
- BGG rating
- 6.6
Vanished Planet: Racial Advantage Expansion
- 1–6 players
- 60 min
- Complexity 2.3/5
- 2005

2003
Rules assistance for Vanished Planet
Plain-language explanations of turns, card effects and disputed situations, with official source references and saved question history.

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Answers come from the official rulebook, with the page to check.
Vanished Planet is a board game released in 2003 for 1–6 players, 60 minutes per game, and ages 8 and up. It was designed by Samuel Blanchard, Craig Oliver, Kelly Blanchard, and Jennifer Oliver and its main mechanics are Race, Income, and Cooperative Game.
In short, Vanished Planet is a cooperative game with some similarities to Starfarers of Catan. From the publisher's web page: Vanished Planet is a cooperative board game. That means that all players work together to play the game, and either win as a group or lose as a group. It can be played with as many as six players or as few as one. Playing the game requires complex strategies involving ship movement, resource management, and technology building, all while trying to delay the creature's progress towards destroying the players' home worlds. The difficulty level is scalable, making it enjoyable for everyone from the beginner to the expert. Vanished Planet can be made easy enough for parents to play with their children or difficult enough to challenge the most masochistic hardcore gamers. Vanished Planet takes place in a richly detailed game world. The past one hundred years had been marked by an unprecedented peace. Humans from the Earth, newcomers to the Galactic Sextant, surprised the Elder Races with their grasp of foreign technologies and their dedication to freedom and peace. With Earth's help, a massive communications and trade network was established. Treaties were negotiated. Disputes were settled and wars became less frequent. The Peoples of the Sextant welcomed the children of Earth and looked toward a brighter future. Then, without warning, Earth vanished. In its place appeared a writhing mass of darkness. It was impenetrable. It was unassailable. It was without reason. It drank energy like water and consumed all matter it touched. After devouring Earth's solar system, the Creature began stretching massive tentacles across space with terrifying speed, reaching straight toward the homeworlds of the Six Peoples. With Earth gone, the communications network all but broke down. Each of the Peoples accused the others of betraying Earth and setting loose the Creature, for each had lost many of their top men and women with the planet when it disappeared. And with them vanished all hope of stopping the dark Creature. In their despair, colonies revolted, workers ran from their jobs and soldiers abandoned their posts in an attempt to flee the approaching darkness. It was days before any news came to them. Even the hub satellites that formed the backbone of the network spun silently in empty space. News came in the unexpected form of a single ship; one of the few to survive the cataclysm and return to tell what they had seen. Unlike the other ships, they brought not rumor, but six of those thought lost in the vanishing and their tale was devoid of the speculations the other ships had brought. The ship, Hope, raced from home world to home world bringing what truth they knew of Earth's disappearance to their peoples, narrowly avoiding the wars that were preparing to burst forth over the galaxy even as the Creature began groping insatiable tentacles toward them over the vastness of space. Then the messages came. As one, the hub satellites flickered into life; suddenly and strangely, for the words were not sent by the peoples to one another, but to all six peoples from the the vanished planet Earth! Bizarre blueprints for wondrous new technologies were transmitted and strange instructions were given, both for the banishment of the Creature and the formation of a new system for Earth to use when it returned. Time was of the essence. Earth could do nothing and the Creature would soon devour the other worlds if they did not hurry... Expanded by: Vanished Planet: Racial Advantage Expansion
Vanished Planet supports 1–6 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 Vanished Planet is 60 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 Vanished Planet for ages 8 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.
Vanished Planet has a complexity rating of 2.6 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.
Vanished Planet belongs to these categories: Economic, Science Fiction, and Space Exploration. Its main mechanics are Race, Income, and Cooperative Game. 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 Vanished Planet are: Samuel Blanchard, Craig Oliver, Kelly Blanchard, and Jennifer Oliver. 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 Vanished Planet 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.