THE ADVENTURE SHELF

Six worlds.
So many ways to play.

These are original fictional board-game concepts. Choose a kind of adventure and open a short scenario brief. Timings and player counts are estimates.

6 worlds to explore

A pastel jelly planet board with orange aliens, stepping stones and colourful tokens01

Exploration / 2–4 travellers / ~25 min

Jellybean Orbit

A squishy little route with a big detour.

Open the scenario

Your destination

Carry three star seeds across the wobbling bridge.

A turn at the table

Move one path tile or move your explorer up to two spaces. A seed travels with its explorer. Return all three seeds to the rocket before the sixth comet card appears.

The little twist

The longest bridge lets you carry two seeds; the short route only carries one.

A concept exercise, not a complete published ruleset. Use your own counters and agree on setup details together.

Tiny orange and turquoise rocket racers on a curling comet-shaped tabletop track02

Route planning / 2–5 travellers / ~35 min

Comet Club Rally

Take the scenic route. It might be the clever one.

Open the scenario

Your destination

Collect a moon stamp and return to the launch pad.

A turn at the table

Choose a speed card from one to three, then move that many spaces. A curve costs one extra movement. Save one speed card for your final approach. Everyone who returns with a stamp completes the rally.

The little twist

A shortcut skips a refuelling space. Decide whether the distance is worth the cost.

A concept exercise, not a complete published ruleset. Use your own counters and agree on setup details together.

Floating garden islands with miniature plants, alien gardeners and garden tiles03

Cooperation / 1–4 travellers / ~30 min

The Floating Garden

Grow something wonderful, one shared turn at a time.

Open the scenario

Your destination

Reconnect four drifting islands before their gardens dry out.

A turn at the table

On your turn, draw one water token and place one bridge or one seed. A bridge costs two water. A planted island returns one water to the shared supply at the end of the round.

The little twist

The group shares water, but each gardener decides which island to help.

A concept exercise, not a complete published ruleset. Use your own counters and agree on setup details together.

Friendly alien explorers repairing an orange rescue ship on a turquoise moon board04

Puzzle / 1–3 travellers / ~20 min

Moonbeam Rescue

A small repair crew. A very big moon.

Open the scenario

Your destination

Repair a stranded rocket before the oxygen runs out.

A turn at the table

Start with six oxygen and no repairs. A repair costs two oxygen and adds two repair points. A scan costs one oxygen and adds one extra point to the next repair. Reach six repair points to launch.

The little twist

Scanning can create breathing room, but repeating a scan does not stack its boost.

A concept exercise, not a complete published ruleset. Use your own counters and agree on setup details together.

Colourful portal cards, planet tokens and miniature doorways spread across a lilac table05

Storytelling / 2–4 travellers / ~25 min

Pocket Portals

Every card opens a different possibility.

Open the scenario

Your destination

Build a three-scene story that brings your crew home.

A turn at the table

Choose a traveller, reveal one destination card and add a problem. Each player contributes a scene and passes one useful object to the next player. Finish by explaining how the object helps the crew return.

The little twist

A new destination changes the setting, never erases the previous player’s contribution.

A concept exercise, not a complete published ruleset. Use your own counters and agree on setup details together.

A winding star treasure trail with a coral rocket, gem tokens and tiny alien companions06

Discovery / 2–4 travellers / ~40 min

Starlight Trail

The discovery is better when everybody gets there.

Open the scenario

Your destination

Find three constellation pieces and assemble a shared map.

A turn at the table

Explore one path tile, then move one explorer. When you find a constellation piece, place it face up for everyone. The crew completes the expedition when all pieces connect back to camp.

The little twist

An unexplored route might be short, but a known route lets you plan the return.

A concept exercise, not a complete published ruleset. Use your own counters and agree on setup details together.

A scenario is a starting point.

Keep the first experiment short. Change one detail, play again and ask what felt different.

Make it your own