Ian arrived with the score at 3-2 in his favour but I declined to award him victory, with plenty of time to recover had we kept playing. Instead we set up one of Martin's newbies, Up or Down. This is a game of building columns of cards that, like Lost Cities, may veer numerically up or down, but once you start in a direction you're committed to it. You can only ever have three columns, so if you're forced to take a card that won't fit into a set, you have to sacrifice a set of your choice and start over (although these discarded cards are worth a point each)
You have a hand of three cards and add to your set by playing into this central display, slotting your card into the place it would go in number order (above, for example, you could only play 66-68 between the 65 and 69) and then claiming one of the cards it's adjacent to. Then you replenish your hand with the top card from either deck: face-up or face-down. When the cards run out your columns score number of cards in them x most cards of a single colour.
The goal is to visit all the planets before returning to your own: first home is the winner. You have a hand of cards and on your turn you play one card and activate all the actions on it, in whatever order you choose. There's a number that moves your ship around the intersections of the grid, usually a planet to move along it's orbital path (the one card that doesn't move any planets changes the flips the direction of travel instead) and possibly extras like improving your hand size, improving your energy capacity (energy can be spent on additional movement) or replenishing up to your energy limit.
As you barrel around space visiting planets, you keep progress on your player board. Knizia has also thrown in space stations that are dotted around the galaxy: ending your movement here grants you a bonus: the aforementioned upgrades/energy, hyperjump portal (jump to another hyperjump space) or hyper accelerator cannon (move as far as you want in any straight line). Additionally, if you're on a planet when it moves, you move with it.
Everyone can see everyone else's progress and play cards accordingly to push planets away from them, something we all fell foul of. Martin got off to a thrilling start but his seemingly unassailable lead turned out to be assailable as first I, then Ian, caught him up while he dawdled in deep space. All of us gave ourselves one planet remaining to visit, but despite having precious few upgrades, luck favoured me as hopped onto the purple planet on the way home to my own. A galaxy of space arseholes, this is Knizia at his most dickish.
Two curses or running out of tiles before finding the exit is a loss. In our first game I was the navigator and tried my best to guide Martin and Ian to first the treasure - success! - and then the exit - fail!
But despite his chagrin, his stint as a navigator was a success - we only picked up two treasures but got off the island alive! And having escaped, we perused the shelves and Ian suggested Mille Fiori.
Thrilled with our eighteen, we played again. Instantly everyone was complaining about their words and Martin decried our decision "Never play again after an eighteen!" he wailed. We kicked off with a four, got another four, and decided we'd go for all fours. We got them! A triumph of sorts.