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Nekonyancer

Let's learn how to play Humanity!

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Nekonyancer[img]https://x.boardgamearena.net/data/tutorials/img6785ed2f2c4ef8.53450528.jpg[/img] You are managing a scientific lunar base in the year 2097! [green][tip] This tutorial is best viewed on a computer![/green]1archivecontrol_editmode_centercomment000
NekonyancerYour *objective* is to score the most points! [blue]To do this, you must...[/blue] - expand your base by deploying modules. - Trigger modules to gain resources. - Carry out scientific experiments to advance on the research track. - Complete missions.2archivecontrol_editmode_centercomment000
NekonyancerEach player has three [red]*astronauts.*[/red] On your turn, you may use one astronaut to perform an action. When everyone has used all their astronauts, the round ends, and a new round begins. After a few rounds, the *year* ends, and more advanced modules become available. After 3 years, the game ends, and [green]whoever has the most points wins![/green]3astronaut-6000astronaut-6 1 astronaut-3 1
Nekonyancer[red]Let's get started![/red] First, you'll need to find your base. *Scroll down until you find [blue]your name.[/blue] Then continue to the next box.*4archivecontrol_editmode_centercomment001player-table-11941354-name 7
Nekonyancer[blue]Welcome to your new base![/blue] Two of your astronauts are ready for work! The third astronaut will catch up later. On your turn, you must choose an available astronaut. I named this particular one *"Yuri."* *Click on Yuri!*5astronaut-1010astronaut-1 16
Nekonyancer*Good!* Now that Yuri is selected, we must perform an action with him. [blue]There are three possible actions:[/blue] *- Activate a module.* *- Deploy a module.* *- Run an experiment.* [red]We'll start with activating modules![/red]1astronaut-164f7e8cd6cd3d00
NekonyancerYour base already has four modules in it- 3 orange, and 1 blue. The orange ones only take 1 point of work to activate. They usually produce [blue]basic resources:[/blue] [img]https://x.boardgamearena.net/data/tutorials/img6785ed2f4cdaa1.02685202.jpg[/img] Ice, methane, insects. 2module-60-front64f7e8cd6cd3d00
NekonyancerThe number at the *bottom* of each module indicates how much of the resource is currently *stored.* If we *activate* a module, it will turn 90 degrees clockwise so that the next number is on the bottom, effectively producing one resource. [blue]Let's try it![/blue] *Click on the ❄️ module!*4module-58-front64f7e8cd6cd3d10
Nekonyancer*Good!* Now this module is storing 2 ❄️ instead of 1! As you can see, each module can only store up to 3 of a resource.1module-58-front64f7e8ce9845600
NekonyancerWe're not done with our action though - Yuri has only used one point of work so far. The [blue]*number on his figure*[/blue] shows that he gets 2 points per turn!2astronaut-1-force64f7e8ce9845600astronaut-1-force 2
NekonyancerWe can't use Yuri's remaining point of work on the blue module though - [blue]blue modules[/blue] take *2* points of work to activate. The blue module we started with produces electricity ⚡, a unique sort of resource. More on that later.3module-61-front64f7e8ce9845600
NekonyancerLet's use the other point of work on an *obstacle.* Everyone starts with three obstacles in their base. It takes a total of *3* work points (allocated one at a time) to completely clear one out. Once we do, we'll be rewarded with some free research and a new empty space in our base! [green](More on research later.)[/green] *Click on the obstacle!*4module-62-front64f7e8ce9845610
Nekonyancer[red]Great! Only 2 points of work left for this one![/red] That was [blue]*Yuri's*[/blue] last point of work. He's exhausted now, so he turned around. That's what astronauts do when they're tired, I guess - they give you the cold shoulder. *Click on "Confirm turn" at the top!*1module-62-front64f7e8d3e761510confirmTurn_button 16 astronaut-1 7
Nekonyancer[green]Next turn![/green] We have one more astronaut we can use. We'll call her Sally. *Click on Sally!*1astronaut-264f7e8e1599c810
NekonyancerSally will help us learn about *deploying modules.* [blue]Thank you, Sally![/blue] Scroll up to the big brown octagon, then continue.1table-astronauts64f7e8e35974a00
NekonyancerThis is the *AMBS* - Automated Module Building Station! There are *seven modules* spread out along the outer ring of the AMBS. If you hover over one with your mouse, some details will pop up! *Deploying* a module means taking it from the AMBS, paying the required resources, and adding it to your base. Hmm... let's take... [red]this one![/red] *Click on the module at 9 o'clock!*2module-5-front64f7e8e35974a10
Nekonyancer*Good!* Next, we have to decide how to pay for it. Scroll down to your base, then continue.1archivecontrol_editmode_centercomment64f7e8e6e87db01
NekonyancerThe module we selected costs 2❄️. According to the icons in our base, we can get ❄️ from either our ❄️module or our ⚡module! [green]This is because ⚡ can be used as a wild basic resource![/green] Remember, these are the basic resources: [img]https://x.boardgamearena.net/data/tutorials/img6785ed2f7336b1.63429672.jpg[/img]2module-5864f7e8e6e87db00
NekonyancerWe probably don't want to use ⚡ because it's harder to produce (blue modules require 2 work points). We should use the ❄️ from our ❄️ module. Let's use the *automatic payment button* at the top! [blue]BGA is smart and will avoid using ⚡ whenever possible![/blue] *Click "Automatically spend 2 ❄️" at the top!*4module-5864f7e8e6e87db10
NekonyancerGreat! The module was added to our base... ... Right where Sally was standing! O_o; [red]Sally...? Where did you go??[/red]1module-5-front64f7e8e9070aa00
Nekonyancer[blue]Oh, here she is.[/blue] Whenever you use an astronaut to deploy a module, he or she is placed next to where the module was on the *AMBS.* The module, meanwhile, is placed wherever the astronaut was! Glad she's safe and sound. *Now end your turn please!*2astronaut-264f7e8e9070aa10confirmTurn_button 16 astronaut-2 7
NekonyancerOkay, all players have used all their available astronauts, so the round is over! When a round ends, several things occur. First, the [red]*First Player Token*[/red] passes to the next player.1firstPlayerToken64f7e8f4baefd00firstPlayerToken 1
NekonyancerNext, do you see the big red thing at 6 o'clock? That's the [red]*articulated arm.*[/red] If there are any modules on the [blue]*two spaces clockwise from the arm,*[/blue] they are removed from the game. [img]https://x.boardgamearena.net/data/tutorials/img6785ed2f999e98.35224996.jpg[/img]1experiment-5-front64f7e8f68454000
NekonyancerThe white-on-red Xs also make it easy to identify which modules are slated for removal. [img]https://x.boardgamearena.net/data/tutorials/img6785ed312dcd07.78622694.jpg[/img]2module-12-front64f7e8f68454000
NekonyancerNext, all remaining modules are *shifted over* in a clockwise direction, ending at the articulated arm, so there are no empty spaces. The arm then swivels over to point to the last empty space. If it *overtakes* any astronauts, they are returned to their owners!3table-astronauts64f7e8f68474e00
NekonyancerDarn. The arm is *pointing* at Sally, but it hasn't *overtaken* her, so we won't get her back yet. :( Finally, all empty spaces (except for the one covered by the Arm) are filled with new modules.4astronaut-264f7e8f68489400
NekonyancerBy the way, those new modules came from [red]*these three stacks.*[/red] There's one for each year of the game. [blue]Looks like there are 6 tiles left in the Year 1 stack.[/blue] When BGA needs to break into a new stack of modules to refill the *AMBS,* it triggers a new year! [green](More on years later.)[/green]1module-3-back64f7e904670cb00module-decks 6
Nekonyancer[red]And that's it for the round![/red] Scroll down to your base again, then continue.2archivecontrol_editmode_centercomment64f7e904670cb01
NekonyancerSadly, we'll only get to use *Yuri* this round because Sally is still hanging out at the *AMBS.* *Click on Yuri!*1astronaut-164f7e90955aef10
NekonyancerLet's get Yuri to clear out the obstacle for us. *Click on the obstacle...*1module-62-front64f7e91115e6810
Nekonyancer*... And click on it again!*1module-62-front64f7e912904fd10
Nekonyancer*Great!* As I mentioned before, clearing obstacles creates empty spaces and provides 3 points of *research.* [red]I'll explain research now.[/red]1player-table-11941354-modules64f7e913c785e00
NekonyancerThis board contains the *score track* (top half) and the *research track* (bottom half). At the end of the *year* (which you will see later), each player will earn Science Tokens equal to the highest number they reached on the research track. [blue]For example, if you reach the very end of the track, you'll take 10 tokens.[/blue]2research-board64f7e913c785e00
NekonyancerEach player will also earn 1 Science Token for each player behind them on the track. However, in a 2-player game, the leader earns 2 instead of 1.3research-board64f7e913c785e00
Nekonyancer[green]Science tokens[/green] are basically victory points, but they are kept *hidden* from your opponents, so it's not always clear who's winning! Now, what were we doing again? Oh right, we cleared an obstacle. Go ahead and *confirm your turn.*4research-board64f7e913c785e10confirmTurn_button 16
Nekonyancer[green]Next round![/green] The articulated arm moved again, overtaking *Sally,* so she can return to work! We just have to choose where to place her. Remember, new modules are placed wherever astronauts are, so we must choose carefully! Hmm... I'll place her next to Yuri, where the obstacle used to be.1module-5-front64f7e921d72f500
NekonyancerAlright, next round. *Let's activate Yuri first...*1astronaut-164f7e9313c5ab10
Nekonyancer*... and let's get some methane.*1module-60-front64f7e94723e8610
Nekonyancer*More methane!*1module-60-front64f7e9488c44510
NekonyancerNext, let's use that methane on a module. *Select Sally!*1astronaut-264f7e953e002710
Nekonyancer*Deploy the module at 1 o'clock!*1module-4-front64f7e9573aad910
NekonyancerAgain, we have to choose how to pay. We can trust BGA not to waste our resources. *Click on "Automatically spend 3!"* 1autoPay_button64f7e961965f210
Nekonyancer*Great!* Now scroll down to your base. As you can see, we have constructed a *square of four modules!* Whenever you finish a square, one [green]victory point chip[/green] is placed in the middle of the square. [img]https://x.boardgamearena.net/data/tutorials/img6785ed2fba7856.27236938.jpg[/img]1archivecontrol_editmode_centercomment64f7e96389d8601
NekonyancerIn addition, if the square is comprised of [blue]2 or fewer colors,[/blue] we can *upgrade* an astronaut! In this case, our square is made of only blue and orange modules, so we qualify! We can select any of our astronauts for the upgrade, even if they're currently at the AMBS. *Select Yuri!*2module-4-front64f7e96389d8610
Nekonyancer*Great!* Now Yuri has a [red]*3*[/red] on him - well, a [red]*Ɛ*[/red] at the moment - showing that he can put in 3 points of work at a time. Looks like Yuri will have to work a lot harder from now on, but I don't think he will complain. You know, [blue]"From each according to his ability,"[/blue] and all that.1astronaut-164f7e96a2b2fc00astronaut-1-force 1
NekonyancerBy the way, the module we just deployed produces an *advanced resource.* [red]The three advanced resources are:[/red] [img]https://x.boardgamearena.net/data/tutorials/img6785ed2fd64762.95952275.jpg[/img] Oxygen, aircarbon, and protein preparation. [green]Don't ask me what protein preparation is. I'm a gamer, not an astronaut.[/green] 2module-4-front64f7e96a2b2fc00
NekonyancerIn a pinch, you can pay advanced resource costs by using basic resources: [img]https://x.boardgamearena.net/data/tutorials/img6785ed30004721.04869971.jpg[/img] [red]But it would be more efficient to pay with a module like this one![/red]3module-4-front64f7e96a2b2fc00
NekonyancerNext round! Ooh, *Sally's* finally coming back, and she's bringing her friend *Buzz* along with her! We'll place Sally above our ⚛️module...1player-table-11941354-modules64f7e97507c2200
Nekonyancer... and Buzz next to Sally.1player-table-11941354-modules64f7e97fd0b2f00
NekonyancerThe last thing I have to show you is how to *run an experiment.* Sally just loves hanging out at the AMBS, doesn't she? *Select Sally!*1astronaut-264f7e992d9d5c10
NekonyancerScroll up to the *AMBS* again. The experiments are located along the inner ring of the AMBS. Each one has a resource cost, just like modules. Hmm... let's take... this one! *Take the experiment at 5 o'clock!*1experiment-3-front64f7e9af748cf10
NekonyancerWhoops, we don't have the right kinds of resources. I guess we'll use our electricity. *Click on the automatic payment button!*1autoPay_button64f7e9b36864910
Nekonyancer*Great!* Sally is now hanging out at the AMBS again, as if she had just deployed a module. But unlike modules, experiments don't have to be specifically placed. They're delivered to your base, and that's that. [blue]Scroll down to your base to find it. Then continue.[/blue]1archivecontrol_editmode_centercomment64f7e9b58ed2001
Nekonyancer[green]So what do these experiments do, anyway?[/green] Well, first of all, they give you a lot of *research.* This one bumped us up to 7 on the Research Track, and remember, research is a good way to earn points.2experiment-3-front64f7e9b58ed2000
NekonyancerSecond, some experiments have *special effects,* like instantly refreshing your exhausted astronauts. You can easily read these effects by *hovering* over them with your mouse. Our experiment doesn't have any effects though.3experiment-3-front64f7e9b58ed2000
NekonyancerAlso, each experiment belongs to one of three different *sides:* [red]Left, Center, and Right.[/red] The one we got is a [red]Center[/red] type.4experiment-3-front64f7e9b58ed2000
NekonyancerIf we acquire a [red]Left[/red] or [red]Right[/red] type experiment later, it will automatically attach to our [red]Center[/red] type, earning *1 victory point.* If we acquire the missing type after that, we'll earn another *2 points.* Thus, each complete [red]Left/Center/Right[/red] set of experiments is worth *3 points,* in addition to all the research and effects they give you.5experiment-3-front64f7e9b58ed2000
NekonyancerAlright, we've learned about all the different player actions, but there are still a few things I have to show you. [blue]I'll just fast-forward a little bit...[/blue]6module-6-back64f7e9b58ed2000
NekonyancerOkay! BGA just tried to refill the AMBS with Year 1 modules, but it ran out, triggering the *next year.* [blue]Two things happen when a new year is triggered.[/blue] *First,* each player earns Science tokens depending on their positions on the Science Track.1module-8-front64f7ea02a09dd00
Nekonyancer[blue]Looks like we're going to earn *3 tokens:*[/blue] - 1 for passing the "1" mark on the track. - 2 for being ahead of our opponent in a 2-player game. [red]After earning the tokens, our markers will be reset to 0 on the research track.[/red]2research-board64f7ea02a09dd00
NekonyancerSecond, all the remaining experiments from the current year are discarded and replaced with the next year's experiments. That's right - [red]new modules come in every round, but new experiments don't until the new *year.*[/red]3experiment-6-front64f7ea02a106300
NekonyancerAfter BGA replaced all the experiments, it finished refilling the AMBS with modules from the next year's stack. [red]Modules get more expensive and more powerful from year to year![/red]4module-28-front64f7ea02a1c8900
NekonyancerSpeaking of modules, I've already shown you orange and blue modules, but I should run through the other types too. *Purple ones,* like this, give you additional research, depending on what sorts of modules they are *adjacent* to. [blue]In this game, adjacency is only orthogonal [/blue](up/down/left/right).[blue] Diagonal doesn't count![/blue]5module-28-front64f7ea02a1c8900
NekonyancerSome modules can be either *blue* or *orange.* You must decide which color it will be when you deploy it. It will then be locked as that color.6module-6-front64f7ea02a1c8900
Nekonyancer[green]Green modules[/green] (greenhouses) give you *victory points.* They're a little complicated. There are three normal types of greenhouses: [img]https://x.boardgamearena.net/data/tutorials/img6785ed3025b3c4.11798336.jpg[/img] Round, rectangular, and octagonal. There's also a *wild* type: [img]https://x.boardgamearena.net/data/tutorials/img6785ed3049e787.40150860.jpg[/img]7module-11-front64f7ea02a1c8900
Nekonyancer[blue]There are specific placement rules for greenhouses.[/blue] 1. You cannot deploy two greenhouses of the same type next to each other. [img]https://x.boardgamearena.net/data/tutorials/img6785ed30706666.25384838.jpg[/img]8module-11-front64f7ea02a1c8900
Nekonyancer*2.* Three connected greenhouses must be of three different types. [img]https://x.boardgamearena.net/data/tutorials/img6785ed3090a1e5.81453509.jpg[/img]9module-11-front64f7ea02a1c8900
Nekonyancer*3.* You cannot deploy more than 3 connected greenhouses. [img]https://x.boardgamearena.net/data/tutorials/img6785ed30b83111.08708394.jpg[/img]10module-11-front64f7ea02a1c8900
Nekonyancer[green]So how do greenhouses score?[/green] If you deploy an independent greenhouse, it earns one point. If you deploy one next to one other greenhouse, it earns 2 points instead. If you deploy one that forms a complete set, it earns 3 points. [blue]Here's another way to think of it:[/blue] Set of 1: 1 point. Set of 2: 3 points total. Set of 3: 6 points total.11module-11-front64f7ea02a1c8900
NekonyancerIf you have questions about a specific module (or any sort of tile), I suggest you consult the guide in the corner! [img]https://x.boardgamearena.net/data/tutorials/img6785ed30da09c4.14832695.jpg[/img]12bga-help_buttons64f7ea02a1c8900
NekonyancerThere's just one last thing to explain: *missions.* They're located to the right of the score/research tracks. Three missions will be randomly selected at the beginning of each game. You can hover over each one for specific information. 13research-board64f7ea02a1c8901
NekonyancerAt the end of each player's turn, BGA will check to see if a player satisfies each of the missions' requirements. The *first* person to complete a mission claims the corresponding mission tile [green](worth 3 points)[/green] and the corresponding [red]*science token*[/red] [green](worth 1 point).[/green]14mission-3-front64f7ea02a1c8900mission-science-token-3 6
NekonyancerHowever, mission tiles can be stolen by other players if they *exceed* the mission requirement! [blue]For example, this mission will be claimed by the first player to deploy 6 orange modules. If another player deploys 7, they will steal the tile![/blue]15mission-3-front64f7ea02a1c8900
NekonyancerThe last thing I have to mention is the game aid. [img]https://x.boardgamearena.net/data/tutorials/img6785ed31053c96.44904915.jpg[/img] It functions as a *privacy screen* for science tokens in the physical game, but there's no need for that here. Still, it has helpful reminders for several of Humanity's mechanics! [blue]Go on, give it a click![/blue]16bga-help_buttons64f7ea02a1c8900
Nekonyancer[blue]It contains the following reminders:[/blue] - Starting layout for player bases. - Greenhouse scoring. - Experiment scoring. - What happens when you make a square of modules. - Basic resource --> Advanced resource conversion.17bga-help_buttons64f7ea02a1c8900
Nekonyancer*Okay, that's everything!* When Year 3 ends, we go to final scoring!18archivecontrol_editmode_centercomment64f7ea02a1c8900
Nekonyancer[blue]During final scoring, all players' score tracks are reevaluated to account for:[/blue] - Hidden science tokens. - Extra resources. Every 5 resources = 1 point. [green]Whoever has the most points wins![/green] If there's a tie, whoever has the most ⚡ wins. Tiebreaker 2: # of advanced resources. Tiebreaker 3: # of basic resources.19archivecontrol_editmode_centercomment64f7ea02a1c8900
Nekonyancer[blue]*Thank you for playing through this tutorial for Humanity!*[/blue] If you have any questions or comments about the tutorial, feel free to send *Nekonyancer* a message! A big thank you goes out to *thoun* for bringing this game to BGA! Have fun! :D20archivecontrol_editmode_centercomment64f7ea02a1c8900
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Humanity rules: interactive tutorial
Humanity rules: interactive tutorial
Humanity rules: interactive tutorial
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Humanity

How to play?
Competition
Tournament
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Credits

Complete rules:

2
(en)
English rules
1
(fr)
Règles en français

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Game help:


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Competitive modes and rankings have been disabled for this game (read more)

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Game mode
Normal mode
Game speed
Turn-based • 2 moves per day (+43200 per turn (maximum 129600))

publisher

Designer: Yoann Levet

Artist: Paul Chadeisson, Pierre Lazarevic, Remy Paul

Developed by: thoun

Release 230904-1754

Ambient music for Humanity

Ambient music provided by our partner Melodice.org



Note: 3D is experimental

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