How to play Pocket Mars Official Rules

By: Dennis B. B. Taylor

Welcome to the Pocket Mars Game Rules!

How to play Pocket Mars Official Rules UltraFoodMess

How to play Pocket Mars Official Rules UltraFoodMess

  • 35 Project cards
  • 5 Building cards
  • 4 Spaceship cards
  • 28 Colonist markers
  • 4 Energy markers
  • 4 Reference cards
  • 1 Starting player card

The Goal of the Game

In Pocket Mars, the goal is simple: settle Mars with your colonists. You’ll send your colonists to Mars by completing projects and constructing buildings. The colonists will work in these buildings to enhance the colony and bring prosperity.

The player who manages their colonists most effectively will earn the highest points and emerge victorious in the game.

Setting Up

How to play Pocket Mars Official Rules UltraFoodMess

  1. First, you need to choose a color. Take the Spaceship card 1 and the 7 colonists in that color. Put your Spaceship card on the table in front of you.
  2. Put 1 of your colonists on your Spaceship 2 and the other 6 in a common pool on the Earth Card 3 (also known as “Earth”). The Earth Card is in the center of the play area, and it holds the remaining colonists from all players.
  3. Put 1 energy marker on the starting level space of the energy track on your Spaceship 4. This will keep track of your energy level throughout the game.
  4. Place the 5 Building cards face-up in a row, next to each other, in any order. Make sure to leave enough space beneath them 5 for Project cards that will be added later in the game.
  5. To start the game, shuffle all 35 Project cards together into one deck. Deal 4 Project cards face-down to each player. Keep the remaining deck face-down, with space for a discard pile.
  6. In a variant of the game, experienced players can use the Drafting rules described at the end of these rules.
  7. Each player chooses 2 of their 4 Project cards in secret. They place these chosen cards face-down in front of them, forming their personal tableau. The remaining 2 Project cards are kept in the player’s hand.
  8. Remember, players can look at the cards in their tableau at any time during the game.

Game Terms

Colonists: Imagine the wooden game pieces that look like astronaut helmets. You’ll see these symbols on the rules and cards, represented by How to play Pocket Mars Official Rules UltraFoodMessor How to play Pocket Mars Official Rules UltraFoodMess. Don’t worry, they mean the same thing and are just designed differently for easy viewing on different backgrounds.

SPACESHIP [Pic.2]: This is the card where you’ll place your colonists when it’s time to launch them How to play Pocket Mars Official Rules UltraFoodMessfrom Earth 1. Once launched, your colonists will make their way to buildings on Mars. Oh, and it’s important to keep an eye on the energy level How to play Pocket Mars Official Rules UltraFoodMessof your spaceship 2.

How to play Pocket Mars Official Rules UltraFoodMess
Pic. 2

How to play Pocket Mars Official Rules UltraFoodMess

Keyword: Launch

When you see the keyword “Launch” on a card, it means that you need to move one colonist from Earth to your spaceship card. It’s like transporting a colonist from Earth to your spaceship.

Earth:

Think of Earth as the place where all the remaining colonists live. It’s like a home base for everyone playing the game. During the game, you can pick up colonists from Earth and place them on your spaceship. This way, you can move them to one of the colony’s Buildings.

Prep Module:

Each player has two Project cards placed next to each other face-down, and this is called their Prep Module. These cards are a secret that you keep from the other players. However, you can look at the cards in your own Prep Module whenever you want.

BUILDINGS:

In the game, there are five cards called Buildings. Four of these Buildings can hold colonists. On these cards, you’ll see spaces with question marks that indicate how many colonists they can hold. Usually, the limit is three colonists per space.

In a game with 2 players, one space can hold only 1 colonist. But, if you’re playing with 3 or 4 players, that same space can hold up to 2 colonists. At the end of the game, each colonist on such a space will earn you 4 victory points.

There’s another space marked with a question mark (?), and it doesn’t have a limit to the number of colonists it can hold. Each colonist placed there will earn you 2 victory points when the game ends. The fifth Building, colored black, is called the Habitation Building, and it doesn’t hold any colonists.

Every Building in the game has a special ability that can be triggered when you connect a Project card to it. Four of the Buildings have a value of 3 or 4, which is important when connecting Project cards.

Check out Pic. 3 for a visual representation of the game setup and the Buildings.

How to play Pocket Mars Official Rules UltraFoodMess
Pic. 3

Project cards [Pic. 4]: Let me tell you about the most important elements of the game – project cards. These cards are the heart of the game and they are what you will use to send colonists from Earth to your Spaceship, and then from your Spaceship to Mars.

Each project card has two actions. The first action, the top action, is activated when you play the card from your hand. You will see this when you play a card like this: How to play Pocket Mars Official Rules UltraFoodMess. The second action, the bottom action, is triggered when you play the card from a prep module. This is what it looks like: How to play Pocket Mars Official Rules UltraFoodMess.

These cards have a value from 0 to 7. This value only matters when you play a card from your own prep module.

How to play Pocket Mars Official Rules UltraFoodMess
Pic. 4

The Rule of 4 Cards

When it’s my turn to play, I need to make sure I have exactly 4 Project cards. That means I need 2 cards in my hand and 2 cards in my prep module. Here’s what I do to make sure I have the right number of cards:

  • If I have more than 4 cards, I have to choose some cards from my hand and get rid of them until I only have 4.
  • If I have less than 4 cards, I can draw cards from the Project deck until I have 4 cards in total. If there are no more cards in the deck, I’ll have to make a new deck.
  • If I have less than 2 cards in my prep module, I have to take some cards from my hand and put them in my prep module until I have 2 cards in there again.

By now, we should each have 2 cards in our hand and 2 in our prep module. Don’t forget that cards go from your hand to the prep module, but never the other way around.

Once you’ve placed a card in the prep module, you can’t switch it out with another one from your hand. So make sure to choose wisely!

The Golden Rule

If a card’s text contradicts the rules I just mentioned, the card’s text always takes priority.

How to Play

The game is made up of rounds, and each round includes each player taking a turn. The starting player goes first, and then play moves clockwise around the table.

During your turn, you must take one of the five available actions. And as the last step of your turn, everyone needs to complete the 4 card rule we talked about earlier.

So, after we finish a round, we need to see if the game is over. If it’s not, we move on to the next round, starting with the same player as before.

Now, when it’s your turn, you have five different things you can do:

How to play Pocket Mars Official Rules UltraFoodMess

  1. You can play a Project card from your hand.
  2. You can play a Project card from your prep module.
  3. You can play a Project card from another player’s prep module.
  4. You can launch 1 from Earth.
  5. You can gain 1 energy by discarding a Project card from your hand or prep module.

A. Play a Project card from your hand

If you have a Project card in your hand, you can choose to play it and trigger its top action. After that, you’ll need to discard the card.

How to play Pocket Mars Official Rules UltraFoodMess

Example: I’m playing a Project card with a value of 6, which tells me to ‘Draw 2 cards’. I draw 2 Project cards from the Project deck, so now I have 3 in my hand and 2 in my prep module.

Now, it’s time to make sure I have exactly 2 Project cards in my hand and 2 in my prep module. So I choose 1 of the Project cards in my hand and get rid of it by putting it face-up on the Project discard pile.

B. Now, let’s play a Project card from your prep module [Pic. 5]:

You can play a Project card from your prep module by connecting it to a Building of the same color. Just place the Project card face-up beneath that Building.

If there’s already a Project card there, then put your card on top of it, but make sure you can still see the value of the previously played card [Pic. 5 1]. After that, follow these steps in order:

    Here’s what you need to do:

    1. First, compare the value of your card with the value of the card directly below it.
    2. If your card is the first one connected to a Building, compare its value with the Building value instead.
    3. If your card’s value is higher, you can move one of your colonists from your Spaceship to the Building.
    4. Place your colonist on the space marked “?” on the Building.

    Remember: The Habitation Building doesn’t have spaces for colonists, so you can skip this step when connecting a Project card to that Building.

    How to play Pocket Mars Official Rules UltraFoodMess

  1. If you meet the requirements of an action, you can activate the bottom action of the Project card. But if you can’t fulfill the requirements, you won’t be able to activate it (for example, if you don’t have enough energy to pay for it).
  2. You can use the special ability of the Building.
How to play Pocket Mars Official Rules UltraFoodMess
Pic. 5

These steps are separate from each other, and they’re resolved in order: move colonist, activate card effect, activate Building effect.

Keep in mind: If your Project card’s value isn’t higher than the underlying card’s value, you can still choose from the two remaining options.

C. Use a Project card from any other player’s prep module

Hey there! Let me explain how you can play a Project card from another player’s prep module. It’s super easy, I promise!

First, take a look at the Project cards that the other player has in their prep module. Choose a card that you want to play. Then, turn the card face-up.

Next, you’ll need to find a Building of the same color as the card you chose. Connect the card to the Building, just like you would if it were from your own prep module. It’s like bringing two awesome things together!

Now, let’s go through the steps in order. Make sure you do them one by one.

How to play Pocket Mars Official Rules UltraFoodMess

  1. If you own the Project card, you can activate its bottom action just like playing it from your own prep module. You must meet the usual requirements and pay any energy cost indicated on the Project card.
  2. You can also use the special ability of the Building.

D. Launch 1 How to play Pocket Mars Official Rules UltraFoodMessfrom Earth

How to play Pocket Mars Official Rules UltraFoodMess

Alright, let’s talk about Launch 1. So basically, you grab a colonist from Earth and put them on your Spaceship. Just remember, you can only do this if you still have some colonists left on Earth, okay?

E. Here’s how you score 1 energy point:

First, pick one of your 4 Project cards and toss it aside. Once you’ve done that, your energy level goes up by 1. You’ll see a marker on your Spaceship, and it moves up one space to show the increase in energy.

But wait! You can still do this even if your energy marker is already at the highest point on the energy track. The only difference is that you won’t gain extra energy, you’ll just discard a Project card.

Oh, and if you notice that the Project deck is empty during the game, don’t worry. Just right away, create a whole new Project deck for yourself.

Here’s the deal with the Building sites: if there are any Project cards underneath another Project card, you need to take them out and put them in the discard pile. Then, make sure you shuffle the discard pile to form your new Project deck.

Understanding Building Abilities

Building abilities are a fascinating phenomenon that allows us to explore the world around us and create incredible structures. It’s amazing how our ability to build has shaped the history of humanity, from ancient civilizations to modern cities. Building abilities are a unique combination of creativity, engineering, and problem-solving, and they play a crucial role in shaping the world we live in.

So, what exactly are building abilities? Building abilities are the skills and knowledge we acquire that enable us to construct and assemble objects or structures. These abilities include design, planning, measuring, cutting, shaping, and assembling materials such as wood, metal, and concrete. Building abilities are not limited to physical structures; they can also be applied to creating art, furniture, and other useful objects.

Building abilities require a combination of technical knowledge, practical skills, and creativity. In order to successfully build something, I need to understand the principles of physics and engineering. This knowledge allows me to calculate measurements and ensure that the structure is sturdy and safe. However, building abilities also require practical skills. I need to be able to use tools effectively, understand construction techniques, and problem-solve when things don’t go as planned.

Building abilities are not only about the end result; they are also about the process. The act of building something can be incredibly rewarding and fulfilling. It allows me to express my creativity, work with my hands, and see my ideas come to life. It’s a deeply satisfying feeling to see a structure rise from the ground, knowing that I played a part in its creation.

Building abilities also contribute to our sense of independence and empowerment. When I have the skills to build and fix things myself, I don’t have to rely on others to do it for me. This can save me time, money, and frustration. Building abilities give me the confidence to take on new challenges and tackle projects that I might have thought were beyond my capabilities.

Whether I’m building a birdhouse, a piece of furniture, or an entire house, building abilities are an essential part of my life. They allow me to explore my creativity, solve problems, and make a tangible impact on the world around me. So, embrace your building abilities and let your imagination soar!

How to play Pocket Mars Official Rules UltraFoodMess

Greenhouse – I have the power to transfer any colonist from any player to a Building of my choice. I can move them from a space marked with “?” to a space marked with “??” or vice versa.

How to play Pocket Mars Official Rules UltraFoodMess

Hey there! Let me tell you about two amazing features in the game of Pocket Mars: Energy Bank and Comms Center.

First up, we have the Energy Bank. This nifty tool can give you a boost when you need it most. By using the Energy Bank, you can increase your energy level by 1. Just imagine, one simple move on your Spaceship’s energy track, and boom! You’ll be feeling more energized than ever before.

Now, onto the Comms Center. This is where the real magic happens. With the Comms Center, you have the power to launch one of your front Earth cards. That’s right, you can send one of your cards soaring through space and land it safely on your Spaceship. It’s like having your own mini-mission within the game.

These two features are pretty awesome, don’t you think? They can completely change the game and give you an edge over your opponents. So, next time you’re playing Pocket Mars, make sure to utilize the Energy Bank and the Comms Center. Trust me, you won’t regret it!

How to play Pocket Mars Official Rules UltraFoodMess

In the amazing world of Aqualab, I have the power to select one Project card from my hand or prep module and hide it away at the bottom of the Project deck.

How to play Pocket Mars Official Rules UltraFoodMess

Habitation allows you to move one of your colonists from your Spaceship to a Building of your choice. Simply place it on the space marked “?” within that Building.

End of the Game

When a round ends and one player has all of their 7 colonists placed in Buildings on Mars, the game immediately comes to a close.

At the end of the game, each player earns victory points according to the following criteria:

  • Earn 1 victory point for each colonist on your Spaceship.
  • Earn 2 victory points for each colonist on a Building space marked “?” .
  • Earn 4 victory points for each colonist on a Building space marked “??” .
  • Earn 2 victory points for having at least one colonist on each of the four Buildings that can accommodate colonists.
  • Earn 3 victory points for having at least four colonists in one Building.

The player with the most energy gets 1 victory point. If there’s a tie, everyone with the same amount of energy gets a point.

No victory points are given to colonists on Earth. The player with the most victory points is the winner.

If there’s a tie, the player with the most colonists on Buildings becomes the winner. If there’s still a tie, the tied players share the victory.

Now, let’s talk about a variant: Drafting Project Cards.

When setting up, each player receives 5 cards face-down. From those, you choose 1 to keep and pass the rest to the player on your left.

Keep repeating this process, choosing 1 card and passing the rest, until all players have chosen 4 cards. The remaining cards go back into the Project deck.

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