Evacuation

2023 · Science-fiction

Evacuation

Players race to relocate people and industry from a dying planet to a newly habitable world over four rounds. Each turn they select actions from a personal board — or, with the expert variant, from a hand of action cards — to dismantle their old economy, move resources and buildings, and rebuild production on the new planet. Actions carry numeric values that affect end-of-round bonuses and advance markers along an orbital track. Resources are planet-specific and cannot be mixed, so planning transport and timing is central. Victory comes from achieving high production on three resources and placing three stadiums on the new planet; otherwise scores are compared after four rounds. Optional modules add extra mechanics.

Joueurs
1–4 idéal à 3
Temps de jeu
60–150 min
Âge
12+
Complexité
4 / 5
7,6 sur Ludoyaà partir de 30,73 €Construction de territoiresIndustrie / fabricationGestion de la mainRamassage et livraisonScore le plus élevé/le plus bas

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230
Parties enregistrées
251
Joueurs
2h 10m
Partie moyenne
77
Dans des collections
34
Dans des listes de souhaits
1
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7,6/10

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Questions de règles

Réponses tirées du livret par l'assistant de règles de Ludoya.

Do I have to pay food every year, and what happens if I don't have enough?

During Income you must return food tokens from the corresponding world to pay the population's food requirement (New World only starts consuming in year 3); you cannot choose to keep food and not pay. For each food you fail to pay you take a penalty chip, and you also take a penalty chip for each missing stadium in years 3–4 (page 5).

When do I pay energy for actions and which world does it come from?

Each time your action marker lands on a cost space you pay the shown energy (one energy per icon); if you can't pay from the required world you cannot take the action and must pass (page 6). Which world supplies action-track energy depends on your progress-track transitions: before transition 2 it must come from the Old World, with one marker past transition 2 it can come from either side, and once both markers have passed it must come from the New World (page 12).

Can I settle part of a New World site or do I have to fill every spot?

You must settle the site completely: move the required population tokens and/or factory tiles from your New World side to every spot on the site and pay the steel cost for population tokens as indicated (page 8). Some sites also require settlement symbols and specific biomes which must be met before settling (page 8).

When I load ships, does evacuating a factory use the ship's building capacity or an evacuation bay?

A factory site can be evacuated two ways: load it into a matching evacuation bay (which does not count against building capacity) or load it using the ship's building capacity (which does count); in either case you place a matching unused factory tile on the ship and flip the site face-down (page 11).

How is turn order recalculated after the Transport phase, and how are ties resolved?

After Transport, count the happy-face icons from your stadiums and fully developed technologies; the player with the most goes first, next-most goes second, etc. If players are tied, reverse the order among the tied players (page 12).

What do the progress-track transitions do to production and where I can settle?

Transition 1 flips an Old World productivity token face-down, reducing Old World production; Transitions 2 and 3 unlock desert and forest biomes respectively and, when your second marker passes each, move a productivity token to the New World and advance all production markers by one; Transition 4 unlocks the sea biome. Passing transitions also affects action energy sourcing (see page 12) and you resolve any transition effects as soon as a marker passes them (pages 12–13).

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