Teach the Game
Teach the six-round Antarctic expedition, its shared map, and the timing race.
How you win
Build an efficient research network, explore toward the meteorite, buy useful Experts, and complete Projects. After six rounds, the team with the most victory points wins. Most points are counted at the end, with three Milestone checks during play.
The boards
The shared route runs from the Harbor through explored and unexplored Landscapes to a Meteorite and the far-side Landscapes. Exploring reveals shared action spaces. Each player has a two-part Tableau with Experts, Expedition Cards, Storm Cards, Bases, tracks and a personal card display. Explorers claim action spaces and remain there; Stations extend your network and unlock adjacent actions.
A round
The game lasts six rounds. Everyone first handles their Expedition Deck and Tableau together in the Preparation Phase. In Planning, players add Explorers and draft from the common deck. Then players take one action at a time in turn order until they pass. Score Milestones after rounds 3, 5 and 6. Pass the Starting Indicator clockwise and advance the round.
Your choices
Place an Explorer on an open action; explore the next Landscape; buy Experts at the Harbor; build or upgrade a Station; spend a Radar Tile to trigger your radar icons and buy cards; or use a Pilot/Mechanic once. Your Tableau icons and built network make these actions stronger over time. See all phase and action rules.
How the game ends
The game ends after round 6. Score the final points from Experts, your Expedition Track, Stations and Station Sites, Upgrades, cards, Milestones, and some Meteorite variants. Adjacent upgraded Stations can cost points. See final scoring.
Ways to score
Milestones reward meeting one of two thresholds after rounds 3, 5 and 6. Build your network, improve your Expedition Track, collect useful Experts and Projects, and meet the displayed Milestone thresholds.
What each resource is for
Coins and Construction Material pay for Experts, Stations and Upgrades. Energy contributes to your Expedition Track. Expedition Cards strengthen your Tableau, while Storm Cards cover a Base until removed.
Teaching tips
Explain how exploring reveals shared actions, then show how Explorers claim those actions and Stations extend where you can act. Emphasize the round 3, 5 and 6 Milestone timing before covering the six-round final score.
Solo play
You can play alone against Arka, whose action deck automates a competing expedition. See Arka’s rules.