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Pocket Mars Solo Rules
Hey there! Welcome to the world of Pocket Mars! If you’re all about solo gaming, then you’ve come to the right place. Whether you’re a seasoned player or brand new to the game, these rules are here to help you dive into the excitement and challenge of playing Pocket Mars on your own.
Let’s get started, shall we?
First things first, I want to make sure you understand the basic concept of the game. Pocket Mars is all about colonizing the Red Planet. You’ll be using your strategy skills to try and build the most successful and efficient Mars colony possible. It’s no easy task, but I know you’re up for it!
Now, when it comes to playing solo, there are a few things you should keep in mind. One of the key factors in solo gaming is managing your resources effectively. Since you won’t have other players to rely on, you’ll need to carefully plan your moves and make the most of what you’ve got.
Another important thing to remember is to pay close attention to the cards. In Pocket Mars, each card represents a different action you can take. Some cards will help you gain resources, while others will give you special abilities. Understanding the cards and how they interact with each other is crucial to your success.
Of course, no game would be complete without a challenge, right? Well, don’t worry, Pocket Mars has got you covered. The game features a unique AI system that will provide you with a tough opponent to compete against. It’s clever, it’s unpredictable, and it’s guaranteed to keep you on your toes.
Now that you know the basics, it’s time to jump into the action. Just remember, when playing solo, you are in control. Take your time, think strategically, and don’t be afraid to experiment. The beauty of solo gaming is that you can play at your own pace and make your own decisions.
Alright, my friend. I think you’re ready to conquer the Red Planet all on your own. So grab your game board, shuffle those cards, and let the colonization of Mars begin. Good luck, and may the best solo player win!
I’m here with a challenge for you, the ultimate efficiency expert. You see, there’s this company called Devious Automatics (DA) that thinks they can beat us at colonizing Mars with their android technology. Well, it’s up to you to prove them wrong. We have a state-of-the-art simulation system that’s been stumping everyone so far. But we believe in you. And if you can’t conquer it, our whole colonization program could be in jeopardy. No pressure, right?
Before we get started, let me give you some background. This is a solo game, an advanced version that builds on the basic rules. It’s recommended that you play the multiplayer version a few times before diving into this one. You ready? Let’s do this.
Getting Set Up
- First, choose one of the three remaining Spaceships as the DA Spaceship. Place it in your play area, away from your own Spaceship.
- Next, take the 7 colonists that match the color of the DA Spaceship. These are the special DA colonists. Put 5 of them on the DA Spaceship and the other 2 on Earth, along with the colonists you’ve already placed there.
- Now, put 1 energy marker on the starting level space of the energy track on the DA Spaceship. This is marked as level 1.
- Take 2 Project cards from the Project deck, but don’t look at them just yet. Instead, place them face-down in front of the DA Spaceship. This is the DA prep module.
- And that’s it! You’re all set to begin your solo adventure!
- Architect Phase.
- System Failure Phase.
- Android Activation Phase.
- Compare the value of the card you played with the card directly underneath it. If this is the first card connected to a Building, compare its value to the Building’s value instead.
- I can move one of my colonists from a space marked “?” to a space marked “??”, in any Building where that’s possible
- I can move one of my colonists from a space marked “1rir” to a space marked “?” within any Building where that’s possible
- All seven of your colonists are on buildings on Mars.
- DA has all seven of its colonists on buildings on Mars.
- If I have the highest energy level, I get 2 victory points instead of 1. If there’s a tie, I still get 2 victory points while you get your usual 1.
- Super-droid Level – Start with 6 DA colonists on the DA Spaceship and 1 on Earth.
- Cyborg Level – Start with 7 DA colonists on the DA Spaceship and none on Earth.
Setting Up the Solo Game
So you want to play the solo version of this game? Great! Let me guide you through the setup process. It’s pretty straightforward, so don’t worry.
Remember:
When you draw a card during the solo game, you won’t actually draw a card. Instead, you’ll choose a card from the DA prep module. Just keep in mind that once you choose a card, it won’t be immediately replaced.
If there aren’t any cards in the DA prep module, you only draw from the Project deck as usual. And yes, this still applies even with the 4 card rule!
Playing the Game
The solo game is made up of a series of rounds. Each round has three phases that you need to do in this order:
After completing all three phases at the end of each round, if any of the endgame conditions are met, the game ends. If not, you move on to the next round.
Architect Phase
During the Architect Phase, you need to pick one out of the five following actions:
Play a Project card from your hand – This action is the same as in the multiplayer game.
When you play a Project card from your prep module, you’re doing the same thing as in the multiplayer game.
If you play a Project card from the DA prep module, you’ll flip the card you choose face-up and connect it to a Building of the same color. Then, you’ll follow these steps:
When you start your mission, grab one rocket from Earth and put it on your Spaceship. At the same time, toss out a Project card from the DA prep module. Make sure you have colonists on Earth before you can take this action.
Here’s a neat trick: toss out a Project card from your hand or prep module to get 2 energy. It works just like in the multiplayer game, but you get double the energy. It’s a sweet deal!
Don’t forget: After you’ve finished your action, make sure you only have 4 cards in your hand. And when you draw cards, take them from the DA prep module first. Only draw from the Project deck if the DA prep module is empty.
Uh-oh, Things Are Going Wrong
We’re dealing with androids here. They’re bound to have some hiccups!
Alright, here’s what you need to do. Grab the top 2 cards from the Project deck (not the DA prep module) and put them face-up in the discard pile. This doesn’t count as drawing cards, just so you know. If you only have 1 card left in the Project deck, just put that card in the discard pile and move on to the Android Action Phase.
Time for the Android Activation Phase
Devious Automatics sure knows how to make powerful androids, but there’s one big problem: reliability. You’d think that would be a major concern, but I guess that’s why they spend so much money on those lovey-dovey feel-good ads every year.
If there are 2 Project cards in the DA prep module, you can skip this Android Activation Phase.
If there’s only 1 Project card in the DA prep module, just follow these steps in order:
When playing the game, here are the steps I need to follow:
1. I will move a DA colonist from the DA Spaceship to the matching Building color of the DA Project card. But if the matching Building is the Habitation Building, I will skip this step. If there are no DA colonists on the DA Spaceship, I will move one colonist from Earth to the DA Spaceship instead.
2. I will trigger the DA Alternative Building ability for the Building that matches the color of the DA Project card. This ability is described on the next page. Please note that the card in my DA player’s prep module will not be revealed or discarded.
Finally, if there are 0 or 1 Project cards in my DA prep module, I should take enough cards from the top of the Project deck to refill it to 2 cards. These cards should be placed face-down in the DA prep module without looking at them.
Now let’s talk about the DA Alternative Building Abilities:
Greenhouse: Double Upgrade – I get 2 Upgrades. Each Upgrade does one of two things:
If I can, I have to take option 1 for each Upgrade. If that’s not possible, then I can take option 2. If I can’t use any Upgrades, they go to waste.
Note: In the solo game, the Building spaces have the same limits on how many colonists they can hold as the 2-player game.
Aqualab: Spark – Grab the first two cards from the Project deck (not from the DA prep module – this isn’t considered a draw!) and put them in the discard pile.
The Aqualab ability, known as Spark, allows you to interact with the Project deck in a unique way. Instead of drawing cards, you have the option to take the top two cards from the deck and place them in the discard pile. This action does not count as a regular draw.
When using the Spark ability, keep in mind that it only applies to the Project deck and not the cards in the DA prep module. The cards you take will not be added to your hand; they are simply removed from the deck and placed in the discard pile.
The Aqualab’s Spark ability offers a double-edged sword of possibilities. On one hand, it allows you to remove potentially unwanted cards from the deck, helping you refine your strategy. On the other hand, it might remove cards that could have been useful to you. It’s important to consider the potential benefits and drawbacks before deciding to use this ability.
Overall, the meaning of the Spark ability is to give you more control over the cards in the Project deck. It provides an additional way to manipulate the deck and influence the outcome of the game. By utilizing this ability strategically, you can elevate your chances of success and regenerate a favorable response from the game.
If you’re someone who enjoys having more agency and control in your gameplay, then you’ll love the Aqualab’s Spark ability. With this ability in mind, you can tailor your strategy by selectively removing cards from the Project deck, ensuring that you have the best possible cards at your disposal.
When using the Aqualab’s Spark ability, it’s important to interpret the current state of the game and consider your long-term goals. By analyzing the available cards and understanding the potential impact of removing certain cards from the deck, you can make informed decisions that give you an edge in the game.
By following these guidelines and taking advantage of the Aqualab’s Spark ability, you can harness its potential and increase your chances of success. Remember to weigh the pros and cons, and use this ability wisely to maximize your strategy and achieve victory.
Energy Bank: Unleash the Power – Boost your spaceship’s energy level by 2. Can’t increase your energy level? Spark will kick in.
The Comms Center is inviting you to participate in a Recruitment Drive! They’re looking for a brave adventurer to join the mission and move to the DA Spaceship. If you’re still on Earth, you have the opportunity to embark on an incredible journey to outer space.
Imagine leaving behind the familiar sights and sounds of home and venturing into the great unknown. As part of the recruiting mission, you’ll have the chance to contribute to the exciting exploration of new frontiers. Your role as a colonist will be vital in helping us chart new territories and discover the secrets of the universe.
Joining the DA Spaceship will open doors to endless possibilities. As we set off on this intergalactic adventure, you’ll become part of a dynamic team of explorers, working together to unravel the mysteries of the cosmos. Your courage and curiosity will be the key to unlocking the secrets of distant worlds and expanding our knowledge of the universe.
The journey won’t be easy, but it will be worth it. As we navigate the vastness of space, you’ll witness breathtaking celestial sights and encounter unexplored wonders. The DA Spaceship is equipped with state-of-the-art technology and facilities, ensuring your comfort and safety throughout the journey.
As a colonist, you’ll have a chance to leave your mark on history. Not only will you be part of a groundbreaking mission, but you’ll also have the opportunity to build a new community among the stars. Together, we’ll create a thriving civilization that spans across galaxies.
So, are you ready to embark on the adventure of a lifetime? Join us in the Recruitment Drive and be part of something truly extraordinary. Take the first step towards an extraordinary future by signing up and moving to the DA Spaceship today!
Habitation: Moving a DA colonist from the spaceship to a building is a crucial part of the game. If there isn’t a DA colonist on the spaceship, you can choose to move one from Earth instead.
Your goal is to strategically place the DA colonists to maximize the DA’s final score. Imagine you’re playing as the DA and make your decisions accordingly.
Androids, you know, they’re pretty smart, with a few hiccups here and there. And they’re not exactly the most reliable. But don’t stress too much. Just do what you think is best, you don’t need to be a math whiz for this. They’re not THAT smart!
End of the Game
In the solo game, there are three conditions that signal the end of the game:
The DA prep module doesn’t have many cards, so you can’t refill it from the Project Deck. Just keep that in mind. Oh, and if the Project deck is empty, don’t make a new one. It’s actually a good thing for the solo game if the Project deck runs out of cards – it means the game is coming to an end! For scoring victory points, you follow the same rules as the multiplayer game. But with the DA, there are a couple of changes.
First, the DA gets 4 victory points instead of 2 if they have at least 1 colonist on each of the 4 Buildings that can hold colonists. And second, the DA gets 5 victory points instead of 3 if they have at least 4 colonists in 1 Building.
You win if you score more points than Devious Automatics. And you get to keep your job, no pressure.
Difficulty Levels:
If you want more of a challenge, you can increase the difficulty level of the solo game: