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	<title>Gamehelpjumpgate - 版本历史</title>
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	<updated>2026-10-09T08:13:16Z</updated>
	<subtitle>本wiki上该页面的版本历史</subtitle>
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		<title>Whotimwait：​以“Components ¾ 12 Planet Cards ¾ 1 Black Hole Card ¾ 5 Player Reference Cards ¾ Deck of 48 Resource Cards ¾ Deck of 48 NavComp Cards ¾ 5 Sets of Player Pieces ...”为内容创建页面</title>
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		<updated>2018-10-20T15:30:31Z</updated>

		<summary type="html">&lt;p&gt;以“Components ¾ 12 Planet Cards ¾ 1 Black Hole Card ¾ 5 Player Reference Cards ¾ Deck of 48 Resource Cards ¾ Deck of 48 NavComp Cards ¾ 5 Sets of Player Pieces ...”为内容创建页面&lt;/p&gt;
&lt;p&gt;&lt;b&gt;新页面&lt;/b&gt;&lt;/p&gt;&lt;div&gt;Components&lt;br /&gt;
¾ 12 Planet Cards&lt;br /&gt;
¾ 1 Black Hole Card&lt;br /&gt;
¾ 5 Player Reference Cards&lt;br /&gt;
¾ Deck of 48 Resource Cards&lt;br /&gt;
¾ Deck of 48 NavComp Cards&lt;br /&gt;
¾ 5 Sets of Player Pieces … each set contains&lt;br /&gt;
1 Ship and 10 Markers in a matching color.&lt;br /&gt;
[Note: The brown Ship goes with yellow Markers.]&lt;br /&gt;
Setup&lt;br /&gt;
To play a new game of Jump Gate …&lt;br /&gt;
1. Hand Out Player Pieces: Give each player 1&lt;br /&gt;
Ship, the matching Markers and a Reference card.&lt;br /&gt;
2. Setup Planets: Place the Black Hole card in the&lt;br /&gt;
center of the play area.&lt;br /&gt;
Shuffle and deal Planet&lt;br /&gt;
cards face-up in a circle&lt;br /&gt;
around the play area,&lt;br /&gt;
with the bottom edges&lt;br /&gt;
facing the middle of the&lt;br /&gt;
play area. Leave room for&lt;br /&gt;
Resource and NavComp&lt;br /&gt;
cards.&lt;br /&gt;
-2-&lt;br /&gt;
The number of Planets to deal out is:&lt;br /&gt;
¾ 2 players: 6 Planets&lt;br /&gt;
¾ 3 players: 7 Planets&lt;br /&gt;
¾ 4 players: 8 Planets&lt;br /&gt;
¾ 5 players: 9 Planets&lt;br /&gt;
Place the unused Planets in&lt;br /&gt;
a face-down stack next to&lt;br /&gt;
the Black Hole to represent&lt;br /&gt;
the Jump Gate. The players’&lt;br /&gt;
Ships start the game on the&lt;br /&gt;
Jump Gate.&lt;br /&gt;
3. Players’ Hidden Resources: Shuffle and deal 2&lt;br /&gt;
face-down Resource cards to each player. In a&lt;br /&gt;
two-player game, deal a third Resource to each.&lt;br /&gt;
Players should return any&lt;br /&gt;
“Fame” cards there are dealt.&lt;br /&gt;
Deal a new card to replace&lt;br /&gt;
each Fame returned. Shuffle&lt;br /&gt;
the returned Fame cards back&lt;br /&gt;
into the Resources deck.&lt;br /&gt;
A player may look at his own&lt;br /&gt;
hidden Resources, but should keep them private&lt;br /&gt;
from the other players until the end of the game.&lt;br /&gt;
[setup continued on next page] &lt;br /&gt;
- 3 -&lt;br /&gt;
4. Planet Resources: Deal 3 face-down Resources&lt;br /&gt;
to the bottom edge of each Planet. Deal 1 face-up&lt;br /&gt;
Resource to the top edge of each Planet.&lt;br /&gt;
Set any remaining&lt;br /&gt;
Resource cards aside –&lt;br /&gt;
they will not be used in&lt;br /&gt;
the game.&lt;br /&gt;
5. NavComp Cards:&lt;br /&gt;
Shuffle and deal 5 facedown&lt;br /&gt;
NavComp cards to&lt;br /&gt;
each player. Place the&lt;br /&gt;
remaining NavComp&lt;br /&gt;
cards as a face-down&lt;br /&gt;
draw deck near the&lt;br /&gt;
Black Hole.&lt;br /&gt;
A player may look at his own hand of NavComp&lt;br /&gt;
cards, but should keep them private from the other&lt;br /&gt;
players.&lt;br /&gt;
6. Begin the Game: Choose a player to take the&lt;br /&gt;
first turn and begin. &lt;br /&gt;
&lt;br /&gt;
Objective&lt;br /&gt;
At the end of the game, the winner is the player&lt;br /&gt;
with the highest combination of points from&lt;br /&gt;
claiming Planets and collecting Resources.&lt;br /&gt;
-4-&lt;br /&gt;
Playing the Game&lt;br /&gt;
Jump Gate is played in turns, with the player&lt;br /&gt;
chosen during setup taking the first turn.&lt;br /&gt;
On your turn, take up to two actions from the&lt;br /&gt;
following list (details for each action follow on the&lt;br /&gt;
next page):&lt;br /&gt;
¾ Fly to a neighboring planet&lt;br /&gt;
¾ Jump to a far-away planet&lt;br /&gt;
¾ Scan to reveal a new resource&lt;br /&gt;
¾ Land &amp;amp; Claim a planet once all of its&lt;br /&gt;
resources have been revealed&lt;br /&gt;
¾ Harvest a resource&lt;br /&gt;
¾ Research to get new NavComp cards&lt;br /&gt;
If you want, you may choose to only take a single&lt;br /&gt;
action, or to not take any actions at all. You may&lt;br /&gt;
take the same action twice as your two actions.&lt;br /&gt;
Most actions require you to discard NavComp&lt;br /&gt;
cards. Form a face-up discard pile next to the&lt;br /&gt;
NavComp draw deck. Do not draw new NavComp&lt;br /&gt;
cards into your hand except when using the&lt;br /&gt;
“Research” action. When the draw deck is depleted,&lt;br /&gt;
flip over the discard pile to be the new draw deck.&lt;br /&gt;
When you complete your turn, the player to your&lt;br /&gt;
left takes the next turn. Turns continue to the left&lt;br /&gt;
around the table until the end of the game. &lt;br /&gt;
- 5 -&lt;br /&gt;
Action Details&lt;br /&gt;
Fly (to a neighboring planet)&lt;br /&gt;
Move your Ship from your current Planet to either&lt;br /&gt;
neighboring Planet. This does&lt;br /&gt;
not require any cards to be&lt;br /&gt;
played. Just move your Ship&lt;br /&gt;
and count it as an action.&lt;br /&gt;
You may not use this action&lt;br /&gt;
when your Ship is on the Jump&lt;br /&gt;
Gate at the start of the game.&lt;br /&gt;
Jump (to a far-away planet)&lt;br /&gt;
Discard a NavComp card with a blue Jump&lt;br /&gt;
code on it, and then move your Ship to any&lt;br /&gt;
Planet showing that Jump code.&lt;br /&gt;
You may use this action&lt;br /&gt;
at any time, including&lt;br /&gt;
when your Ship is on the&lt;br /&gt;
Jump Gate at the start of&lt;br /&gt;
the game.&lt;br /&gt;
A NavComp card&lt;br /&gt;
with a blue “~” code&lt;br /&gt;
is a Jump wildcard. You&lt;br /&gt;
may use it to Jump to any&lt;br /&gt;
Planet.&lt;br /&gt;
-6-&lt;br /&gt;
Scan (to reveal a new resource)&lt;br /&gt;
This action may only be taken if your&lt;br /&gt;
current Planet still has at least one facedown&lt;br /&gt;
Resource remaining.&lt;br /&gt;
Discard a NavComp card&lt;br /&gt;
with a green Scan code on&lt;br /&gt;
it that matches the Scan&lt;br /&gt;
code on your current&lt;br /&gt;
Planet, and then take the&lt;br /&gt;
following steps:&lt;br /&gt;
1. Flip the top facedown&lt;br /&gt;
Resource over&lt;br /&gt;
and place it at the top edge of the Planet.&lt;br /&gt;
2. If you do not have any Resource marked at&lt;br /&gt;
this Planet, you may place a Marker on one&lt;br /&gt;
of the unmarked face-up Resources here. If&lt;br /&gt;
you already have a Resource marked at this&lt;br /&gt;
Planet, you may move your Marker to any&lt;br /&gt;
other unmarked face-up Resource.&lt;br /&gt;
You are not required to mark a Resource. You may&lt;br /&gt;
never have more than one Resource marked at each&lt;br /&gt;
Planet.&lt;br /&gt;
A NavComp card with a green “~” code is a&lt;br /&gt;
Scan wildcard. It can Scan your current Planet&lt;br /&gt;
no matter what the Planet’s Scan code is. &lt;br /&gt;
- 7 -&lt;br /&gt;
Land &amp;amp; Claim (a planet)&lt;br /&gt;
This action may only be taken if your&lt;br /&gt;
current Planet does not have any facedown&lt;br /&gt;
Resources remaining, and the Planet&lt;br /&gt;
has not already been claimed.&lt;br /&gt;
Discard two NavComp cards with orange Landing&lt;br /&gt;
codes on them. The two Landing codes must match&lt;br /&gt;
the Landing codes on the current Planet.&lt;br /&gt;
Example, pictured:The&lt;br /&gt;
Planet Waldwelt has&lt;br /&gt;
Landing Codes of 1 &amp;amp;&lt;br /&gt;
2. The green player&lt;br /&gt;
discards a NavComp&lt;br /&gt;
card that has Landing&lt;br /&gt;
code 1 and another&lt;br /&gt;
that has Landing code&lt;br /&gt;
2 to take a “Land &amp;amp;&lt;br /&gt;
Claim” action on the&lt;br /&gt;
Planet.&lt;br /&gt;
Do the following steps when taking this action:&lt;br /&gt;
1. Each player with a Marker on a Resource at&lt;br /&gt;
this planet (including you, if you have one)&lt;br /&gt;
has the option to collect that marked&lt;br /&gt;
Resource or leave it at the Planet. Either&lt;br /&gt;
way, the Marker is returned to the player. [In&lt;br /&gt;
the pictured example, the yellow and purple players&lt;br /&gt;
would have this option with the Gem and Fame.]&lt;br /&gt;
-8-&lt;br /&gt;
2. If the Planet still has Resources remaining,&lt;br /&gt;
you have the option to collect 1 of them.&lt;br /&gt;
[You have this option even if you already collected a&lt;br /&gt;
marked Resource in step #1.]&lt;br /&gt;
3. Place a Marker on the&lt;br /&gt;
“crosshairs” icon on the&lt;br /&gt;
Planet card to indicate that&lt;br /&gt;
you have claimed this&lt;br /&gt;
Planet.&lt;br /&gt;
A NavComp card with an&lt;br /&gt;
orange “~” code is a Landing&lt;br /&gt;
wildcard. It may be substituted for&lt;br /&gt;
one of the Landing codes at the current Planet.&lt;br /&gt;
When you collect a Resource, place that resource&lt;br /&gt;
face-up in front of you so that the other players&lt;br /&gt;
are able to see your collection. Only the hidden&lt;br /&gt;
Resources dealt to you at the start of the game are&lt;br /&gt;
private.&lt;br /&gt;
If you choose to collect a Resource that&lt;br /&gt;
has a “Black Hole” icon on it, you must&lt;br /&gt;
place a Marker on the next number on the Black&lt;br /&gt;
Hole card. See “Black Hole” on page 11 for more&lt;br /&gt;
details.&lt;br /&gt;
Claimed Planets increase your score at the end of&lt;br /&gt;
the game. You receive 4 points for each Planet that&lt;br /&gt;
you have a claim Marker on. &lt;br /&gt;
&lt;br /&gt;
Harvest (a resource)&lt;br /&gt;
This action may only be taken under either of the&lt;br /&gt;
following conditions:&lt;br /&gt;
¾ You have marked a Resource at the current&lt;br /&gt;
Planet during an earlier “Scan” action.&lt;br /&gt;
¾ OR, the current Planet does not have any&lt;br /&gt;
face-down Resources and it does have at&lt;br /&gt;
least one unmarked face-up Resource.&lt;br /&gt;
Discard any 1 NavComp&lt;br /&gt;
card from your hand –&lt;br /&gt;
the codes on the card&lt;br /&gt;
do not matter – and&lt;br /&gt;
then collect one&lt;br /&gt;
Resource from the&lt;br /&gt;
current Planet.&lt;br /&gt;
If you have a Marker on&lt;br /&gt;
a Resource at the&lt;br /&gt;
Planet, then you must collect that Resource. The&lt;br /&gt;
Marker is returned to&lt;br /&gt;
you when you collect the&lt;br /&gt;
Resource.&lt;br /&gt;
You may not “Harvest” a&lt;br /&gt;
Resource that has&lt;br /&gt;
another player’s Marker&lt;br /&gt;
on it.&lt;br /&gt;
- 10 -&lt;br /&gt;
Place the Resource you collect face-up in front of&lt;br /&gt;
you so that the other players are able to see your&lt;br /&gt;
collection.&lt;br /&gt;
If you collect a Resource that has a “Black&lt;br /&gt;
Hole” icon on it, you must place a Marker on&lt;br /&gt;
the next number on the Black Hole card. See “Black&lt;br /&gt;
Hole” on page 11 for more details.&lt;br /&gt;
Research (to get new NavComp cards)&lt;br /&gt;
This action is the only way to get new NavComp&lt;br /&gt;
cards into your hand. Before drawing, you may first&lt;br /&gt;
discard any number of cards from your hand. Then,&lt;br /&gt;
draw NavComp cards from the top of the draw deck&lt;br /&gt;
until you have 5 cards in your hand.&lt;br /&gt;
If the draw deck becomes depleted while you are&lt;br /&gt;
drawing, flip the discard pile over as the new draw&lt;br /&gt;
deck and finish drawing cards.&lt;br /&gt;
It does not matter how many new cards are drawn –&lt;br /&gt;
it counts as a single action.&lt;br /&gt;
You may use this action at any time, including&lt;br /&gt;
when your Ship is on the Jump Gate at the start of&lt;br /&gt;
the game. &lt;br /&gt;
- 11 -&lt;br /&gt;
Black Hole&lt;br /&gt;
Some Resource cards have a special “Black&lt;br /&gt;
Hole” icon on them, shown to the left.&lt;br /&gt;
Whenever a player collects a Resource that has one&lt;br /&gt;
of these icons on it, that player must place a&lt;br /&gt;
Marker on the lowestnumbered&lt;br /&gt;
circle remaining&lt;br /&gt;
on the Black Hole card.&lt;br /&gt;
Example, pictured: The green&lt;br /&gt;
player has just collected his&lt;br /&gt;
second Resource with a Black&lt;br /&gt;
Hole icon on it. Since, the purple&lt;br /&gt;
and yellow players also have&lt;br /&gt;
Markers on the Black Hole card,&lt;br /&gt;
the green player places his&lt;br /&gt;
Marker on the “4” circle.&lt;br /&gt;
Ending the Game&lt;br /&gt;
The game ends under any one of the following&lt;br /&gt;
conditions:&lt;br /&gt;
¾ The game ends immediately when there are&lt;br /&gt;
7 or more Markers on the Black Hole.&lt;br /&gt;
¾ The game ends immediately when there are&lt;br /&gt;
no more Resources at any Planet.&lt;br /&gt;
¾ After the last Planet is claimed, each Player&lt;br /&gt;
(including that last Planet’s owner) takes 1&lt;br /&gt;
final turn, and then the game ends.&lt;br /&gt;
- 12 -&lt;br /&gt;
Scoring&lt;br /&gt;
Scoring is done once the game has ended.&lt;br /&gt;
If there are 7 or more Markers on the Black Hole,&lt;br /&gt;
the player with the most Markers on the Black Hole&lt;br /&gt;
card must discard the hidden Resources that were&lt;br /&gt;
dealt to him during setup – they will not be&lt;br /&gt;
counted in the scoring at the end of the game.&lt;br /&gt;
If two or more players tie for the most Markers on&lt;br /&gt;
the Black Hole card, all of the tied players must&lt;br /&gt;
discard their hidden Resources.&lt;br /&gt;
Otherwise, players reveal their hidden Resources&lt;br /&gt;
and add them to the Resources they collected&lt;br /&gt;
during the game.&lt;br /&gt;
Total your score:&lt;br /&gt;
¾ Score all of your collected Resources as&lt;br /&gt;
explained on the cards. (Details for each&lt;br /&gt;
start on the next page.)&lt;br /&gt;
¾ Add 4 points for each Planet you have a&lt;br /&gt;
claim Marker on.&lt;br /&gt;
The player with the highest score wins.&lt;br /&gt;
Tiebreakers are in this order: most Planets claimed,&lt;br /&gt;
most Resource cards collected, and fewest Markers&lt;br /&gt;
on the Black Hole. &lt;br /&gt;
- 13 -&lt;br /&gt;
Fame&lt;br /&gt;
Each Fame card adds 5 points to your&lt;br /&gt;
score.&lt;br /&gt;
Sand &amp;amp; Water&lt;br /&gt;
Sand and Water have their scoring&lt;br /&gt;
shown on their cards based on the&lt;br /&gt;
total number collected by a player.&lt;br /&gt;
For example, if you collected 3&lt;br /&gt;
Sand, you would get 7 points in&lt;br /&gt;
Sand. If you collected 5 Water, you&lt;br /&gt;
would get 20 points in Water.&lt;br /&gt;
EnerGel&lt;br /&gt;
EnerGel comes in both “Light” and “Dark” styles. If&lt;br /&gt;
you are able to combine a Light and a Dark into a&lt;br /&gt;
pair, it is worth 7 points. Any remaining EnerGel&lt;br /&gt;
cards that cannot be paired up are each worth 2&lt;br /&gt;
points.&lt;br /&gt;
For example, if you have 3 Light EnerGel and 1&lt;br /&gt;
Dark EnerGel, your score would be:&lt;br /&gt;
¾ 7 points for the one&lt;br /&gt;
Light/Dark pair&lt;br /&gt;
¾ Plus 4 points for the&lt;br /&gt;
remaining two Light&lt;br /&gt;
You have a total of 11 points in&lt;br /&gt;
EnerGel.&lt;br /&gt;
- 14 -&lt;br /&gt;
Gems&lt;br /&gt;
Gems come in three colors – Blue, Red and White.&lt;br /&gt;
To get your score for Gems, count your total&lt;br /&gt;
number of Gems, and count the number of the one&lt;br /&gt;
color of which you have the most.&lt;br /&gt;
Score = Most Gems of One Color x Total Number of Gems&lt;br /&gt;
For example, if you have 3 Red Gems, 1 Blue Gem,&lt;br /&gt;
and 1 White Gem, you would have:&lt;br /&gt;
¾ 5 total Gems&lt;br /&gt;
¾ 3 Red is the most Gems of&lt;br /&gt;
one color&lt;br /&gt;
Multiply them together for 15&lt;br /&gt;
points in Gems.&lt;br /&gt;
F.A.Q.s&lt;br /&gt;
The following questions often come up when first&lt;br /&gt;
learning to play the game:&lt;br /&gt;
¾ During setup, if I’m dealt a hidden Resource&lt;br /&gt;
with a “Black Hole” icon, do I need to put a&lt;br /&gt;
Marker on the Black Hole? No.&lt;br /&gt;
¾ Can I use both codes on a single NavComp&lt;br /&gt;
card for 2 different actions on the same&lt;br /&gt;
turn? No – 1 code per card.&lt;br /&gt;
¾ Can more than one player mark the same&lt;br /&gt;
Resource? No – 1 Marker per card.&lt;br /&gt;
¾ How many points for 3 same-color Gems?&lt;br /&gt;
9&lt;br /&gt;
- 15 -&lt;br /&gt;
Strategy&lt;br /&gt;
BE EFFICIENT WITH ACTIONS&lt;br /&gt;
The best general advice is to get the most value out of&lt;br /&gt;
each action. You may need to Research earlier than you&lt;br /&gt;
want in order to get the right Scan or Landing code for&lt;br /&gt;
your current planet, but this will hurt you if done too&lt;br /&gt;
often. Instead, see what the cards you have allow you to&lt;br /&gt;
do right away. Maybe you can Jump to and Scan another&lt;br /&gt;
planet instead of wasting actions hoping to get lucky.&lt;br /&gt;
QUICK COLLECTION VS. PATIENCE&lt;br /&gt;
Based on what you have in your hidden resources, it&lt;br /&gt;
might be beneficial to do a quick Scan-then-Harvest&lt;br /&gt;
combination to collect a resource that will give you&lt;br /&gt;
points. However, you may collect more total resources in&lt;br /&gt;
the long run by just Scanning at many different planets&lt;br /&gt;
and collecting those resources as the planets get claimed&lt;br /&gt;
later in the game.&lt;br /&gt;
BLACK HOLE RESOURCES&lt;br /&gt;
Collecting one or two resources with a “Black Hole” icon&lt;br /&gt;
will likely not hurt you. But more than that can lead to a&lt;br /&gt;
quick end to the game and you with fewer points. This is&lt;br /&gt;
especially true when playing with 4 or 5 players.&lt;br /&gt;
CLAIM PLANETS&lt;br /&gt;
It takes some work to be able to claim a planet, but it is&lt;br /&gt;
almost always worth it. Besides collecting extra&lt;br /&gt;
resources, you get 4 extra points for each planet&lt;br /&gt;
claimed. Winners often have the most planets.&lt;/div&gt;</summary>
		<author><name>Whotimwait</name></author>
	</entry>
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