Pulsar 2849

Pulsar 2849

Pulsar 2849 is a dice-drafting space strategy game. Across eight rounds, players explore a star cluster, claim pulsars, build gyrodynes and transmitters, and plan their score around dice, technologies, and shared goals.

Pulsar 2849 supports 2–4 players; community best: 4 players; playing time: 60–90 minutes. A WANGO browser trial has not been confirmed.

Background & introduction

The game is set in 2849, when humanity can draw vast energy from pulsars. Rival companies send survey ships into a star cluster to find promising systems and build the infrastructure that can route this power across space. Each player manages an energy company, exploring planets, claiming pulsars, researching technology, and developing a network before the short game clock runs out. The central contest is about planning and economic development rather than fleet combat.

Pulsar 2849 builds its choices around a shared pool of dice. Players draft dice in order each round; a die both sets the cost available for an action and, through its position relative to the median, can move a player’s initiative or engineering marker. Initiative affects the next round’s draft order, while the engineering track determines engineering-cube income. A high die is not automatically best: players weigh the action they need, track movement, rival choices, and the number of rounds remaining.

The game lasts eight rounds, each with a dice draft, an action phase, and production. Players can fly survey ships through the cluster, discover planetary systems, and claim pulsars; place and start gyrodynes on claimed pulsars to produce points over several rounds; or build transmitters, patent technologies, and complete headquarters projects. Technology and three shared goals vary between games, encouraging different routes. End-game scoring adds company-development achievements and track positions to points earned during play; the highest total wins.

Core rules & scoring

  1. Goal and length: CGE lists the base game for 2–4 players and about 60–100 minutes. Play eight rounds, each made up of a Dice Phase, Action Phase, and Production Phase. Players score by exploring planetary systems, claiming pulsars, starting gyrodynes, building transmitters, patenting technologies, and completing headquarters projects. After production in round eight, resolve the end-game scoring; the player with the most points wins.

  2. Setup: Use nine silver dice with four players, seven with two or three; do not roll the red bonus die. Randomly select a technology board from each group I/II/III and three goals. Stack transmitters A above B above C and display three. Randomize play order; ordinary first through fourth starting scores are 5/6/7/8. Choose different entry gates in reverse order. Each player has six claim rings and one ±1 modifier. In standard play choose a side of a random HQ before the first roll; the introductory game omits HQs and uses AI/AII/AIII technologies. Two-player order and counters have special rules below.

  3. Dice and median marker: Sort the silver dice into their value spaces and locate the middle die. Cover every die in that space and compare how many remain to its left and right. With equal counts the marker stays on that space; otherwise move it toward the larger side into the neighboring gap. With three or four players, draft one die in order, then a second in reverse order. Each choice moves either initiative or engineering according to the chosen space’s side of the marker and the number of die spaces crossed. Matching the mathematical median value does not always mean zero movement.

  4. Tracks and two players: Left is ahead, with the top counter ahead in a stack. A counter arriving at an occupied space goes on top. Normally you cannot move off the right end: choose another die if neither permitted counter fits. Only when all remaining dice would force every eligible counter off the right may you take one and put a chosen counter at the far-right stack’s bottom. Moving beyond the left stops at its end. With two players, each has two initiative and two engineering counters; initial order slots are A/B/A/B. Draft once per slot in order instead of the ordinary snake. Action turns use each player’s foremost slot; each still gets two dice. The third engineering position scores one point, with cubes for the first two as printed. A two-player die choice can move any of that player’s four track counters if legal.

  5. Actions and modifiers: Each player completes one whole Action turn, spending dice of exactly the required value rather than treating a high die as universally sufficient. Spend one ±1 token or one +2 token; modifier tokens cannot stack, though a patent’s payment flexibility can combine with one. A 1 or 2 buys a ±1 token, and a 2 buys +2. At most one red bonus die may be used per turn. Four engineering cubes copy a silver die left on the board without removing it, so later players can copy it too. Red dice from linked transmitters or technology share that same limit and do not add unlimited extra actions.

  6. Flight and exploration: Move exactly the die’s number of connected segments, never repeating a segment in one flight; a later flight can reuse it. Passing through a system prioritizes a lifeless planet, while ending there prioritizes blue. Each player can have only one station per system, and occupied or player-count-blocked planets are unavailable. Gain the system’s exploration reward only when the flight ends there and establishes a new blue-planet station; a random exploration tile may replace that reward. Claim an unclaimed pulsar only when ending there, up to six claims. Flying through is insufficient. Isolated pulsars have no flight connection and require an effect expressly permitting an isolated claim.

  7. Gyrodynes and transmitters: Small/medium/large gyrodynes cost a 1/2/4 to take, then can be placed free as construction on a claimed undeveloped pulsar. Once placed they cannot change size; a 3/5/6 starts the respective size spinning. Two same-size tiles placed on pulsars qualify for the first/second construction awards of 7/4 points even if unfinished; four can let one player take both. Taking a transmitter pays one of its printed die costs. Pay the rest over any rounds, resolve its immediate reward on completion, then flip it online. Decide links when taking tiles; they cannot later be changed. A red die formed by two linked online tiles is usable only that turn. Spinning and online production starts in the completion round, including round eight.

  8. Patents, HQ and Production: Patent only the current technology row or earlier rows. Normally two different players may patent a technology once each. A single-die icon permits only one patent in a round, opening its second slot next round; a double-die icon allows two in the same round. In two-player games single-die technologies allow only one owner for the entire game. HQ projects unlock from the bottom by their prerequisite structure and complete once each. After all Action turns, update next order, grant cubes, take right-end -1/-2 penalties, resolve online transmitters, spinning gyrodynes and green scoring patents. Scores cannot fall below zero. Each spinning gyrodyne scores its face plus the current row’s common bonus. Before round eight, refresh three transmitters, open second patents and advance time.

  9. Final scoring: After round-eight Production, score purple patents, the three goals and any goal bonuses bought with engineering cubes; a second bonus requires buying the first. Each claimed pulsar with no gyrodyne or an unfinished one scores one; each unfinished or unused gyrodyne tile separately scores one, so both can apply. Leftover cubes score one per pair. Initiative places one/two score 7/4; place three scores two in two- or four-player games, but zero with three players. A two-player participant may score two places. Score stations using the reference table: thirteen score fifty, with three extra per station beyond thirteen. Virtual-station bonuses apply to that scoring step, not station goals. Initiative position breaks a final total tie. If two goals require spinning gyrodynes, those counted for one cannot also count for the other. For two through thirteen stations the table awards 2, 4, 6, 9, 12, 16, 20, 25, 30, 36, 42 and 50 points respectively.

Rules & gameplay questions

Does two-player drafting use the ordinary snake order?

No. Each player has two order rockets and two counters on each track. The initial four order slots are A/B/A/B; draft one die per slot in that order, with later rounds using the order established by initiative. Each player still receives two dice and takes one whole Action turn based on their foremost slot. Single-die technologies also permit only one owner for the entire two-player game, rather than reopening next round for a second owner.

How many rounds does a game last?

The game has exactly eight rounds, each with a Dice Phase, Action Phase, and Production Phase. The Dice Phase determines the available values and track movement; the Action Phase turns those dice into company development; and Production awards resources and scores ongoing structures. After production in round eight, the game proceeds to end-game scoring instead of starting another round.

Why does the median matter when drafting dice?

Use the adjusted median marker, not just the numerical middle die. Cover all dice in the middle die’s space, compare the numbers left and right, and move the marker into the neighboring gap toward the larger side if unequal. A drafted die moves a chosen track counter by spaces crossed from that marker. Left is ahead and the top of a stack wins ties; right-end overflow is normally illegal, so high dice are not freely available regardless of track position.

What are the main actions available to players?

Players can move survey ships, discover planetary systems, claim pulsars, take or build transmitters, take and start gyrodynes, patent technologies, complete headquarters projects, and take die modifiers. Actions spend dice or other resources and may be restricted by board spaces or tile text. Technology and goals change the value of those choices, so players often adapt their route to the configuration used in that particular game.

What happens after a gyrodyne starts spinning?

Place the tile on your claimed pulsar, then spend its exact activation die: three, five or six for small, medium or large. From that round’s Production onward it scores its face plus the common bonus at the left of the current technology row; a zero common bonus does not cancel the face value. Activation in round eight still produces that round. Construction awards separately require two same-size tiles already placed on pulsars, even unfinished, and are not the recurring production reward.

How do transmitters score or produce resources?

The die spent to take a transmitter already pays one cost; do not pay that icon again. Cover the remaining costs in any order over any rounds. Completion grants the front’s immediate benefit, then flips the tile online to produce from that same round. Links are decided when taking the tile and cannot be added later. A red die from a completed link is usable only that turn and shares the one-bonus-die limit with copying a leftover die for four cubes.

What is scored at the end of the eighth round?

Score purple patents, goals and sequentially purchased goal bonuses, then separately score undeveloped pulsars and unfinished or unused gyrodynes; an unfinished project can qualify for both one-point items. Cubes score one per pair. Initiative places one/two score seven/four, and third scores two only with two or four players. Finally use the station table, with thirteen worth fifty and three per extra station. Virtual stations affect only this station-scoring step; initiative breaks total ties.

Rules & introduction sources
Edition
CGE Pulsar 2849, 2017 English base rules, BGG 228341, for 2–4 players over eight rounds. Checked against the publisher-authored 20-page manual mirror, including two-player rules, HQ and the patent procedure. Individual A–D technology effects require the separate supplied technology manual and are not enumerated here. Unofficial solo variants are excluded.
Introduction source
BoardGameGeek

WANGO editorial

Pulsar 2849 · Game parameters
ParameterRecorded value
BGG overall rank (snapshot)#318
Complexity Weight3.34 / 5
Best player count (community)4
Player range2–4
Playing time (minutes)60–90
Core mechanismsDice Rolling · Open Drafting · Point to Point Movement · Worker Placement with Dice Workers
Chinese publicationUnconfirmed
WANGO browser playNo confirmed WANGO trial
Year published2017
Suggested age14+

BGG statistics are stored snapshots, not live rankings. Source checked:2026-09-27

Player questions

What is the best player count for Pulsar 2849, and can I play online?

Pulsar 2849 supports 2–4 players; community best: 4 players; playing time: 60–90 minutes. A WANGO browser trial has not been confirmed.

How complex is Pulsar 2849, and which mechanisms does it use?

Weight: 3.34 / 5. Mechanisms: Dice Rolling · Open Drafting · Point to Point Movement · Worker Placement with Dice Workers. Chinese publication: Unconfirmed.

Where can I learn Pulsar 2849?

No rule guide, strategy article or WANGO trial has been confirmed for this record.