bulletAll cards in a player’s hand are placed individually and not stacked in front of the player unless the cards sum to zero. Cards turned to their number-side that are stacked to make zero may not be drawn from a player’s hand.

·         During any of their turns a player may flip a cc-side-up card, and place it on a number-side up card in another player’s hand if the two cards sum to zero. This is considered a discard. The receiving player must then jump immediately to the closest space the card represents. If the receiving player is already on that space they remain on the space and the consequence is not canceled.

 

bulletIf you land on a green space you may discard a card onto the board discard pile. You may discard into another player’s hand if the card is cc-side up and the player has no cc-side-up cards in their hand or if the card is number side up and makes a sum of zero with other number-side-up cards in their hand. Then on your next turn you roll to move forward.
bullet In the board version, you may discard as many cards of the dragon or tiger suit into another player’s hand that will make zero with a number-side-up card, but may not discard both suits during the same turn.
bulletThe Big Bang or zero cards cannot be discarded to, or drawn from another player’s hand once it is flipped to its number-side.
bulletIf you land on an orange space you must draw a card from the top of the deck or you may draw a cc-side-up-card from another player’s hand if you have no cc-side-up-cards in your hand or you may draw a number-side-up card from the board discard pile or another player’s hand if the card makes zero with cards in your hand. Then on your next turn you roll to move forward.
bulletCurved space rules: Curved space consists of 8 spaces circling a central orange draw space (the draw space is not part of the curved space). When you land on the entry arrows you must move as the arrows direct on your next turn. While in curved space you may move in any direction around curved space. But, when your move would take you pass the white hole, in the left-side curved space, you must exit the left-side curved space via the white hole, and when your move would take you past the black hole, in the right-side curved space, you must exit the right-side curved space via the black hole. When you land on a wormhole arrow you must cross the wormhole, otherwise you may not cross a wormhole except when you jump while in the left-side curved space, and are not on an entry arrow, then you must jump across the wormhole to a space above the right-side curved space represented by your jump-card.
bulletInfinite Loop: If you land in the left side Black Hole and need to roll a 4 to escape you will hit the White Hole and bounce back to the Black Hole. There will be no way out of this loop so you will automatically be sent back to the Big Bang.