
- BGG rank
- BGG #11,003
- BGG rating
- 6.0
Space Mission
- 2–5 players
- 45 min
- Complexity 1.8/5
- 2011

2010
Rules assistance for Jump Gate
Plain-language explanations of turns, card effects and disputed situations, with official source references and saved question history.
For 2 players

What would you like to know?
Answers come from the official rulebook, with the page to check.
Jump Gate is a board game released in 2010 for 2–6 players, 45 minutes per game, and ages 12 and up. It was designed by Matt Worden and its main mechanics are Hand Management, Set Collection, and Modular Board.
Explore far-away planets. Discover what resources and surprises they hold. Be the first to set foot on a new planet and claim it as your own. Collect resources to gain fortune and fame. All of this comes courtesy of: the Jump Gate. Players are spaceship captains that are competing to be the best at claiming new planets and collecting the resources found at those planets. Points are scored at the end of the game based on the number of planets they scanned and claimed, and their combination of resources collected. Each type of resource has a different method for being scored -- so, collecting sets of the same resource is encouraged ... and disrupting other players’ collection plans is good strategy. Gameplay Summary (1st & 2nd Editions) Eight planets are set in a circle around the Jump Gate and Black Hole Boards. Resource cards are distributed: 1 face-up to each player, 1 face-up to each planet, and the rest are distributed face-down amongst the planets. Players are each given 5 NavComp cards and the rest of the NavComp cards are set as a draw deck in the middle of the table. Each NavComp card contains 2 codes (used to take some of the standard actions) and possibly a special action. Players take turns around the table. On a player's turn, he/she takes 2 actions in any order, and may select from the following actions: Research (refill hand), Fly (move to neighboring planet), Jump (use the Jump Gate to move to another Planet), Scan (reveal a resource at a planet), Land & Claim (claim a planet and reveal all resources there), Harvest (collect a resource), and Special Action. Special actions include being able to scan a far-away planet, harvest extra resources, swap locations with another player, etc. When players "Jump", they add one of their markers to the Jump Gate Board. The player with the most markers on the Jump Gate Board at the end of the game gains an extra 5 points. If a player collects a Resource that has a "Black Hole" icon on it, a marker is added to the Black Hole Board. If too many markers get added to that board, the game ends and the player with the most markers on the Black Hole Board loses some of his/her collected Resources. The game can also end when all non-Black-Hole Resources have been collected from all of the planets. Scoring is done at the end of the game, and players are awarded points for Scanning and Claiming Planets, as well as for the combination of Resources they had collected. Each type of Resource has a different method for scoring -- but all encourage a player to collect as much of that Resource as possible. The player with the most total points is the winner. 3rd Edition Gameplay Changes The 3rd Edition, published in a smaller box with artwork and player component updates, also included a number of design changes: Max. Players is reduced to 5 New "Sand" resource replaces the "Nothing" cards from earlier editions Setup changes include giving players two or three hidden resource cards (as opposed to a single face-up card) and not every resource getting used in the game In-game changes include cleaner, more thematic scanning and harvesting rules The Black Hole only has 7 marker spaces on it, and triggering the end game via the Black Hole results in the player with the most markers on the Black Hole losing their hidden resources they received during setup instead of randomly-chosen resources No points are scored for scanning or the Jump Gate ... only the resources collected and Planets claimed
Jump Gate supports 2–6 players according to the catalogue. This range comes from the publisher’s listed player count, so the game can be set up for any group size within it. Some setups, rules and scoring details may still vary by player count, so check your edition’s rulebook for the exact configuration.
The listed playing time for Jump Gate is 45 minutes. This is the publisher’s estimate for a full game. The actual duration depends on the group, the player count and familiarity with the rules: first sessions usually run longer, while experienced groups often finish faster. Setup and teaching time are not included in this estimate.
The catalogue lists Jump Gate for ages 12 and up. This is the publisher’s recommendation and reflects reading demands, rule complexity and small components rather than theme alone. Younger players can often join with help from an adult, so check the age guidance on your edition and consider your group’s experience with board games.
Jump Gate has a complexity rating of 2.2 out of 5 from BoardGameGeek players, which makes it a medium-light game. The rating reflects how much rules knowledge, planning and decision-making a typical game demands. Expect a longer first teach for heavier games, and use a preparation guide before game night.
Jump Gate belongs to these categories: Card Game, Science Fiction, and Space Exploration. Its main mechanics are Hand Management, Set Collection, and Modular Board. Categories describe the theme and setting of a game, while mechanics describe what players actually do on their turns. Each mechanic links to a catalogue hub with similar games, which helps when you want something comparable.
The credited designers of Jump Gate are: Matt Worden. These credits come from the published game data and name the people responsible for the game’s design, not its illustrators or publishers. Designer pages on MeepleRules collect other titles by the same designers, which helps when you enjoy a game and want to find similar ones.
The catalogue lists Jump Gate as a base game. It can be played on its own with the components in the box and does not require any other title. Expansions, if any exist, add new content or rules on top of it and are listed separately in the catalogue with a link back to this base game.