Overview
Colony is a strategic engine-building game where players construct and upgrade buildings to grow their fledgling colony. In a clever twist, dice are used as resources — each face value represents a different resource type. Players draft dice from a shared pool, use them to purchase and activate buildings, and compete to accumulate the most victory points. The game features 28 different building types, but only 7 (plus fixed buildings) are used each game, ensuring high replayability.
Components
- Large supply of dice (used as resources)
- 28 different building card types (variable setup cards)
- 3 fixed building card types (used every game)
- Player boards/areas
- CHIPI tokens (wild resources)
- Score track or VP tokens
Setup
- Place the 3 fixed building types (Construction, Warehouse, Upgrade Facility) in the center as a shared supply.
- Randomly select 7 of the 28 variable building types and place them in the center (or use a predetermined set for balanced play).
- Each player takes a starting building and starting resources (dice).
- Roll all remaining dice to form the resource pool in the center.
- Determine a starting player.
Turn Structure
Each turn consists of three phases:
- Draft Phase: Select dice from the shared pool.
- Build/Activate Phase: Use dice (resources) to buy buildings, activate building abilities, and upgrade buildings.
- End Phase: Return unused dice to the pool; pass to the next player.
Actions
Draft Dice
- On your turn, select dice from the shared resource pool.
- The number of dice you may draft depends on your buildings and upgrades.
- Each die face represents a resource of that value (1 = basic resource, 6 = rare resource).
Buy Buildings
- Pay dice matching the building’s resource cost to purchase a building card.
- Place the building in your colony (player area). It is now available for activation and scoring.
- Each building type has a limited supply; once sold out, no more can be purchased.
Activate Buildings
- Many buildings have special abilities that trigger when activated.
- Activation may require spending additional dice or meeting conditions.
- Abilities include: generating extra resources, converting dice values, stealing from opponents, scoring bonus VP, etc.
Upgrade Buildings
- Some buildings can be upgraded to more powerful versions.
- Pay the upgrade cost (specific dice values) to flip or replace the building with its upgraded side.
- Upgraded buildings provide better abilities and/or more VP.
Trade and Convert
- Fixed buildings allow basic trades: convert dice to different values, store dice for future turns, etc.
- The Construction building allows purchasing other buildings.
- The Warehouse lets you store dice between turns.
Scoring / Victory Conditions
The game ends when a set number of building stacks are depleted (varies by player count). Players then total their victory points from:
- VP values printed on buildings in their colony
- Bonus VP from building abilities
- VP from stored resources (if applicable)
The player with the most VP wins. Ties are broken by the number of remaining resources.
Special Rules & Edge Cases
- Dice as resources: The face value of each die determines what type of resource it is. You cannot freely change die values unless a building ability allows it.
- CHIPI tokens: These wild resources can substitute for any single die value when purchasing or activating.
- Variable setup: Using different combinations of the 28 building types each game creates very different strategic landscapes. Some sets favor aggressive play, others favor engine-building.
- Solo mode: A solo variant is included where the player competes against a target score.
- Rerolling: Some buildings allow you to reroll dice in the supply or your own dice to change their values.
- Stacking limits: You may have multiple copies of the same building in your colony unless a card specifies otherwise.
Player Reference
| Resource Die Values |
| 1-2: Common resources |
| 3-4: Uncommon resources |
| 5-6: Rare resources |
| Phase |
Action |
| Draft |
Take dice from shared pool |
| Build |
Spend dice to buy/upgrade buildings |
| Activate |
Use building abilities |
| End |
Return unused dice |
| Win Condition |
Most VP from buildings when supply depleted |