Asteroyds

AI-friendly board game rules summaries — use with Claude, ChatGPT, or any AI assistant

Overview

Asteroyds is a real-time space racing game set in the Ujitos system. Players pilot spacecraft through a dangerous asteroid field, planning their moves under time pressure. The game features multiple modes: racing, targets, shooting, and drones. In the core racing mode, the goal is to take off from the platform and fly through 4 gates. Players simultaneously plan their moves within a time limit, then asteroids move according to dice, and finally spacecraft execute their planned manoeuvres.

Components

Setup

  1. Open the board and place it in the centre of the table.
  2. Each player chooses a pilot and places their status chart in front of them.
  3. Each player chooses a coloured craft and the transparent tokens of the same colour.
  4. Place one token in the red column on the “Shield” icon of the status chart.
  5. Place another token on the far left of the damage status row. Keep remaining tokens within reach.
  6. Sort Target tokens by type and keep them near the board.
  7. Place Pilot tokens to one side.
  8. Implement the racing scenario (or chosen mode).
  9. The last player to have flown becomes player one, taking the dice and stopwatch.
  10. Asteroids are placed with random orientation (numbers on outlines do not all point the same direction).

Turn Structure

Each round consists of 4 phases:

1. Planning (Timed)

2. Moving the Asteroids

Player one stops the stopwatch. Players share the task of moving asteroids:

Die Colour Asteroids Affected Movement Blocking Rule
Red Red asteroids, red gates, white/red asteroids 2 spaces Stops at last available space if blocked
White White asteroids, white gates, white/red, white/blue asteroids 1 space Move is void if blocked
Blue Blue asteroids, white/blue asteroids 1 space Pushes one other asteroid 1 space (if destination is free); blocked by craft/pods/platforms

Priority rule: When two elements of the same colour target the same space, the one with the smallest priority number (shown in centre of asteroid) moves first and completes its full move.

3. Flying

In turn order, each player executes their planned moves from left to right on their status chart:

Action Effect
Move forward Craft advances 1 hexagon
Move right Craft pivots 1 notch right, then moves 1 hexagon
Move left Craft pivots 1 notch left, then moves 1 hexagon
Turn back Craft reverses orientation within current hexagon
Shield Keeps energy shield active (reduces collision damage by 1)

4. End of Round

Actions

Collisions and Damage

Damage is tracked on the damage status row. If the last space is reached, the craft is destroyed.

Collision Type Damage (no shield) Damage (shield active)
Asteroid hits craft (during asteroid movement) 1 point 0 points
Craft hits fixed object (border, platform, pod) 2 points 1 point
Craft hits asteroid 2 points 1 point

Destroying an Asteroid

Gates

Scoring / Victory Conditions

Racing Mode

Targets Mode (Team Play)

Shooting Mode

Drones Mode

Special Rules & Edge Cases

Advanced Rules: Pilot Special Powers

Each pilot has a unique one-use ability activated by placing their Pilot token in a planning column:

Pilot Power
Hector Moves forward twice
Dolorosa Turns back and moves forward
Lawrence Emergency shield cancels 1 damage (decided at damage time, not during planning)
Yayenek Moves backward 1 space without changing orientation
M’Hand Pivots twice before moving (left or right)
1634 Pivots once or twice without moving (left or right)

Player Reference

Turn Sequence: Roll dice → Start timer → Plan simultaneously → Stop timer → Move asteroids (Red → White → Blue) → Fly in turn order → Reset status charts → Pass dice left.

Planning Time: 50s (beginner) / 20s (expert)

Movement Actions: Forward, Right, Left, Turn Back, Shield

Damage Thresholds:

Win Condition (Racing): Collect all 4 gate tokens