How to play On Mars Official Rules

By: Dennis B. B. Taylor

Contents

Rules for the Game “On Mars”

Greetings! Welcome to the official game guide for “On Mars.” If you’re new to this game or simply looking for a refresher on its rules, you’ve come to the right place. I’ll be introducing you to the essential guidelines that will help you navigate the exciting world of “On Mars.” So, fasten your seatbelts and get ready for some interstellar fun!

Goal of the Game

In “On Mars,” the goal is simple – you must build the first sustainable city on the red planet! Your mission is to establish a thriving colony, complete with all the necessary infrastructure and resources. It’s a monumental task, but I believe in you!

Game Setup

Before exploring the Martian surface, let’s set up the game board. To begin, assemble the four main boards: the Mars board, the construction board, the technology board, and the research board. Each board has a specific purpose and function, so pay close attention.

The Mars Board

The Mars board is where you’ll find the main actions and events taking place. It displays all the available regions on Mars, locations for city tiles, and tracks for resources and time. Keep an eye on this board as you venture into the unknown!

The Construction Board

The construction board is where you manage the building of your city. Here, you’ll find different modules that can contribute to your city’s growth and development. Choose wisely and build strategically!

The Technology Board

The technology board is where you advance your scientific knowledge and unlock new abilities. Research and development are crucial to expand your city’s potential. Don’t forget to invest in technology!

The Research Board

The research board is where you explore the mysteries of Mars. Discover new blueprints, complete missions, and advance your understanding of the red planet. The secrets of Mars await you!

Gameplay

Now that you’re familiar with the game components, let’s dive into the gameplay mechanics. “On Mars” consists of a series of rounds, with each round comprising several player turns. During your turn, you can perform a range of actions, including:

  • Exploring new regions on Mars
  • Constructing new modules for your city
  • Advancing your scientific research
  • Gathering resources and managing your economy
  • Completing missions and objectives

Strategize your moves wisely to make the most of each turn. Remember, every decision counts on the path to creating a remarkable city!

End of the Game

“On Mars” will come to an end when any player successfully builds their city to the maximum level. At that point, it’s time to evaluate each player’s achievements, considering factors such as city size, technology advancements, and completed objectives. The player with the most points will be crowned the victor!

Well, that’s a breakdown of the rules for “On Mars.” I hope you found this guide helpful. Now, it’s time to embark on your journey to the Red Planet. Good luck, fellow explorer!

  • 1 Main board
  • 4 Player boards
  • 1 Building tiles display
  • 1 Scientists board
  • 1 Earth Contracts board
  • 130 tiles
  • 30 Crystals
  • 3 Mission Tracker Cubes
  • 48 Colonists
  • 4 Rovers
  • 20 Ships and 20 Progress Cubes
  • 16 bots
  • 56 markers
  • 79 Cards
  • Instructions

Overview

In this game, you’ll find everything you need to start playing:

  • 1 Main board
  • 4 Player boards
  • 1 Building tiles display
  • 1 Scientists board
  • 1 Earth Contracts board
  • 130 tiles
  • 30 Crystals
  • 3 Mission Tracker Cubes
  • 48 Colonists
  • 4 Rovers
  • 20 Ships and 20 Progress Cubes
  • 16 bots
  • 56 markers
  • 79 Cards
  • Instructions

Playing the Game

Let’s dive into the gameplay. The game is divided into two main phases: the colonization phase and the shuttle phase.

During the colonization phase, it’s your turn to take action. The actions available to you depend on which side of the board you’re on.

If you’re up on the Space Station, you can do all sorts of things. You can grab blueprints, buy and develop cool new technologies, and take supplies from the warehouse.

But if you’re down at the colony on the planet’s surface, you have a whole different set of tasks. You can build awesome buildings with your handy bots, upgrade those buildings with blueprints, hire scientists and take on exciting new contracts, welcome new ships, and even explore the planet’s surface with your trusty rover.

And during the shuttle phase, you can travel back and forth between the colony and the space station. How cool is that?

Now, here’s the thing: everything on Mars is connected. Every building relies on another one, and some are totally crucial for the colony to grow. For example, you’ve gotta have shelters for your colonists to live in, right? But to build those shelters, you need oxygen. To make oxygen, you need plants. To grow plants, you need water. And to get the water from the ice, you need power. But where does the power come from? Well, it comes from mining minerals. And guess what? To mine those minerals, you need colonists. See? Everything works together to make it all happen.

As our colony on Mars continues to expand, it becomes increasingly important to enhance our ability to provide essential resources. Without an adequate number of shelters, the colonists would not be able to survive the harsh conditions of the red planet.

What’s the Goal?

The objective of the game is to complete missions. Once three missions have been accomplished, the game will come to an end.

To emerge victorious, you must make the most significant contribution to the development of the first Mars colony. This contribution is measured through the accumulation of Opportunity Points (OP) throughout the game. The player with the highest number of OP when the game concludes will be crowned the winner.

Essential Vocabulary

  • When you earn something in the game, you take it from the general supply. Only take from the Warehouse if told to do so and you see the Warehouse icon.
  • Resources go into your Storage (up to your limit).
  • Colonists go into your Living Quarters (if there’s room). Your Living Quarters can hold 4 people, plus 2 more for each additional Shelter you build. If there’s not enough space in the Living Quarters, put any extra colonists next to your Player board.
  • Crystals you gain are put below your Depot. You can’t use them on the same turn. At the start of your next turn, move the Crystals to your Depot. If your Depot is full, put any extra Crystals back in the supply.

Whenever you need to pay for something, like a Resource or a Crystal, just take it from your Player board and put it back in the general supply.

A group of Buildings that are connected and the same type are called a Building Complex. The number of Buildings in the Complex tells you how big it is. But if a Building isn’t connected to another one of the same type, it’s not part of a Complex.

When you see “Turn Order,” it means you follow the order of the Player markers on the Turn Order spaces. Start with the marker numbered 1 and end with the one numbered 8.

An empty hex is a hex on the board that doesn’t have anything on it at all.

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An empty hex.

Game Play

Each round has two phases:

Colonization Phase:

Shuttle Phase:

How to Play the Game:

Let’s learn how to play this fun game! In the picture you see below, there are four players – Purple, Green, Yellow, and Blue.

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Colonization Phase

During this phase, we each take our turn. The order of turns is determined by the position of our Player markers on the Turn Order spaces. We start with the leftmost space on the Orbit side and move to the right, ending with the rightmost space on the Colony side.

On our turn, we have to do one Main action. We also have the option to do one Executive action before or after our Main action.

If we help with any of the Mission cards, we get 1 or 2 Crystals as shown on the card.

Once our turn is over, we lay our Player marker down to show that we’re done. Then it’s the next player’s turn.

Main Board Actions

On the Main board, there are various actions you can take. Depending on where your Player marker is located, you will have access to different actions. If your marker is on the Orbit side, you can only take the Orbital Station actions. And if your marker is on the Colony side, you have access to the Colony actions.

Some of the actions have icons representing a Red Colonist, a Teal Colonist, and/or a Crystal.

Teal Colonist:

Hey there! Have you ever noticed a little icon at the bottom of some action icons? It kinda looks like this #image.jpg

This cool icon actually represents a special power you can use in the game. It means that you can move some of your Colonists to your Working Area to make the action more powerful. How awesome is that?

Now, I know what you’re thinking. What happens to those Colonists after the round is over? Well, no worries! They’ll be returned to your Living Quarters once you’re done traveling. Easy peasy!

If you wanna know more about how this boost works, just check out the individual actions. They’ll give you all the details you need. Trust me, it’s worth it!

Crystal:

If you see this symbol at the end of the move, it means you can make the move more powerful by using Crystals. Look at each move for more information on how it can be boosted.

The Red Settler:

When you see this icon on top of certain action icons, it means that you need to take one of your Colonists from your Living Quarters and put it into one of the Action slots in order to perform that action.

If there are no Colonists from other players already in the Action slots, you can take the action without any extra cost.

However, if there are Colonists from other players already on the Action slots, you have two options. You can either pay 1 Crystal for each different color of Colonist already present, or you can move one of your Colonists from your Living Quarters to your Working Area.

The actual number of Colonists of each color doesn’t matter, only the number of different colors present. If there are two or more different colors of Colonists already there, you can choose to pay Crystals or move Colonists, or even do a combination of both.

Hey there! If you see an action without this icon, you don’t need to place a Colonist. Just let everyone know that you’re taking the action and then carry it out.

What Can I Do on the Orbital Station?

How Can I Get to the Orbital Station?

If you’re wondering how you can get to the orbital station, let me break it down for you. There are a few main actions you can take to reach the station. First, there’s the landing pod. This is a small spacecraft designed for transporting humans from the surface of the Earth to the station.

Orbital Shuttle

Another option is to take the orbital shuttle. This is a larger spacecraft that can carry more passengers and cargo. The shuttle operates on a regular schedule, so you can plan your trip accordingly.

Teleportation

If you’re looking for a more futuristic mode of transportation, you can use teleportation. By stepping into a teleportation pod, you can instantly be transported to the orbital station. It’s like magic!

Virtual Reality Experience

For those who prefer virtual experiences, there’s the option of visiting the orbital station through virtual reality. By putting on a VR headset, you can explore the station and feel like you’re actually there.

Aerial Acrobatics

If you’re feeling adventurous, you can even try aerial acrobatics to reach the orbital station. Strap on a jetpack and navigate through the atmosphere to your destination. It’s not for the faint of heart!

What Should I Do Once I’m on the Orbital Station?

Enjoy the View

Once you arrive at the orbital station, be sure to take in the breathtaking view of Earth from space. The sight of our planet from above is truly awe-inspiring and is something you won’t want to miss.

Participate in Experiments

While on the orbital station, you can also participate in various scientific experiments. From studying the effects of microgravity on plant growth to observing the behavior of animals in space, there’s always something exciting happening in the name of science.

Relax and Unwind

After a long journey, you deserve some relaxation. The orbital station offers a variety of facilities for you to enjoy, including a spa, gym, and entertainment center. Take some time to pamper yourself and recharge before heading back to Earth.

Interact with Astronauts

One of the most special experiences on the orbital station is the opportunity to interact with astronauts. These brave individuals have dedicated their lives to space exploration and have fascinating stories to share. Take the chance to learn from them and gain a unique perspective on life in space.

Explore the Space Station

Finally, don’t forget to explore the space station itself. There are numerous modules and compartments to discover, each with its own purpose and unique features. From the living quarters to the research laboratories, there’s always something new to see.

So, whether you choose to reach the orbital station by landing pod, orbital shuttle, teleportation, or even aerial acrobatics, once you’re there, you’ll have an array of exciting activities to enjoy. So what are you waiting for? Start planning your trip to the orbital station today!

Brace yourself for a daring journey as we explore the thrilling but perilous landings using the pod. It’s an option you can consider, but beware of its drawbacks – it can be slow, painful, expensive, and a lonely experience. Just remember, I’m here to guide you through!

When you decide to embark on a journey to the Colony, there are certain rules you need to follow. The Shuttle Phase steps will guide you, but with a small twist. You can skip step 1, which involves placing a Discovery tile.

Once you’ve selected a Turn Order space on the Colony side, simply lay your Player marker down to let others know that you’ve already had your turn this round. If the Shuttle makes its way from Mars to Orbit during this round, you’re welcome to travel along with it, just like any other time.

Keep in mind: This action might seem peculiar initially. However, its purpose will become apparent as you gain more experience through a few rounds of play.

Blueprint Acquisition

When Earth wants to improve our buildings and make them better, they send us blueprints. The more our colony grows and the more money we have, the more blueprints become available.

With these blueprints, you can upgrade your buildings and unlock new executive actions. But, you can only take one blueprint card from the ones on display.

Once you choose a blueprint card, put it face up next to your player board. Then, collect the resource or crystal shown in the bottom right of the card. Finally, place one of your unused advanced building markers on the card.

Remember, if you don’t have any advanced building markers left, you can’t take a blueprint card. And there are no replacements.

Here’s something to keep in mind: While the advanced building marker is on the card, you can’t use the action shown. You’ll have to remove the marker by upgrading a building with the blueprint card.

Amped up action: When you decide to take this action, you have the power to grab an extra Blueprint for every Colonist you move to your Working Area. Just remember, the same rules apply as mentioned before.

Discover Exciting New Technology!

Hey there! Have you ever wondered about the thrilling world of new technology? Well, today we’re going to dive right in and explore the wonders of cutting-edge advancements. So buckle up and get ready for a mind-blowing journey!

First off, let’s talk about the HTML markup. Don’t worry if that sounds a little confusing at first – it’s actually a fancy way of organizing and structuring information on the internet. With HTML, you can create amazing websites and web pages that look fantastic and work flawlessly. It’s like being a magician, but instead of rabbits, you’re conjuring up incredible online experiences. How cool is that?

Now, the great thing about learning new technology is that it opens up a whole world of endless possibilities. Just think about all the incredible things you can create and accomplish! Whether you want to design your own video game, build a robot, or create a website for your awesome dog, new technology can make it happen. The sky’s the limit!

Of course, diving into this world can be a bit daunting at first. But fear not! With a curious mind and a willingness to learn, you’ll be exploring this exciting realm in no time. And let’s not forget about the amazing community of tech enthusiasts out there who are more than happy to lend a helping hand. They’re like a big, friendly family that’s always there to guide and inspire you.

But wait, there’s more! New technology doesn’t just let you create amazing things – it also lets you connect with people from all around the world. You can make new friends, share your creations, and collaborate on awesome projects together. The possibilities for collaboration are endless! Who knows, you might even find your future business partner or lifelong friend through technology. It’s like having a superpower that brings people together.

So, my friend, what are you waiting for? Embrace the excitement of new technology and embark on an incredible journey of discovery. It’s time to learn, create, and connect like never before. You’ve got this, and the world of technology is waiting for you with open arms. Let’s go!

How does technology work and how is it important to me?

Hello, curious soul! Have you ever wondered how technology works and why it’s so important in our lives? Today, we’re going to unravel this mystery and uncover the incredible ways that technology impacts us every single day.

Let’s start with the basics. Technology is like a magical toolbox filled with amazing tools that help us solve problems and make our lives easier. From smartphones to computers, these tools are designed to help us communicate, access information, and do all sorts of incredible things. It’s like having a digital superpower right at our fingertips!

Now, let’s talk about the importance of technology. Imagine a world without the internet or smartphones. It’s hard to imagine, right? Technology connects us to the world and opens up a universe of knowledge and opportunities. It helps us stay connected with loved ones, learn new things, and even find answers to our burning questions. It’s like having a super-smart friend by your side, ready to assist you whenever you need it.

But technology is much more than just a helpful friend. It’s also a major driving force behind innovation and progress. Think about all the incredible advancements we’ve made thanks to technology. From life-saving medical devices to sustainable energy solutions, technology has the power to transform our lives and shape the future. It’s like a never-ending well of possibilities, just waiting to be discovered.

Of course, technology isn’t without its challenges. With great power comes great responsibility, as they say. We must use technology wisely and ethically, taking care of the environment and respecting one another in the digital world. It’s like a delicate balance between pushing the boundaries of what’s possible and being mindful of the impact it has on our lives.

So, my friend, technology is not just a bunch of fancy gadgets and gizmos. It’s a powerful force that shapes the world we live in, opens up new horizons, and inspires us to dream big. Embrace it, learn from it, and use it for the greater good. The possibilities are limitless, and the future is ours to create. Let’s go forth and conquer the world with the power of technology!

Hey there! Let’s talk about technology tiles and how they can help you in the game. Technology tiles are pretty cool because they allow you to do special things or make your actions even better. And the best part is, the more you develop these tiles, the more powerful they become. Plus, they can earn you points at the end of the game!

So, here’s what you do to get a technology tile. You take one from the Tech Grid and put it in the leftmost column of your Laboratory, but only if there’s an empty space there. If both spaces already have a tile, sorry, you can’t take another one.

Now, the cost of taking a tile depends on where it is on the Tech Grid. If it’s on the bottom, it’s free! But if it’s in the middle, you’ll need to spend 1 Battery. And if it’s in the top three spaces, you’ll need to give up 1 Battery and 1 Resource of your choice. Oh, and here’s an important thing to remember: the Tech Grid doesn’t get new tiles until the Colony level goes up.

Once you’ve placed your tile in the Laboratory, you get to use the special benefit that comes with it. It’s like a little bonus that can help you in the game right away. How awesome is that?

When you look at the benefits, you’ll notice that some of them have a Teal Colonist icon. This means that you can enhance the action by adding more Colonists, just like you normally would. To understand these icons better, you can refer to the Reference book.

Enhanced action: If you choose to move a Colonist to your Working area while performing this action, you can also take a second Tech Tile. The rules for this follow the same as mentioned earlier.

Note: Keep in mind that each player can only have one Tech Tile of each type.

Exploring and advancing

All the cool technology stuff happens on the Space Station that orbits Mars. They’re always coming up with new gadgets and gizmos that we can use down on the surface of the planet.

Here’s how it works: you can make Tech tiles on your Player board by moving them to the right. You have two options: either develop one Tech tile twice, or develop two Tech tiles, but only once each. If you choose to develop one tile twice, treat each move separately.

To develop a Tech tile, just move it to the empty space right next to where it’s already sitting. Simple as that. Oh, and don’t forget to pay the cost indicated above the column you’re moving the tile to.

If you move a Tech tile to a space with a picture on it, you can get the benefit right away. Pretty neat, huh? For the details, check the Reference book.

Important: If a development gives you Resources, you can use them to pay for another development. Talk about a double win!

Note: Each number above the column indicates the level of technology for each tile in that column. At the end of the game, each Tech tile is worth a certain amount of points, as shown below the column.

Extra boost: When you move a Colonist to your Working Area while taking this action, you can develop any one Tech tile in your Laboratory at the same time.

You have the option to develop the same tile multiple times using this method. It doesn’t matter if you haven’t developed the tile using the Main action.

Using Tech Tiles: When playing the game, there are moments where certain actions can gain extra strength if a related Tech tile is possessed by any player. The level of the Tech tile determines the extent of the enhancement.

Whenever you employ Tech, you have the option to utilize any Tech tile, whether it belongs to you or another player.

If you choose to use another player’s Tech tile, that player will receive 1 Oxygen from the overall supply and position it on the upper portion of their Player board.

When you finish your turn, you have the choice to develop the Tech tile you used, if you want. And the best part is, it won’t cost you anything! You can even benefit from the space you move the tile to.

If you decide to develop the Tech tile, the Oxygen you took earlier goes back to the general supply. But if you don’t want to or can’t develop the tile, you get to keep the Oxygen.

Restock:

Hey there! I want to talk to you about something important. You know, our Earth has limited resources, and there’s only so much space in our warehouse. But don’t worry, as our colony grows, we’ll get more resources!

Now, let me tell you about a cool action you can take. With this action, you can choose to take either 1 Resource or 1 Crystal from the Warehouse and put it in your Storage/Depot. Pretty neat, right?

Now here’s an awesome bonus: If you decide to move any Colonists to your Working Area while taking this action, you’ll get an extra reward! For each Colonist you move, you can take 1 additional Crystal or Resource from the Warehouse. It’s like boosting your rewards!

But here’s something to keep in mind: You have limited space in your Depot to store Crystals. You can only keep as many Crystals as you have empty spaces in your Depot. And for Resources, you can only store as many as the number of Shelters you have, plus one. So, make sure to plan accordingly!

Oh, and one more thing: You can only take something from the Warehouse if you actually have enough space to store it. So, keep an eye on your capacity!

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What Can I Do in the Colony?

I’m here to tell you all about the exciting things you can do in the colony! Let’s start with the Control Center.

Welcome to the Control Center!

This is where the magic happens, people. The Control Center is the brain of the operation. You can think of it as the control panel that keeps everything running smoothly in our little colony.

When you’re at the Control Center, you’ll have a bunch of important actions at your fingertips. There’s so much you can do to keep our colony thriving and growing! Let me break it down for you:

  1. Manage Resources: You can take charge of our resources here. Whether it’s making sure we have enough food and water or keeping track of our energy supply, you’re the one in control. Our colony’s survival depends on it!
  2. Research Upgrades: Want to make our colony even better? This is the place to do it. You can research and unlock all kinds of awesome upgrades that will take us to the next level. Whether it’s advanced technology or improved living conditions, we’re always striving for better.
  3. Assign Jobs: Every member of our colony has a role to play. As the boss, you get to assign jobs to everyone. You can decide who works where and make sure we’re all working together efficiently. Teamwork makes the dream work, right?
  4. Monitor Alerts: Sometimes, things don’t go as planned. That’s where the Control Center comes in. You can monitor alerts and respond quickly to any emergencies or issues that arise. Safety first!
  5. Explore: Last but not least, you can embark on exciting exploration missions. Who knows what we might find out there? New resources, hidden treasures, or maybe even other colonies. The possibilities are endless.

So, now that you know what you can do at the Control Center, it’s time to get out there and make our colony the best it can be. The power is in your hands, my friend. Let’s do this!

In 1997, the first robotic rover successfully landed on Mars. It was called Sojourner. Then, in 2004, the Spirit and Opportunity Rovers also landed on Mars.

One of the most important tasks of these rovers is gathering information and data from the planet’s surface. They have provided us with a wealth of knowledge.

Now, let’s talk about how you can control your Bots and Rover. You have a total of 2 Movement points for your Bots and 2 Movement points for your Rover. Feel free to use them in any order you like. For example, you could move one Bot 1 hex, then move your Rover, and then move another Bot (or the same one).

Each Movement point allows you to move the Bot or Rover to an adjacent hex. So, you can explore the area and reach different locations.

If you have any Crystals in your Depot before taking this action, you can spend them to gain 1 extra Movement point for either your Bots or your Rover. This will give you even more flexibility and options.

Note: Hey there! Just a quick heads up, I wanted to share something important with you. You see, when it comes to the game, there are a few things you need to keep in mind. Here’s the thing, you want to make sure that you don’t end your turn on a hex that has an Advanced Building, Colonist, another Bot, or another Rover. Yeah, I know it might seem a bit puzzling at first, but trust me, it’s for the best. So remember, as you navigate through the game, keep an eye out for these hexes and make sure to steer clear of them. Alrighty then, happy gaming and have a blast out there!

Bots: Bots are like little helpers. When I use a Bot, it can either clean up or build things. If I move a Bot and it ends up in a hex with a Discovery or Research tile, the tile disappears and we can’t use it anymore. That’s a bummer.

If my Bot happens to end its turn in a hex with a Crystal, I have to give the Crystal back. It goes back to where it came from.

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When a Bot is in a hex and there are hexes surrounding it, those hexes are considered part of the Bot’s Building Zone.

This is important to know when you’re building or upgrading Buildings.

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Let’s talk about Rovers: Rovers are like little explorers that go all around the map, picking up Crystals as they move. They can also gather Discovery tiles and Research tiles if they stop on them at the end of their turn.

When we start the game, our Rover piece is next to our Player board, but our Rover is actually at the beginning Mine in the middle of the map. When we move our Rover for the first time, we need to put it on the starting Mine and start counting spaces from there.

If we want to, we can also use a Rover Tech tile to get some extra Movement points. The number of points we get is equal to the level of the Tech tile.

As we move our Rover around, we can collect Crystals from the hexes we pass through or land on. We take these Crystals from the map and put them below our Depot, as if we just found them. But remember, we can’t use them right away.

Once you have finished moving your Rover, you have the opportunity to gain the advantage of any Discovery or Research tile on the hex it is currently occupying. But there are a few conditions you need to meet:

  • You can’t have already taken a Research tile of that same color and letter.
  • You must be willing to pay any cost associated with the benefit.
  • You must be able to actually receive some benefit from the tile. If you can’t, then your Rover cannot stop on that hex.

If you decide to take a tile, you must immediately deal with any costs involved and then add the tile to your play area (keeping Discovery tiles face-down). These Discovery and Research tiles may prove useful later on when completing Missions or fulfilling Private Goals.

How to Boost Your Rover’s Range Using Rover Technology

When I move my Rover, I can make it go even farther by using the cool Tech tile that comes with it.

Build Something Awesome:

Building critical structures is crucial for the growth of our colony and the arrival of new ships, which bring more colonists to our planet. We need to increase the production of power, water, food, and oxygen to ensure the inhabitants of Mars can sustain themselves and become self-sufficient.

Companies that contribute to these improvements will receive rewards in the form of resources and recognition. It’s an opportunity to make a significant impact on our future.

With this action, you have the power to construct a new building on Mars. There are two options for where you can place it:

  1. Next to an existing building of the same type, which creates a complex (this requires a Tech tile).
  2. Exactly 2 spaces away from an existing building of the same type, without being adjacent to another building of the same type.

Notice: Your Shelters and the Shelters of your opponents are counted as different types of Buildings.

Here’s what you need to do:

  1. First, decide which Building you want to create. You have a few options: Mine, Generator, Water extractor, Greenhouse, or Oxygen Condenser. You can also choose to build a Shelter on the lowest spot on your Player board.
  2. Next, look at the cost of the Building you want to create. The cost will be displayed on the Building display board. If you’re building a Mine, there are some extra details you need to consider, which I’ll explain in the next step. If you’re building a Shelter, the cost is simply 1 Oxygen, which you’ll find printed on the Shelter tiles.
  3. Once you know the cost, it’s time to place the new tile. Put it face down on one of the hexes next to the game board. Make sure the orientation matches the other tiles you’ve already placed. The hex you choose should not already have a Building on it, and it needs to be within the “Building zone” of one of your Bots. This means it should be on the Bot’s hex or nearby.
  4. If you decide to place a Building next to other Buildings of the same type, you’ll create a Complex. This means the area will expand or become more developed. To do this, you’ll need a Tech tile that matches the type and level of the Building you’re adding to the Complex.

When you’re playing the game, there are a few important things to keep in mind. Here are the rules for Constructing:

– If you place a tile 2 hexes away from a Building of the same type, you don’t need a Tech tile. This won’t create a Complex.

– If the Building tile you place has arrows on it, put a Crystal in each empty hex adjacent to the arrows. Make sure the tile is face up and in the right orientation.

– You gain Resources based on the size of the Complex you just created. The size is determined by the number of contiguous hexes with tiles that match the one you placed. If you didn’t place the Building next to another one of the same type, you gain 1 Resource. If you placed a Shelter, you get Crystals instead of Resources.

Remember, these rules apply when you’re Constructing in the game. Have fun and enjoy!

When you start or expand a Complex in the game, you’ll notice something exciting – your Progress cube moves up! It goes from the bottom of your Player board to an empty slot in the corresponding building in the Progress area.

Here’s an important detail to keep in mind: you only get to move a Progress cube if you create or expand a Complex. A Complex is made up of two or more connected buildings of the same type. If you construct a single building that isn’t connected to another building of the same type, sorry, no Progress cube for you. And just a reminder, constructing a Shelter Complex doesn’t qualify for moving a Progress cube.

Progress Area

I’m kind of perplexed, to be honest, by this thing called the Progress area. It’s over there in the bottom right of the main board, you know? And get this, you can actually place these cubes called Progress cubes in that area. And guess what? They’ll score you some points! But here’s the kicker, they only do it during the first and second Colony upgrade, plus at the end of the game. Pretty awesome, right?

  • If I put down a Mine, I have to take 1 person from my Living Quarters and put them on the Mine. I can only build a Mine if I have people in my Living Quarters. Once I put someone on the Mine, they are now a Miner and will make Minerals when I go to Outer Space.
  • If I built an LSS Building, I have to move the marker on the LSS track up by 1 space, if I can. This might make things happen on the LSS Rewards.
  • LSS Buildings

    An LSS Building is one of the important types of buildings for the colony. They are shown in the LSS area on the game board.

    The Displacement Rule:

    When you build or improve a Building on a Crystal, you must place it back in the general supply. This means that Crystals can’t be used as a foundation for Buildings. Interesting, isn’t it?

    Similarly, if you construct or upgrade a Building on a Discovery or Research tile, the tile is returned to the game box. So, no using those tiles as supports either.

    Now, let’s talk about what happens when you construct or upgrade a Building on top of a Bot or Rover. In this case, you have to move the piece away from its current position. You can move it to the closest available hex, which can be an empty hex or a Building without any other piece on it. It’s like giving the Bot or Rover a new home!

    Just remember, the Displacement Rule is an important part of the game. It keeps things fair and ensures that there are no unfair advantages. So, when you’re building or improving, make sure to follow this rule. Happy gaming!

    So, here’s the thing: I need to build shelters for us colonists to live in, right? Pretty essential stuff. But here’s the catch – I need oxygen to make those shelters work. And guess what? I need plants to generate oxygen. But hold on, there’s more. For plants to grow, they need water. And to get that water, I need power. And guess what again? I need minerals to get that power. And where do I get minerals from? You guessed it – colonists.

    Let’s Talk Tech

    Now, when it comes to putting up a building that creates or expands a complex (basically, when I want to add a building right next to another building of the same type), I gotta use a related Tech tile. For example:

    If I want to place another greenhouse next to an existing one, I need to use a greenhouse Tech tile. Makes sense, right?

    But here’s the catch (again). The level of the Tech tile I use has got to be equal to or higher than the total number of buildings I’m connecting. And get this – if I’m connecting to an existing complex, each building in that complex counts as one building, even if they’re not directly attached to the new building. Pretty cool, huh?

    Mines:

    You know what’s fascinating? Mines. They’re these vast underground networks of tunnels that contain valuable resources like coal, gold, and diamonds. It’s amazing to think about the effort and engineering that goes into creating these underground labyrinths. But it’s not all glitz and glamour. You see, mining can be a dangerous occupation. There’s always the risk of cave-ins, explosions, and toxic gases. It takes a brave soul to venture into the depths of the Earth in search of these precious materials.

    So, let me tell you about some of the challenges and risks that miners face. First, there’s the issue of safety. Mines can be unstable, prone to collapsing at any moment. That’s why it’s crucial for miners to follow strict safety protocols, like wearing protective gear and using specialized equipment. They need to be able to recognize warning signs and react quickly to ensure their own wellbeing.

    Then there’s the matter of ventilation. In those deep, dark tunnels, the air can quickly become stagnant and full of harmful gases. Proper ventilation systems are essential to ensure a constant flow of fresh air and prevent any suffocation or gas poisoning. It’s a matter of life and death.

    Another challenge is the relentless physical strain. Mining is a physically demanding job, requiring strength, agility, and endurance. Miners often have to work in cramped spaces and lift heavy equipment. It’s a constant battle against fatigue and muscle aches.

    But you know what? Despite the risks and challenges, mining is a vital industry. Think about it – without mining, we wouldn’t have many of the resources we rely on every day. From the metals used in our electronic devices to the coal that powers our homes, mining plays a critical role in our modern lives. It’s a dirty job, but somebody’s got to do it.

    However, it’s not just about extracting valuable materials. Mining also has an impact on the environment. The process can lead to deforestation, soil erosion, and water pollution. It’s a delicate balance between human needs and the preservation of our natural resources. That’s why it’s crucial for the mining industry to adopt sustainable practices and minimize its ecological footprint.

    In conclusion, mining is a complex and multifaceted industry. It’s a risky business that requires bravery, skill, and dedication. But it’s also a vital sector that fuels our modern economy. By understanding the challenges and the need for sustainability, we can ensure that mining continues to provide the resources we rely on without compromising our environment.

    Resource mining will be a really profitable industry on Mars. Companies will compete for rights to mine the most profitable areas of the planet.

    Mines work differently from the Living Support Systems (LSS). The minerals they produce cannot be obtained from the Warehouse.

    Building mines follows the same process as other buildings. Instead of paying a resource to place the tile, you need to place one colonist from your Living Quarters on the mine after it’s been placed. If you don’t have a colonist in your Living Quarters, you can’t build the mine.

    In addition to the minerals received from placing a mine, each of your colonists on a mine will also produce one mineral every time you travel to Orbit.

    You’ll be able to create or expand a mine complex and place your progress cube in the Progress area, just like you normally would.

    When I’m working in a Mine as a Colonist, I don’t own the mine. That means any player can upgrade a mine if they have their Colonist on it.

    The Importance of Life Support System (LSS)

    The row with the Colony level marker tells us what the colony needs at the moment. When the game begins, there’s one of each Building on the map, and the colony wants two of everything.

    If you help meet the colony’s needs by placing the right Building tile, you’ll get a bonus. But if you advance the marker before the Colony level marker moves, you won’t get a bonus because the colony doesn’t need that type of Building right now.

    The LSS shows us the important buildings needed for survival on Mars and to bring in more Colonists. It also tells us the current Colony level, which is the row below the Colony level marker. At the start of the game, the marker is on the second row, so the Colony level is 1.

    In the game, there are different subsystems, each represented by a column. These columns keep track of the number of constructed Buildings on the map. When you place a Building tile on the board, you move the marker in the corresponding column up by one space, unless it’s already at the top.

    When you build a new LSS Building for the first time, you score 2 OP points. This means moving the marker from the bottom row to the next row up.

    But there’s more! If the marker was below the row where the Colony level marker is, you get additional benefits:

    1. #image.jpgYou earn OP points based on the LSS Reward tile at the top of the column where the marker is. Don’t remove the LSS tile.

    One of the great things you’ll find in the top-left corner of the LSS is the benefits. You can see them all listed there. The Reference book will provide more information on the LSS Reward tiles and other benefits.

    Remember, the Colony level also affects how often the Shuttle travels.

    Let’s talk about the Colony Status update. At the end of your turn, if all the markers have moved to the row with the Colony level marker or higher, it’s time to update the Colony Status.

    Here’s how you do it:

    1. First, follow these steps:

    2. And then do this:

    3. Finally, make sure to:

    By following these steps, you’ll keep track of the Colony’s progress and enjoy all the perks that come with it. Happy playing!

    1. Hey there! Let’s get started by moving the Colony level marker up one row.
    2. Now, let’s add some new Blueprint cards to the display. Here’s how it works:
      • If the colony just reached Level 2, we’ll clear out all the remaining Blueprints from the display and replace them with the top 12 cards from the Blueprint deck. Those will be a mix of Level 1 and Level 3 cards.
      • If the colony just reached Level 3, we’ll remove all the Level 1 Blueprints from the display and replace them with 6 Level 3 cards from the deck.
    3. Next up, let’s refill any empty spaces in the Tech Grid. We’ll do this by adding new Tech tiles from the stack. We’ll start from the bottom and work our way up.
    4. Lastly, we need to make sure the Warehouse is fully stocked. We’ll add Crystals and Resources from the general supply until we have 3 of each.

    The Colony Status update is an important aspect of the game, bringing with it the opportunity to earn points. The number of points you can earn depends on how many cubes you have in the Progress area.

    Each time the Colony Status is updated, the first two times, specifically, you have the chance to gain points. The more cubes you have in the Progress area, the more points you can earn.

    Here’s how it works: If you have 1 cube in the Progress area, you’ll earn 1 point in the first two updates. If you have 2 cubes, you’ll earn 2 points. With 3 cubes, you get 4 points. If you have 4 cubes, you earn 7 points. And if you manage to collect 5 cubes in the Progress area, you’ll get a whopping 11 points.

    So, as you can see, the more cubes you have in the Progress area, the more points you can earn during the Colony Status updates. Keep this in mind during the game and strategize accordingly to maximize your points and increase your chances of winning.

    If the Colony Level has reached 3 or higher, you’ll need to advance the Remaining Missions marker on the board. This marker keeps track of how many missions are left for you to complete. Moving it one space to the right means that you’ve successfully completed a mission and are one step closer to victory!

    Time to Upgrade

    Now, let’s talk about upgrading buildings. Upgrading a building means improving its capabilities and making it more useful. Think of it as giving your building a power-up!

    When you upgrade a building, you’ll be able to do more things with it. For example, an upgraded factory might produce more resources, while an upgraded research lab might provide additional technological advancements.

    Each building has its own upgrade requirements, which you’ll need to meet in order to level it up. These requirements can include spending resources, completing specific missions, or meeting other criteria. Once you meet the requirements, you’ll be able to upgrade your building and unlock its enhanced abilities.

    Upgrading your buildings is essential for success in the game. It allows you to improve your colony’s efficiency, gain access to new technologies, and ultimately advance towards victory. So make sure to keep an eye on your buildings and upgrade them whenever you can!

    To establish a self-sustaining colony on Mars, I must upgrade the basic buildings to advanced ones using cutting-edge technology from Earth and Mars.

    This task involves utilizing a Blueprint that I’ve already obtained to enhance one of the existing buildings on the map, transforming it into an Advanced Building.

    • Each building can only undergo one upgrade.
    • Each Blueprint can only be utilized once.

    Advanced Buildings not only generate resources when traveling to Orbit, but they also possess a special action that can be performed as an Executive action.

    The top-left icon on the Blueprint indicates the building type and the minimum size requirement for the upgrade.

    A level-1 Blueprint has the capability to upgrade any corresponding building to the next level.

    If you have a level-3 Blueprint, you can use it to upgrade a Building in a Complex that has at least three Buildings.

    To upgrade a Building, it needs to be in the Building zone of one of your Bots. If you want to upgrade a Shelter, make sure it’s your own and not someone else’s. To upgrade, follow these steps:

    1. First, choose a Blueprint and the corresponding Building.
    2. Next, pay 1 Mineral from the general supply.
    3. Now, take your Advanced Building marker from the Blueprint and place it on the Building tile that you want to upgrade. If there is a Bot or Rover on the tile, follow the Displacement rule on page 13. If there is a Colonist on the tile, move them back to the owner’s Living Quarters. If there isn’t enough space, return the Colonist to that player’s supply.

    If you have an Upgrade Tech tile, whether it’s yours or someone else’s, you can use it to repeat this process. The number of times you can upgrade depends on the level of the Tech tile you use. For example, if you use a level 2 tech, you can perform up to 3 upgrades.

    Welcome a Ship

    Once the colony is set up with sustainable conditions, new ships bring the next generation of colonists and machines to aid in the colony’s expansion.

    You can take this action to transfer one of your Private Ships from your Depot to your Hangar. The cost for doing so is 1 Plant and 1 Water, as indicated on the left side of your Depot.

    When you choose to do this, you will receive:

    • 1 Colonist and 1 Bot, or
    • 2 Colonists.

    If there are any empty spaces in your Living Quarters, you can place the new Colonists there.

    If there are any empty Shelters, you can place a new Bot on one of them. If all of your Shelters are occupied, the Bot will be placed on the nearest available empty space next to one of your Shelters.

    Supercharge your moves: When you bring a Colonist to your Working Area, I’ll give you an extra Ship. Just make sure you have 1 Water and 1 Plant to spare for each Ship you want to move.

    Note: Sorry, but you can’t get this boost if you just got new Colonists this turn.

    You can only remove ships from your Depot up to the number of Colonies you have.

    Keep in mind that your Hangar can give you points at the end of the game, but you can also get rid of a Ship during the Shuttle phase to travel.

    Recruit a Scientist or snag an Earth Contract:

    It would be a big mistake to try to create a sustainable colony on a faraway planet without any scientists. They have the knowledge and expertise to explore the unknown. In fact, they will be the leaders of all missions, whether on Earth or on any other planet.

    When the game begins, you can see only 6 scientists in the display. As they are chosen, they will be replaced by contract cards.

    This action is limited to one player at a time. You cannot take this action if you already have a colonist in that slot. However, you still have to pay any additional costs based on the colonists of other colors in the action slots.

    Pay attention: These special slots called Action slots do not disappear when they are all occupied. You have to find another way to get your Colonists back (like when you travel).

    1. When you’re ready, choose a card from the display and pay the cost shown on the display board. For example, if you want to take the Geologist, you’ll need to move 2 Colonists from your Living Quarters to your Working Area.
    2. Take the card you chose and place it face up in front of you. If you went for the Scientist, don’t forget to grab the Scientist marker on the card.
    3. After you’ve taken your turn, it’s time to refill the empty slot on the display. Look through the Contract cards and pick the one you want. Place that Contract on the lower half of the slot, covering up the old Scientist cost but leaving the Crystal visible.

    Earth Contracts

    Cost: 1 Crystal.

    If you manage to complete a Contract by the end of the game, you’ll earn the depicted OP. But be warned, if you fail to complete the Contract, you’ll lose the depicted OP instead.

    So, there’s this thing called HTML. Have you ever heard of it? It’s a language used to create websites. It’s pretty cool, and there are two types of contracts that you need to know about.

    The first type is called a singular contract. This is when you make an agreement with someone and both parties have to fulfill their end of the deal. It’s like a promise that you’ll do something, and the other person promises to do something in return.

    The second type of contract is a multi-contract. This is when you make an agreement with multiple people, and everyone has to meet their obligations. It’s a bit more complicated than a singular contract because there are more people involved, but it can also be more rewarding.

    Contracts are important because they help to establish trust and ensure that everyone is on the same page. They lay out the expectations and responsibilities of each party so that there are no surprises along the way.

    When it comes to choosing the right contract, there are a few things to consider. You want to make sure that it is clear and concise, so that everyone understands what is expected of them. It should also be fair and reasonable, with terms that are beneficial to both parties.

    Understanding contracts can be a bit confusing, but don’t worry. Once you get the hang of it, it becomes a lot easier to navigate. If you’re interested in learning more about contracts, there are plenty of resources available to help you out.

    So, next time you come across a contract, don’t be intimidated. Take the time to read it carefully and make sure you understand what you’re agreeing to. And remember, contracts are there to protect both parties and ensure that everyone is treated fairly. Happy contracting!

    Delivery Contracts: When you have one of these contracts, you can transfer Crystals and Resources from your Player board to the Contract at any point in the game.

    Anything needed for the Contract that you acquire can be placed directly on the card, without having to go through your Player board. To finish the Contract, all the items shown on the card must be on it by the end of the game.

    You cannot use Minerals as a different type of Resource to complete a Contract.

    #image.jpg

    Advanced Building Upgrade Contracts: To complete this type of Contract, I need to have an Advanced building marker on a Building of a specific type. Not only that, but it also has to be part of a Complex that’s at least size 4!

    #image.jpgMars Crystals (Marsinum):

    When we start the game, I have space in my Depot to store up to 3 Crystals. Pretty cool, huh? But guess what? I can increase that number by Welcoming new Ships. Why do I need Crystals, you ask? Well, I need them to pay for Executive actions.

    Just a friendly reminder: Any Crystals I gain will be placed in the space below my Depot. But there’s a catch – I can’t spend them on the same turn I receive them. Patience is key!

    Marsinum, folks! It’s a brand new crystal that has just been discovered on Mars. Can you believe it? It’s made up of some fancy radioactive isotopes, creating a crystal structure that we’ve never seen before. Isn’t that fascinating?

    Imagine this: There’s a substance that’s so powerful, so full of energy, that it can literally concentrate immense amounts of power. Sounds pretty cool, right? Well, this substance is called Marsinum, and let me tell you, it’s no ordinary material. Not only is it radioactive, but it’s also incredibly unstable and, as a result, extremely dangerous. But here’s the thing, if we can figure out how to handle it properly, it could be a game-changer.

    You see, the real beauty of Marsinum lies in its ability to power up Bots and Rovers. It’s like the fuel that keeps them going. But that’s not all. These crystals also have another use – they can be traded for favors. And let me tell you, they’re starting to become really valuable on Mars. In fact, I’ve even made them the currency in this game I’m creating. No money, just these special crystals.

    Why did I choose to do this? Well, I think it adds an extra level of excitement. Imagine a world where we have to rely on something completely new and different for trade and exchange. It’s like a whole new frontier. And that’s the story I want to tell in this game – the story of a power undiscovered until we reached another planet.

    If you want to keep things realistic, you can think of the crystals as Uranium, a super radioactive metal that’s been used to create powerful energy sources. It’s actually been found on Mars! These crystals are rare and valuable, so you can easily buy or sell them.

    The Power of Executive Actions

    Once every turn, before or after your main action, you have the option to take an Executive action. These actions are listed next to the slots in your Depot. You can choose any action as long as there isn’t a ship on that spot. At the beginning of the game, you only have access to the bottom 3 Executive actions.

    Each action requires a certain number of crystals. You’ll need to pay this cost in crystals in order to perform the action.

    For more details on the different Executive actions, take a look at the Reference book.

    Supercharging Technology with Settlers

    When I see the Teal Colonist icon at the bottom, it means I have the option to send Settlers to my Work Area and give a temporary boost to my tech level.

    Let me give you an example: If I choose to activate the Executive action of the Concentrator, I can use it to construct an Oxygen Condenser. But let’s say I want to make my existing Oxygen Condenser Complex larger, going from size 3 to size 4.

    To do that, I need a Tech tile of level 3, but all I have is a Tech tile of level 2. So here’s what I can do: I move one of my Settlers from my Living Quarters to my Working Area. By doing this, I can count that Settler as the missing level I need.

    Scientists and Their Role in Advanced Buildings

    When it comes to using Executive actions, one option is to utilize an Advanced Building that you own, which requires 2 Crystals. However, if you happen to have a Scientist, there is another possibility. You can assign the Scientist to work in an Advanced Building that aligns with their specialty, even if it belongs to another player.

    To do this, you must move the Scientist marker (even from a different Blueprint card) onto the Blueprint card just before performing the corresponding Executive action. Once a Scientist is working in a Building, both the Scientist’s owner and the Building’s owner can carry out the Executive action of that Building without any additional cost.

    A Scientist remains in a Building until they are relocated and assigned to work in another one.

    Furthermore, Scientists provide OP (Opportunity Points) at the end of the game, depending on the number of Advanced Buildings of the specified type on Mars.

    Missions

    When humans venture out into space to establish new homes on distant planets, they rely on missions sent from Earth to guide their colonization efforts. These missions play a crucial role in determining the key steps that need to be taken in order to successfully colonize new worlds.

    When you set up the game, we place 3 Mission cards on the board. These cards show what we need to accomplish in the colony.

    If we help with these objectives, we can earn Crystals. The number of Crystals we earn is shown on the card. We keep these Crystals below our Depot. We also move a cube on the Mission tracker down by 1 space.

    Once we finish all the requirements of a Mission (when the cube reaches the space with a checkmark), we remove that card from the game. Then we move the Remaining Missions marker 1 space. You can find more details about the Missions in the reference book.

    When you and your fellow players have completed a total of 3 Missions, the game will come to an end. Isn’t that exciting?

    Remember: The number of Missions needed to trigger the end of the game may be lower depending on the Colony Level. Keep an eye on the sidebar for this info!

    Once your Colony has reached level 3, you’ll need to complete just two Missions in order to bring the game to a close.

    #image.jpg

    When I reach Colony level 4, I only need to finish 1 Mission to finish the game.

    #image.jpg

    When you reach Level 5 in Colony, the game will end, regardless of whether you have completed any Missions or not.

    Every time this happens, move the Remaining Missions marker forward by one space to keep track of how many more Missions you need to complete.

    Individual Objectives

    Each company focuses on different goals and objectives.

    When you start playing the game, you’ll receive 3 Private Goal cards. Each card will have specific requirements that you need to meet in order to complete it. You can find all the details about each Private Goal in the Reference book.

    During your turn in the Colonization phase, if you meet the requirements of a Private Goal card, you can complete it. Simply place the card face up next to your player board and take the rewards shown on the card.

    Keep in mind that each player can only complete one Private Goal during the entire game.

    In addition, during your turn, you have the option to discard a Private Goal from your hand. This means you return the card to the box without revealing its content. Once discarded, you can use it as a Crystal. You can do this both before and after completing your Private Goal, or even if you choose not to complete any Goal and use all the cards as Crystals.

    Note: When you discard a card, you can use it as a Crystal. You don’t discard the card and take a Crystal.

    Shuttle Phase

    When we begin this stage, I’ll move the Shuttle one space closer to the center of the board, following the arrows. But, if the Shuttle is already on the red Travel space closest to the middle, instead of moving, it will travel.

    If the Shuttle does travel, I’ll move it to the Travel space on the opposite side as determined by the current Colony level.

    As the colony becomes more self-sufficient and relies less on Earth’s resources, we won’t need the Shuttle as often.

    Now it’s your turn! You get to decide if you want to travel or not. This phase allows all players to travel, regardless of whether or not the Shuttle itself traveled.

    When the Shuttle moves in a direction opposite to where your Player marker is, you can hitch a ride for free. But if your Player marker is not on that side, you still have the option to travel, but it comes at a cost. You need to remove a ship from your Hangar and return it to the game box.

    If you choose not to travel, simply stand up your player marker. However, you won’t get the bonus from the Turn Order space again.

    Traveling to the Colony #image.jpg

    To travel to the Colony, follow these steps:

    1. Move your Player marker to the Exploration space.
    2. Pick any of the four Shuttles for travel.
    3. Move the chosen Shuttle to a different Rocket Launch site that is connected by a Tunnel.
    4. Move your Player marker to the destination site.

    Remember, you can only travel along connected Rockets and Tunnels. Also, you can’t go back to the Launch site you just left!

  • #image.jpgI’ll take one of the Discovery tiles that’s face up on the Exploration space and place it on an empty hex that’s exactly 3 spaces away from my Rover. If my Rover isn’t on the map yet, I’ll consider it to be at the starting Mine in the center of the board. However, if there’s no available hex for me to place the tile, I’ll skip this step and move on.
  • I’ll replace the tile I used with a new one from the top of the stack, making sure it’s face up.
  • #image.jpgNext, I’ll move my Player marker to the Retrieve Colonists space.
  • If you want to move your colonists around in the game, here are the steps you need to follow:

    1. I move all of my colonists from the action slots on the colony side of the board back to my living quarters. (If I started the game on the orbit side, the first time I travel to the colony, I won’t have any colonists there.)
    2. I move all of the colonists in my working area back to my living quarters.

    Remember: If there aren’t enough slots in your living quarters for all of your colonists, you can put the extra ones next to your player board.

  • First, I’ll move my Player marker to an empty Turn Order space on the Colony side. If the space has any bonus printed on it, I’ll gain that bonus. There might be additional bonuses triggered by the first one, so I’ll gain those too. But, if there’s a cost associated with any of the bonuses, I’ll have to pay that cost before I can receive the bonus.
  • Next up, Travel to Orbit #image.jpg

    1. #image.jpgNow, I’ll move my Player marker to the Production space. Each of my Advanced Buildings on Mars will produce 1 Resource that corresponds to the type of building. And guess what? Each Advanced Building I have on a shelter will produce a Crystal. Lastly, each of my Colonists/Advanced Buildings on the mines will produce 1 Mineral.

    I’ll show you how to play Mars. Here are the steps you need to follow:

    #image.jpgStart by moving your Player marker to the Retrieve Colonists space. Then, follow these three instructions:

    1. Take all of your Colonists from the Orbit side of the board and move them back to your Living Quarters.
    2. Move any Colonists from your Working Area back to your Living Quarters as well.

    Note: If there isn’t enough space in your Living Quarters for all the Colonists, return the extra ones to your personal supply next to your Player board.

    Hi there! Let me walk you through how to play the game. First, you need to move your Player marker to an empty Turn Order space on the Orbit side. If there’s a bonus printed on the space, you can gain it. And if that bonus triggers another bonus, you can gain that too. Just keep in mind that if a bonus has a cost, you’ll need to pay it to receive the bonus.

    End of the Game

    Once the Colonization phase is over, we check if the Remaining Missions marker has reached the end of its track. This could happen if you’ve completed 3 missions, progressed the colony to a high level, or achieved a combination of both. If the marker is at the end, it triggers the end of the game.

    Here’s what happens when the game is about to end: we keep playing until the current round is finished, and then we play one more round. In this final round, we skip the Shuttle phase.

    After that, it’s time for each player to move any Crystals they acquired in the last round into their Depot, just like they normally would.

    Then we calculate each player’s score using the following method:

    If you’re aiming to level up your colony, you’ll need to have 1/2/4/7/11 OP in the Progress area. This is crucial for making progress and advancing your colony to the next level.

    You earn 3 Observation Points (OP) for each ship you have in your Hangar.

    #image.jpg

    Return to Your Living Quarters

    Hey there! Let’s talk about what happens when you need to bring all your Colonists back to your Living Quarters during the game. It’s an important step that you don’t want to overlook.

    First things first – gather all your Colonists from the side of the board where your Player marker is, as well as from your Working Area. It’s like calling them back home!

    If there’s not enough space in your Living Quarters for everyone, don’t worry. Just place the extra Colonists in your personal supply. We want to make sure everyone has a comfy place to stay, after all.

    Now, here’s where it gets interesting. Take a look at the number next to your highest located Colonist. This number is an important indicator. It tells you how many OP you score. Cool, right?

    Remember, returning your Colonists to your Living Quarters is a key part of the game. So don’t forget to do it and keep an eye on that highest located Colonist for a sweet score boost.

    Hey there! Let me break down this tech tile business for you. You see, each Tech tile in your Laboratory has a value, or “OP.” This value is shown below the column that the tile is in. Pretty simple, right?

    If you’ve ever played Advanced Buildings, you know that OP (overpowered) strategies can earn you valuable points. When I first started playing, I was confused about how the point system worked. I wondered, “Why do I lose points for unbuilt blueprints?” Well, let me explain it to you.

    In Advanced Buildings, you can earn points by constructing different levels of cards. For every Level 1 card you build, you get 3 points. And for every Level 3 card you build, you get 5 points. These cards represent advanced structures that give you special abilities or advantages in the game.

    But here’s the catch – if you have unbuilt blueprints for Level 1 or Level 3 cards, you start losing points. For every unbuilt Level 1 Blueprint, you lose 3 points. And for every unbuilt Level 3 Blueprint, you lose 5 points. It’s like a penalty for not taking action and completing your construction projects.

    I know it may seem strange to lose points for something you haven’t built yet, but it’s an important aspect of the game. It adds an extra layer of strategy and decision-making. You have to carefully consider which blueprints to invest your resources in and which ones to prioritize.

    So, in Advanced Buildings, it’s not just about creating powerful structures. It’s also about managing your resources and making smart choices. You have to balance the risk of losing points with the potential rewards of constructing powerful cards.

    Next time you play Advanced Buildings, remember to keep an eye on those unbuilt blueprints. They may be costing you valuable points. Good luck!

    Hey there! Let me break it down for you. When you have a Scientist in the game, they rack up 3 OP (Opportunity Points) for every Advanced Building of a specific type on Mars. And get this, it doesn’t matter who owns the building! Pretty neat, huh?

    When you complete an Earth Contract card, you will either gain or lose Opportunity Points based on what is depicted on the card. Take into account this information and transfer any Resources or Crystals to any contracts you have at this time.

    Once you have added the end-game scoring to the points you scored during the game, the player who has accumulated the most Opportunity Points will be declared the winner.

    In the event of a tie, the player with the most Crystals will be the winner. If there is still a tie, the player with the most advanced buildings will win. And if there is still a tie after that, the player with the most Progress cubes in the progress area will be the winner.

    If there is still a tie at this point, the tied players will share the victory.

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