How to Play

Pulsar 2849

2-4 players 60-90 min 7.6 Board Game Geek Rating

In 2849, players draft dice from a shared pool to power various space exploration actions across eight rounds. Navigate survey ships, develop pulsars, construct energy transmitters, and patent technologies while building cosmic infrastructure. Multiple victory paths through discovery, exploration, and common objectives create strategic flexibility in this Euro-style game.

Published 2017

Pulsar 2849

Get Ready

Setup the game with these step-by-step instructions before diving into your turn.

1
Place the Star Cluster Board
Put in center of table using either side (side with * by 0 for first game)
2
Add Planetary System Tiles
Shuffle face-down and place on planetary system locations on board (extra tile goes to box)
3
Position the Gyrodyne Board
Place anywhere against the star cluster board
4
Set up Die Modifiers Board
Place anywhere against the star cluster board
5
Prepare Exploration Bonus Tiles
Shuffle and place in face-down stack by board
6
Place the Dice Board
Use correct side for number of players (2p/3p or 4p)
7
Add dice to board
4p: use all 9 silver dice and red die; 2p/3p: use 7 silver dice and red die
8
Select Goal Tiles
Choose 3 random Goal Tiles and place against board (* side up for first game)
9
Set up Technology Boards
Choose and place 1 board of each category (I, II, III) with Time Marker by lowest row
10
Prepare Transmitter Tiles
Sort and shuffle by letter (A, B, C), stack with C on bottom and A on top (die icon face-up), deal top 3 beside stack
11
Distribute player components
Each player receives 2 Rockets (3 for 2p), tokens, 6 Pulsar Claim Rings, 1 100 VP tile, and a random HQ Board
12
Set turn order
Randomly place 1 rocket of each player on turn-order spaces
13
Place track markers
Place 2 stacks of player tokens in reverse player order on Initiative Track and Engineering Track starting spaces
14
Set starting VPs
Place counter on scoring track (1st/2nd/3rd/4th player starts on 5/6/7/8 VP spaces)
15
Place starting rockets
In reverse player order, each player places a rocket on an unoccupied entry gate

On Your Turn

What you can do during your turn.

1
Roll silver dice
1st player rolls dice (4p: all 9; 2p/3p: 7 dice) and places on dice board in matching spaces; leave red die in black hole
2
Find the median
Place median marker on space with middle die value, cover space and count dice on either side, slide marker 1 space toward side with most dice (if same, leave in place)
3
Draft dice
In player order take 1 die, then take 2nd die in reverse player order (snake draft)
4
Adjust track position
Move initiative track (top) or engineering track (bottom) in direction of die taken from median; move spaces equal to distance from median
5
Handle track limits
Cannot move off end of track; if forced off right end, put counter on bottom of stack; if left end, put on top
6
Perform actions
Use 2 dice taken plus 1 bonus die if available; place die in black hole after use
7
Modify dice
Spend +/- 1 or +2 tokens to modify die values; cannot combine tokens but can use with technologies
8
Buy die modifiers
Spend a 1 or 2 die for +/- 1 modifier, or a 2 die for +2 modifier
9
Fly Survey Ship
Pay 1 die and fly exactly that many segments (cannot use same segment more than once per flight)
10
Establish stations
End flight on tile to place station on blue planet and receive exploration bonus, or draw exploration bonus tile; only 1 station per planet and 1 station per system per player
11
Claim pulsars
If ship ends on unclaimed pulsar, place a ring
12
Navigate dead ends
Can fly in and out on same flight (separate segments); draw exploration bonus tile for establishing pulsar/station on dead end
13
Develop Pulsars
Spend 1/2/4 die to take S/M/L gyrodyne tile
14
Build Transmitter Array
Spend matching die and take transmitter tile, covering die cost with player token
15
Complete HQ Special Projects
Projects available when those directly below are completed; spend required die and mark with player counter
16
Patent Technology
Patent technologies at or inside time marker; spend die and place token (1 of each type per player)
17
Use red die
Use 1 red die per turn with earned pip value; if 2+ earned, player chooses value
18
Copy leftover die
Pay 4 engineering cubes to copy a leftover die from board to red die
19
Reset turn order
Determine from initiative track (furthest left is 1st, counters on top are ahead)
20
Gain Engineering Track bonus
Receive printed bonus based on token position
21
Apply penalties
Lose 1 or 2 VP for tokens on marked spaces of Initiative and Engineering tracks (0 VP minimum)
22
Collect transmitter rewards
Online transmitters award cubes and/or VP in player choice order
23
Score spinning gyrodynes
Award VP equal to gyrodyne value plus current round's technology row value ("+?" equals median marker value, rounded up)
24
Score green technologies
Technologies with VP icon award VP
25
Set up next round
Discard untaken transmitters, reveal 3 new; slide token down on Technologies with 1 token; move time marker to next outward row (skip on round 8)

Winning

How to claim victory.

1
Game end trigger
Game ends after 8 rounds
2
Score purple technologies
Gain VP for purple technology patents
3
Score Goal Tiles
If top goal achieved, can buy 1st bonus then 2nd bonus
4
Score unclaimed pulsars
+1 VP for each pulsar claimed with no gyrodyne or gyrodyne under construction
5
Score gyrodynes
+1 VP for each gyrodyne on table or under construction
6
Score engineering cubes
+1 VP for each pair of Engineering Cubes remaining
7
Score initiative track
1st place = 7 VPs, 2nd place = 4 VPs; in 2p/4p: 3rd place = 2 VPs
8
Score planetary stations
VPs based on number of stations (2=2VP, 3=4VP, 4=6VP, 5=9VP, 6=12VP, 7=16VP, 8=20VP, 9=25VP, 10=30VP, 11=36VP, 12=42VP, 13=50VP, +3VP for each station beyond 13)
9
Determine winner
Most VP wins; ties broken by farthest ahead on initiative track

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