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FIRST

<> is advance app. I. EVENT PHASE MARTIANS

App indicates which App indicates Event; Advance white


Check App Malfunction track to read & resolve Round marker;
advance by 1 <> effects immediately GOTO Morale Phase
<>

Option to resolve during Action


Phase (stored for 3 rounds)

See
Malfunction Current Event Past Event
Phase Action Action

Effects possible in Multiple Past Events


Malfunction Phase All Adventure may be resolved in
& Follow-Up any Action Phase
Events occur until they disappear
prior to any
Mission Event,
as indicated by
App Adventure or
Follow-Up
Events

May lead to Follow-Up


Events, as indicated by App
FIRST
<> is advance app. II. MORALE PHASE* MARTIANS

Check Current First Player (only) First Player (only)


Morale Value of gains positive OR loses Morale tokens
crew Morale tokens for each current -
(-2 to +3) for each current +

If First Player has insufficient


Morale tokens to fulfill loss:

Add to First First Player suffers 1


Player pool of wound per unfulfilled
Morale Morale token
tokens
No effect if Morale
is currently at 0

If First Player dies,


the game is over

* First Player may


also be affected by
in-game effects
during this round, If First Player Advance white
and also resolves all survives, the game Round marker;
player disputes continues <> GOTO Production
Phase
FIRST
<> is advance app. III. PRODUCTION PHASE MARTIANS

Check Current White marker level Compare production


If excess produced, add
Production of in: to number of
(FRU) to resource supply.
oxygen, energy, sum of all active Facilities requiring
and food Oxygenator Facilities oxygen (1)*
If deficit, Shutdown
Facilities (using the
appropriate commodity)
to equal deficit (oxygen
White marker level Compare production AND energy Shutdown can
Advance white in: to number of occupy one Facility).
Round marker; sum of all active Facilities requiring
GOTO Action Phase Solar Panel Facilities energy (2)*
*(O2) =Farm, Crew Qtrs,
(subphases1-9) Med Lab, Ctrl Ctr,
Garage, Probe Bay, Lab,
Working Bay.
Advance seeds White markers in all (Energy) = Oxygenators,
Resolve effects of all (move #6 to gnhs.) plant spaces of all Farm, Crew Qtrs, Med
Red Hardware cubes wilt all markers if Greenhouses (NTE Lab, Ctrl Ctr, Garage,
in Working Block (see Farm is inactive Greenhouses) Probe Bay, Lab, Working
p. 10 for details) <>
Bay.

If excess produced, add


(FRU) to resource supply.
If Stress is 18+, each Increase Stress by 1 Each astronaut
astronaut suffers 1 for each astronaut consumes one plant
If deficit, each astronaut
wound, crew morale (plus other effects, white marker (use
that does not eat suffers 1
-1, reset to 00 as required) food resources next)
wound.
FIRST
<> is advance app. IV(1). ACTION PHASE* - Events MARTIANS

Delayed Events will


Do what the Assign player pawns You may need to
remain in the App for
Event description & costs to any Event check App log for
3 rounds, and then
in App tells you to available (Adventr/ outstanding Delayed
will disappear.
do (1) Follow-Up/Mission) Events <>
Consequences may
Note additional pawn later be assessed
(1) Unless stated requirements
otherwise by the (-1 pawn), and
Event itself, its required costs and Indicate in App if you
action cannot be wound limitations. complete or skip an
taken more than Event (take care in
once. App wording)

* All player pawns


are assigned at the
start of the Action
Accept rewards or
Phase. Each action
consequences
type is resolved in
strict order, but any
action type may be
resolved in order
desired. Also see
AOMs for assists.
Resolve Quiet Place
Actions, if chosen
GOTO IV(2)
FIRST
<> is advance app. IV(2). ACTION PHASE* - Quiet Place MARTIANS

Note: No in-game
No App Assign 1 player pawn Receive 1 Morale
effect can force you
manipulation is per astronaut. An token for each pawn
to roll dice or
necessary for this astronaut may assign assigned to Rest
resolve Adventures
Action 2 pawns for 2x
in this Facility.

Multiple players
Place token(s) near may take this Action
* All player pawns the ID board of each simultaneously.
are assigned at the astronaut taking this
start of the Action action
Phase. Each action
type is resolved in
strict order, but any
action type may be Resolve Crew
resolved in order Quarters Actions, if
desired. Also see chosen GOTO IV(3)
AOMs for assists.
FIRST
<> is advance app. IV(3). ACTION PHASE* - Crew Qtrs MARTIANS

No App Assign 1 player pawn Increase group


manipulation is per astronaut. An Morale by 1 for each
necessary for this astronaut may assign pawn assigned to
Action 2 pawns for 2x Unwind

However, gray
OR
action dice may be
necessary during Multiple players
the Unwind Action. Reduce Stress by 6 may take this Action
for each pawn simultaneously.
assigned to Unwind

* All player pawns


are assigned at the Resolve Med Lab
start of the Action Actions, if chosen
Phase. Each action GOTO IV(4)
type is resolved in
strict order, but any
action type may be
resolved in order
desired. Also see
AOMs for assists.
FIRST
<> is advance app. IV(4). ACTION PHASE* - Med Lab MARTIANS

No App Assign 1 player pawn 1 wound is removed Either: 1 pawn from


manipulation is per astronaut. An per pawn assigned to the Medic OR the
necessary for this astronaut may assign Heal Auto-scanner
Action 2 pawns for 2x upgrade must be
present. (The Medic
However, blue may heal thy self
OR
action dice may be alone with this
necessary during Action.)
the Heal Action. 1 condition is
removed per pawn Multiple players
assigned to Heal may take this Action
simultaneously.
* All player pawns
are assigned at the
Ignore condition
start of the Action
icons as you pass
Phase. Each action
Resolve Control them moving to the
type is resolved in
Center Actions, if left of your ID
strict order, but any
chosen GOTO IV(5) board.
action type may be
resolved in order
desired. Also see
AOMs for assists.
FIRST
<> is advance app. IV(5). ACTION PHASE* - Ctrl Ctr MARTIANS

No App Assign 1 player pawn Move any 1 red marker Multiple players
manipulation is per astronaut. An on any 1 Malfunction may take this Action
necessary for this astronaut may assign track down 1 space per simultaneously.
Action 2 pawns for 2x Manage pawn

However, brown
action dice may be
necessary during
the Manage Action. Resolve Garage Hall
Actions, if chosen
GOTO IV(6)

* All player pawns


are assigned at the
start of the Action
Phase. Each action
type is resolved in
strict order, but any
action type may be
resolved in order
desired. Also see
AOMs for assists.
FIRST
<> is advance app. IV(6). ACTION PHASE* - Garage Hall MARTIANS

App may need to Assign pawn(s) to Assign route along ROIs must share an
be consulted if each Explore action. ADJACENT ROIs; place edge.
you receive an Players may combine pawns in desired ROI
? result <> pawns to assist
Generally, 2 pawns
* All player pawns assigned to each
are assigned at the Explore Action is
start of the Action automatic success,
Count all Distance
Phase. Each action or 1 pawn requires
penalties and apply
type is resolved in a roll of the green
to pawn
strict order, but any dice for resolution.
requirements
action type may be Increase pawn
resolved in order requirements for
desired. Also see each Distance
AOMs for assists. penalty along route.
The top pawn on each (Froggy (+2) or
Resolve Probe Bay stack takes 1 wound Scorpio (+1) may
Actions, if chosen Distance penalty of per wound icon found
assist.)
GOTO IV(7) new ROI applies along the route
only AFTER it is
placed; POIs are A success ( ) gives
usable immediately successful Explore/ a
wound affects top
If successful, place If unsuccessful, no
Roll the green dice if pawn / a ? gives
random ROI (ring 1, 2, or OR new ROI is placed; top pawn an
3); place blue sample Explore is not
cubes in ROI & POI in but gain 2 Morale Adventure (input a
tokens automatic
Avail. Cargo Hold, if listed green ? in App).
FIRST
<> is advance app. IV(7). ACTION PHASE* - Probe Bay MARTIANS

App may need to Assign pawn(s) to Assign route along ROIs must share an
be consulted if each Gather action. ADJACENT ROIs; place edge.
you receive an Players may combine pawns next to what you
? result <> pawns to assist want to gather

Generally, 2 pawns
* All player pawns assigned to each
are assigned at the Gather Action is
start of the Action automatic success,
Count all Distance
Phase. Each action or 1 pawn requires
penalties and apply
type is resolved in a roll of the gray
to pawn
strict order, but any dice for resolution.
requirements
action type may be Increase pawn
resolved in order requirements for
desired. Also see each Distance
AOMs for assists. penalty along route.
The top pawn on each Scorpio (+1) may
Resolve Lab Actions, stack takes 1 wound assist.)
if chosen GOTO per wound icon found
IV(8a) along the route

A success ( ) gives
successful Gather/ a
wound affects top
If successful, place
If unsuccessful, no Roll the gray dice if pawn / a ? gives
targeted sample (blue OR
cube) in Pending area of gather occurs; but Gather is not top pawn an
Cargo Bay; available at gain 2 Morale tokens automatic Adventure (input a
end of round gray ? in App).
FIRST
<> is advance app. IV(8a). ACTION PHASE* - Lab MARTIANS
Research
App may need to Assign pawn(s) to ROIs must share an edge. (If
Assign route along
be consulted if each Research action. Research is done inside the
ADJACENT ROIs if
you receive an Players may combine HUB, there are no Distance
outside HUB
? result <> pawns to assist penalties.)
Generally, 2 pawns
If campaign, each
assigned to each
player receives skill. Resolve lab
Gather Action is
If successful, place (Planting), if chosen Count all Distance
Researched sample (blue
automatic success,
GOTO IV(8b) penalties and apply
cube) in Discovery space if or 1 pawn requires
already on Examined to pawn a roll of the blue
space of track requirements dice for resolution.
* All player pawns Increase pawn
OR are assigned at the requirements for
start of the Action each Distance
If successful, place Phase. Each action penalty along route.
The top pawn on each
Researched sample (blue type is resolved in Scorpio (+1) may
stack takes 1 wound
cube) in Examined Space if strict order, but any assist if outside
already on first (left) space per wound icon found
action type may be along the route HUB.)
of track
resolved in order
desired. Also see A success ( ) gives
OR AOMs for assists. successful Gather/ a
wound affects top
If successful, place
If unsuccessful, no Roll the blue dice if pawn / a ? gives
Researched sample (blue OR
cube) in Left-most space Research occurs; but Research is not top pawn an
of Research Track for gain 2 Morale tokens automatic Adventure (input a
initial research blue ? in App).
FIRST
<> is advance app. IV(8b). ACTION PHASE* - Lab MARTIANS
Planting
App may need to Assign pawn(s) to You can take only one such
Place pawn(s), plus 1
be consulted if each Planting action. action per round, and never
seed from Cargo Bay,
you receive an Players may combine have more white markers
on Research space of
? result <> pawns to assist on the Farm as you have
Farm
black markers.

Two pawns
assigned to the
Roll the blue dice if planting Action is
Research is not automatic success,
* All player pawns automatic or 1 pawn requires
are assigned at the a roll of the blue
start of the Action dice for resolution.
Phase. Each action
type is resolved in A success ( ) gives
Resolve Working strict order, but any The top pawn takes 1 successful Planting/ a
Bay, if chosen GOTO action type may be wound a/o Adventure
wound affects top
IV(9) resolved in order if result rolled, if not
pawn / a ? gives
desired. Also see automatic
top pawn an
AOMs for assists. Adventure (input a
blue ? in App).

Growth or If successful, place


wilting occurs If unsuccessful, no
Seed in bottom seed
in Production Planting occurs; but
space of Growth track
gain 2 Morale tokens
(#1)
FIRST
<> is advance app. IV(9). ACTION PHASE* - Working Bay MARTIANS

App may need to Pawns may be Place pawn(s), plus all ROIs must share an edge. (If
be consulted if assigned to repair or applicable costs (ie Research is done inside the
you receive an upgrade or create spare parts, green
HUB, there are no Distance
? result <> specific items cubes) on area to build
penalties.)
* All player pawns are assigned at
Upgrades are operation the start of the Action Phase. Generally, 2 pawns assigned
during Clean-Up Phase. Each action type is resolved in to each Build Action is
Advance white strict order, but any action type Assign route along automatic success, or 1
Round marker; may be resolved in order desired. ADJACENT ROIs; place pawn requires a roll of the
GOTO Malfunction Also see AOMs for assists. pawns where you want brown dice for resolution.
Phase to Build Increase pawn requirements
Scavenged green Facility now for each Distance penalty
<> becomes red; new item (ie along route. Scorpio (+1)
backup Farm) begins with all may assist.)
If successful, complete red cubes (placed near similar Count all Distance
desired Build Action. If Facilities next to board). penalties and apply
applicable, use spare part Repaired part is operation only to pawn
from Cargo Bay or requirements
scavenged green cube.
at end of this Action Phase.
A success ( ) gives
May remove 1 X from rover
successful Build/ a
disable, if successful
wound affects top
pawn / a ? gives
If unsuccessful, no The top pawn on each Roll the brown dice if top pawn an
stack takes 1 wound Adventure (input a
Build occurs; but gain Build is not
per wound icon found
2 Morale tokens automatic brown ? in App).
along the route
FIRST
<> is advance app. V. MALFUNCTION PHASE MARTIANS

Malfunction dice are coded


Not sure if App Consult mission sheet Check Malfunction box red, orange, yellow to
adds additional for Malfunction dice to see if additional dice correspond to the three
dice to roll (?) <> to roll (if any),red, are added to dice pool major Blocks on the board.
orange a/o yellow (any red cubes in box) (Maximum pool of dice
would be all 3.)

Advance white Roll dice and note Red refers to Systems Block.
Round marker; resulting dice number
Orange to Living Block.
GOTO Clean-Up for each individual
color
Yellow to Working Block.
Phase

To each (Block) dice If a die of that color


Box sequence: was not rolled, this
Working > Living Refer to page 18 for number, add +1 for
each (red cube) + addition is the
> System > details.
Working. found in that Block resulting number to
use.

Each of the 3 horizontal


If next Block in If Malfunction reaches Move the Malfunction Blocks has its own
sequence (in 5+, draw corresponding marker (red cube) in Malfunction track, from 0-5.
Malfunction Box) Malfunction card & each of the 3 Blocks up The Malfunction Box just
has a green cube, resolve. Reset track to 0.
that number of spaces adds dice to the Block roll.
change it to red <>
FIRST
<> is advance app. VI. CLEAN-UPPHASE MARTIANS

No App For each Facility: In Cargo Bay: move


manipulation is remove any token in anything in Pending to
necessary for this ! box. Move top Available ; move
Action token in >> to ! Upgrades to Facility

Move white marker on


Round Order track
back to top space

Discard black markers


GOTO next Event on Skills used and flip
Phase back Skill cards to
front side

First Player clicks Next Move white marker to


Round button in App to next space of the Sol Pass First Player token
see if mission has Counter on the mission clockwise
ended. If not: sheet

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