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Martians: A Story of Civilization

Martians: A Story of Civilization Rulebook

Table of Contents

Table of Contents

  • Components
  • Game
  • Setup
    • Solo Mode
    • Cooperative Mode
    • Semi-Co-op Mode
    • Competitive Mode
      • Collector's Edition
  • Game Preparation (independent of the game mode)
  • Course of the Game
    • General Rules
    • Supplementation Phase (performed only from cycle two of the game onwards)
    • Work Phase
  • Action Fields Description
    • RTG (Radioisotope Thermoelectric Generator)
    • Moxie v.3 Generator (Mars Oxygen In situ resource utilization Experiment)
    • Hospital
    • Water Treatment Plant
    • Facilities Construction
    • Excavation
    • Landing Pod
    • Greenhouses
    • Laboratory
    • Educational Center
  • Assistants
  • Experts
    • Collector's Edition
  • Quarters Summary Phase
    • i: Oxygen
    • ii: Diseases
    • iii: Hunger
    • Disease and Hunger Consequences
    • Population Growth
  • End of the Game
    • Solo Mode
    • Cooperative Mode
    • Semi-Co-op Mode
    • Competitive Mode
  • Reference: Corporation Card
  • Weather Cards
  • Credits

Components

  • Double-sided game board
  • Quarters, Infirmary, Apartments, Cycle track, Excavation area, Reputation track (printed on the board)
  • Player aids (4)
  • Mission scenarios (4)
  • Expert cards (10)
  • Regolith examination cards (18)
  • Assistant cards (12)
  • Weather cards (10)
  • Event cards (20)
  • Commission cards (24)
  • Crop tiles (8)
  • Research tiles (12)
  • Round player markers and action markers (3x4) in four player colors
  • Double-sided colonist tokens (16) in four player colors
  • Corporation cards (4) in four player colors
  • Credit tokens (28)
  • Excavation tokens (37)
  • Excavation machine marker (1)
  • First player marker (1)
  • Regolith marker (10)
  • Energy marker (30)
  • Dirty ice marker (10)
  • Supplies marker (10)
  • Food marker (8)
  • Medicine marker (5)
  • Drinking water marker (8)
  • Cycle marker (1)
  • Hunger tokens (12)
  • Oxygen tokens (8)
  • Disease tokens (8)
  • Birth-rate tokens (12)
  • Event tokens (4)
  • Build tokens (4)
  • Upgrade tokens (8)
  • Unavailability tokens (4+8)

Game

Martians: A Story of Civilization allows for four modes of playing the game. Before playing, the players must choose which mode they are going to play.

Setup

Solo Mode

The player may choose one of two ways of playing: either trying to accomplish the scenario, using exactly the same rules as in the cooperative mode (for 2 players), or completing commission cards.

Regardless of the chosen way of playing, the player controls two corporations. All the rules for the 2-player cooperative game apply to solo mode, starting from the game preparation, through supplementation, ending with the game end, with the below mentioned alterations.

All the resources at the player's disposal, and obtained by corporations as a result of their work for the player, are gathered together.

Game duration: 4 cycles.

The solo game requires careful planning to efficiently realize the requirements of the selected scenario or commissions, so that the corporations do not interfere with each other.

  1. The player receives one corporation card and a set of round wooden markers in the player's selected color (for example yellow).
  2. Additionally, the player receives colonist tokens and action markers of two corporations (for example 4 blue colonist tokens, 3 blue action markers, 4 red colonist tokens, 3 red action markers).
  3. The player places all markers and tokens in one color (blue) to the left of the corporation card, and all markers and tokens in the other color (red) to its right. Round markers in the player's color (yellow) are placed over the card.
  4. The player places the first player marker to the left of the corporation card, indicating which corporation will be the first one to follow their commands.
  5. The order of corporations (in other modes: order of players) is changed by moving the first player marker between the two corporations. For example, the first round will be started by a blue corporation, the second round will then be started by a red corporation (according to the order change icon on the cycle track).
  6. The player marks the developed technologies on the board and the corporation cards, as well as energy installations, using the round markers in the player's color (yellow).
  7. The player selects a mission scenario and applies all its modifiers to the initial setup. Alternatively, instead of the scenario, the player draws 4 commission cards, as in the competitive mode for 2 players.
  8. The player receives 10 energy markers and 2 supplies markers.
  9. The player places one of the round markers in the player's color on the reputation track on the position labeled number 2. In solo mode the track is used as the colony satisfaction track.
  10. The player places 2 oxygen tokens in the quarters (one in Q1 and the other one in Q2).

Cooperative Mode

All resources that the players have at their disposal during the game, technologies and the quarters on the board, are shared. Technologies on the player's (corporation) card, energy installations, and action marker management, remain individual.

Game duration: 4 cycles.

The game requires close cooperation between the players to realize the requirements of the selected game scenario.

  1. The players choose the mission scenario to be realized and they take into account all the modifiers it includes for the initial game configuration.

  2. The players place these markers in the common pool:

    Players432
    Energy markers201510
    Supplies markers432
  3. The players place one round marker of any player's color on the reputation track on the position labeled number 2. In this mode the track is used as the colony satisfaction track.

  4. The players place tokens in the quarters.

    Players432
    Oxygen tokens432

    The players place one token in each of the quarters, starting with Q1, then moving to the next quarters, ending with Q4.

Semi-Co-op Mode

All resources that the players have at their disposal during the game are individual. Technologies and the quarters on the board are shared. Technologies on the player's (corporation) card, energy installations, and action marker management, are also individual.

The game requires cooperation in realizing the requirements of the selected game scenario. Only one player wins, even if the scenario is completed. The player with the highest reputation among the colonists becomes the colony administrator.

Optional rule: Completion of the scenario is required. If the scenario is not completed, then nobody wins. Otherwise the player with the highest reputation among the colonists becomes the colony administrator.

Game duration: 4 cycles.

  1. The players choose the mission scenario to be realized and they take into account all the modifiers it includes for the initial game configuration.
  2. Each player gets 5 energy markers and 1 supplies marker.
  3. Each player places one round marker of their color on the reputation track on the position labeled number 2.
  4. Each player places one round marker of their color in one selected quarters. This marks the part of the colony which the player must maintain until the end of the game.
  5. The players place 1 oxygen token in their quarters.

Competitive Mode

All resources that the players have at their disposal during the game are individual. The player's quarters, technologies on the player's (corporation) card, technologies on the board, energy installations and action marker management are individual as well.

Only one player wins. The player with the highest reputation among the colonists becomes the colony administrator.

Game duration: 5 cycles.

  1. The players shuffle commission cards and place them randomly, next to the board, faceup.

    Players432
    Commission cards654
  2. Each player gets 5 energy markers and 1 supplies marker.

  3. Each player places one round marker of their color on the reputation track on the position labeled number 2.

  4. The players place tokens in the quarters.

    players432
    Oxygen tokens432

    The players place one token in each quarters, starting with Q1, then moving to the next quarters, ending with Q4.

Collector's Edition

If you have a collector's edition of the game, then in the competitive mode the players also receive hidden goal cards. They are innovations not included in the mission protocol, as each corporation tries to accomplish something secretly.

  1. Shuffle the hidden goal cards and deal three of them to each player.
  2. Each player secretly keeps one card, and passes the remaining two to the player on their left.
  3. Each player keeps one of the two cards they just received, and discards the other one.

Thus each player starts the game with two hidden goal cards. At the end of the game, players check whether those goals have been accomplished. Any player who managed to meet the requirements of any of their hidden goals, receives extra points for it.

Game Preparation (independent of the game mode)

  1. The board should be placed in the middle of the table, in a place available for all players. The board is double-sided and the players may use either side, since functionally they are the same.

  2. Each player receives a corporation card and a set of wooden markers in the selected player's color. In this rule book the corporation card is also referred to as the player's card.

    After unfolding the board, the players place on it respectively: energy markers, expert cards, assistant cards, and research tiles.

    players432
    Energy markers654
    Expert cards654
    Assistant cards (deck)1296
    (cards drawn in the 1st cycle)654
    Research tiles654
  3. Energy markers are placed in the RTG area.

  4. From the previously shuffled deck randomly pick up expert cards and place them on the board, in the educational center, faceup.

  5. Assistant cards include three types of assistants: botanist, geologist, and scientist. Take a number of each type of assistant card equal to the number of players to form a deck, then shuffle it. The other assistant cards should be returned to the box. Assistant cards are randomly picked up from the deck and placed on the board, in the educational center, faceup.

    Example: In a 2-player game there will be 2 botanists, 2 geologists and 2 scientists in the assistants deck for the course of the entire game. In the first cycle 4 assistant cards will be drawn from that deck.

  6. Research tiles are randomly picked up from the previously shuffled deck and placed on the board faceup.

  7. Turn all excavation tokens facedown so that their contents are unknown and then mix them. After mixing all the tokens, three of them should be picked randomly and placed faceup on the fields marked with the special color in the excavation area on the board. Next, on the first uncovered token from the top, the marker of an excavation machine should be placed. The other excavation tokens should be distributed on the board facedown.

  8. From the weather deck, the "STABLE WEATHER" card should be picked and placed in the dedicated board area, faceup. The other weather cards should be shuffled and laid next to the board, facedown.

Course of the Game

The game lasts 4 or 5 cycles, depending on the selected game mode. Each cycle consists of 3 or 4 rounds. Each player has one turn each round. Regardless of the mode the players chose, each cycle of the game comprises 3 phases.

General Rules

  1. At any time during the game, players may browse: the expert cards stack, the assistant cards stack, the research tiles stack.
  2. If an event temporarily (for example, until the end of the cycle or until the end of the current round) affects the functioning of any board element, then the event token should be placed on that board element to remind the players about it. When the effect of the event expires, remove the event token from the board.

Supplementation Phase (performed only from cycle two of the game onwards)

  1. Checking the colony population size. The players check if the number of birth-rate tokens in the quarters has reached the level at which it would unblock additional colonists. If there are three population birth-rate tokens in the quarters, a round unavailability token should be removed from additional colonist tokens lying on the cycle track. From this moment on, in each cycle each player will have at their disposal one additional colonist token and also the colony demand for food will be increased.

    Attention: Before checking the population size, if birth-rate management technology has been developed on the board, then an additional birth-rate token should be added.

    Birth-rate management: Place 1 population birth-rate token in the quarters at the beginning of a cycle.

    Additional demand modifiers to the number of tokens placed — Technologies: a modifier from previously developed technologies which are present on the board.

    • Medicine: Place 1 disease token fewer.
    • CO2 converter: Place 1 oxygen token fewer.

    Population size: If the colony population size increases, the players must place 1 more hunger token in the supplementation phase. If the colony population size decreases, the players place 1 hunger token fewer in the supplementation phase.

    Competitive mode: In this mode each player checks the population size in their quarters. If there are three population birth-rate tokens in the player's quarters, an unavailability token should be removed from the additional colonist token only for this player. The birth-rate management technology also adds a birth-rate token only in the quarters of the player who developed this technology on the board.

  2. The players place oxygen, disease, and hunger tokens in the quarters.

    players432
    Oxygen tokens432
    Disease tokens432
    Hunger tokens864

    The tokens are always placed from the leftmost quarters Q1 to the Q4 on the right. The players place one token of each type in each of the quarters and move to the next quarters. If there are more tokens than quarters, they should still be placed, starting again from Q1.

    This way the distributed tokens represent the need of the colony inhabitants for specific resources which have to be provided.

    Competitive mode: Each player places the following tokens in their quarters: 1 oxygen, 1 disease, 2 hunger tokens. In this mode only the players who have developed particular technologies apply the appropriate modifiers in their quarters.

Work Phase

Players' order: Turns in the current round are taken, starting from the first player and continuing clockwise. When all players have had their turns, the first player marker should always be handed over to the left. This way each round is started by another player.

During a round players perform one turn each, according to the order.

The number of rounds in the cycle depends on the colony size.

Initially the players have three colonist tokens each, offering the players the possibility to take three turns before a cycle ends. If the colony population grows, the players will have 4 turns at their disposal, represented by their colonist tokens. Of course, the colony size may decrease because of the players' negligence, which will mean, for example, that the players only have two turns at their disposal.

Colonist token: This represents the colony staff that works for each player during a turn. To put it simply, it is the player's turn marker. After completing a turn the colonists return to the quarters and the player must place one of their colonist tokens on the cycle track. The token is always placed on the first from the left free field of the current round.

Example: It is round two. After completing a turn, the red player places their token on the first free field. Please remember that fields marked 3 and 4 are not available in the game for 2 players.

Products delivery: A player finishing their turn marks this by placing a colonist token on the cycle track. This way the colonists may bring to the quarters a maximum of two products in any combination. The products are food and medicines. A player delivering one medicine removes one disease token from any quarters, and delivering one food, they remove one hunger token. Upon delivering products to the quarters, a player receives reputation points according to the conversion factor located above the cycle track.

Competitive mode: A player may only deliver the products to their own quarters.

Example: After completing a turn the red player has the following resources: 1 medicine marker and 2 food markers. The player remembers the maximum limit of two products the colonists can bring and they decided that the returning colonists will bring 1 medicine marker and 1 food marker. The player removes from any quarters 1 disease token and 1 hunger token, for which they gather a total of 5 reputation points.

When products are being delivered, it is irrelevant which quarters the tokens are removed from.

A player's turn = 3 time units for action.

Thanks to the working colonists, a player may perform work taking 3 units of time in their turn. Action fields on the board and research tiles contain information about how much time performing a given action costs. A cost of 1 specified on an action field means 1 time unit; a cost of 2 means 2 time units. A cost marked with an X is specified on the technology on the player's corporation card.

Performing an action: A player performs an action on the board only by placing their marker on it. A marker placed in a building by a player's earlier move may not perform an action in it.

Recreation action: In their turn, the player may perform a recreation action, which involves the collection of their action markers from the board. Action cost: 1 time unit.

Attention: A recreation action does not remove action markers located in the quarters as a penalty.

Unfinished building: A building, whose construction has been started, but not finished, is marked with upgrade tokens. A player can place their action marker on a field with such a token, but it costs him or her 1 more unit of time. This represents the possibility to perform work, but it is performed at a slower pace due to the unfinished construction.

It is forbidden to:

  • Move one's action markers from one action field to another. A player who wants to move an action marker to another action field must perform a recreation action first.
  • Place one's action marker in a building where another action of the same player is already located.
  • Place one's action marker in a building not yet built (on which a build token is lying).
  • Place one's action marker on an unavailability token.
  • Place one's action marker in a building and use it to perform the same action twice.
  • Place one's action marker in a building without having the necessary resources to perform an action.
  • Perform an action in a building without placing an action marker in it.

Buildings offering various actions: A player placing an action marker in a building, which allows for performing several different actions, may decide to perform a few actions, bearing their costs.

Example: The blue player decided to use all their time available in a turn for an action in the Landing pod. The research action on the selected tile cost 2 units of time and the taking 1 supplies marker action an additional 1 unit of time. This way the player performed two different actions with one marker in the same building. The player gathered 8 credits and 1 supplies marker.

Action Fields Description

RTG (Radioisotope Thermoelectric Generator)

Each player may draw only 1 energy marker from the generator area on the board once per round. For drawing 1 marker the player loses 1 reputation point. Drawing energy from the generator is not an action and does not require the player to place an action marker and pay with time.

If there are no energy markers left in the generator area, the players cannot draw them.

After a second round: An event, a change of weather, and energy production always take place after the second round is completed by all players.

  1. Take a card from the event stack of the current cycle and introduce the effect listed in the card to the game.
  2. Take and uncover the weather card that is in the colony until the end of the current cycle. This card should be put in the place marked on the board, covering the previous weather card.
  3. Energy production in the players' energy installations. Each player only receives the energy markers produced in their buildings. You should remember to take into account the modifier resulting from the weather card and player's technologies increasing the output.

Important: A player can have a maximum of 2 energy installations, regardless of their kind.

Moxie v.3 Generator (Mars Oxygen In situ resource utilization Experiment)

Action: Remove one oxygen token from any quarters and gather two reputation points. In the competitive mode you may remove the oxygen token only from the quarters of the player who performs this action.

Action cost: 1 time unit, 1 energy marker.

Hospital

Action: You receive 1 medicine marker.

Action cost: 1 time unit, 1 energy marker, 1 supplies marker, 1 drinking water marker.

Water Treatment Plant

Action: You receive 2 drinking water markers.

Action cost: 1 time unit, 1 energy marker, 1 dirty ice marker.

Facilities Construction

The possibility to perform three different actions.

Action 1 – construction: Remove one build token from any building and gather three reputation points.

Action 2 – upgrade: Remove one upgrade token from any building and gather three reputation points.

Action 3 – installation development: Place one of your round markers on a selected energy installation. If a marker has already been placed there by you or another player, place your marker on it, creating a stack.

Action cost: 1 time unit, 1 energy marker, 1 regolith marker, 1 supplies marker.

Excavation

A player performing the excavation action must always perform a move of the excavation machine to another token. Before or after this move, a player may perform the excavation action only from the token, on which the excavation machine is located at the moment. The player may not move the excavation machine in a direction that increases its distance from the excavation tokens lying facedown on the board. (Exception: when all excavation tokens are uncovered, then any direction is allowed). After finishing the move, all excavation tokens next to the token on which the excavation machine is located should be uncovered.

A player may additionally expand the excavation action with a regolith examination action.

Action – excavation: You receive any two raw material markers from the token on which the excavation machine is located. Next remove the token used for excavation from the board.

Action cost: 1 time unit, 1 energy marker.

Action – examination: Pick cards from the regolith stack, in a number equal to the number of regolith markers just excavated. The player keeps the picked cards secret from other players.

Action cost: 1 time unit.

Example: The blue player excavated 2 regolith markers from a token and then shifted the excavation machine to the next token. Additionally the player decided to expand their action by the regolith examination, paying an additional 1 unit of time. The player picks two regolith cards (1 card for each excavated regolith marker) plus one extra from the technology they developed on their player's (corporation) card. The player does not reveal the contents of the cards, unless the cooperative mode was selected.

Landing Pod

The possibility to perform three different actions.

Action 1 – research: You receive remuneration from the Space Agency, defined on the research tile. The player may select any tile from the stack for research and, after performing it, remove from the game both the tile and any resources required for the research.

Action cost: X time units, specified on the research tile, markers or regolith examination cards listed on the research tile.

Example: Blue player possesses a regolith examination card with a yellow mineral and decides to perform research for the Space Agency. They have already selected an appropriate tile from the research stack. They use 2 units of time, discard the regolith examination card with a yellow mineral, discard the corresponding research tile and receive 10 credits from the bank.

Action 2 – supplies: You receive as many supplies markers as the time you devoted to performing this action – a maximum of two markers.

Action cost: 1 or 2 units of time, depending on how many supplies markers the player wants to receive.

Action 3 – mission execution: A player can only realize one of the scenario requirements or one commission card (competitive mode) with one action and then they receive reputation points. In case of completion of the commission from a card, replace it with a new one, drawn from the commission stack (competitive mode).

Action cost: 1 time unit, defined on the scenario card or commission card (competitive mode).

Greenhouses

The possibility to perform two different actions.

Action 1 – harvest: You receive food and/or medicines according to the crops tile you have on your player's (corporation) card.

Action cost: 1 time unit, markers on the crops tile lying on the player's card.

Action 2 – change of crops: Select and place a crops tile on your player's card, substituting it for the crops tile lying on the card.

Action cost: 1 time unit, 1 energy marker.

Laboratory

The possibility to perform two different actions.

Action 1 – corporation technology: Place a round marker on the player's (corporation) card next to the technology you have developed.

Action cost: X time units, depending on the technology, 1 energy marker.

Action 2 – colony technology: Place a round marker on the board next to the technology you have developed. You receive 3 reputation points. The technology starts being active in the next cycle. Technologies printed on the board may only be developed once, except for the competitive mode, in which each player may develop such a technology for themselves, as technology is not shared in this mode. In that case the markers are placed in a stack one upon another.

Action cost: 3 time units, 1 energy marker.

Educational Center

A player may freely browse the expert and assistant stacks on the board and then employ the selected one.

Action: Pick 1 expert or assistant card and place it on your player's (corporation) card. A description of the activity of experts and assistants may be found below.

Action cost: 2 credits.

Limit on a player's (corporation) card – each player can have a maximum of two assistants and two experts.

Assistants

A player having an assistant card receives a fixed bonus to the actions they perform.

  • Botanist: Performing a harvest action in a greenhouse you always receive +1 food marker.
  • Geologist: Performing an excavation action, you may extract 1 additional resource if it is available on the token that is being excavated.
  • Scientist: Performing research actions marked with the laboratory flask symbol costs the player 1 unit of time fewer, to a minimum of 1 unit of time.

Experts

A player who has an expert card may only use it once in their turn, paying for the expert's services. The cost that needs to be paid is given on the expert card. Paying the expert is not a player's action and costs no time. When using the specialist, the player pays him, collects the outcome and flips his card facedown. It is flipped back faceup at the beginning of that player's next turn.

Competitive mode: In the competitive mode players cannot use their specialists to affect other players' quarters (for example, to remove hunger tokens).

  • Physician: Pay 4 credits and 1 medicine marker to remove 2 disease tokens from any quarters. The player receives 2 reputation points.
  • Nutritionist: Pay 2 credits, 1 food marker and 1 energy marker to remove 2 hunger tokens from any quarters. The player receives 2 reputation points.
  • Engineer: Pay 2 credits and 1 energy marker to remove an oxygen token from any quarters. The player receives 1 reputation point.

Collector's Edition

In the collector's edition there are 3 additional specialists, described below.

  • Power plant manager: Pay 1 credit and 2 energy markers to receive 2 reputation points.
  • Soil analyst: Pay 2 credits, 1 energy marker and 1 regolith marker to draw 2 regolith examination cards.
  • Chemist: Pay 2 credits, 1 energy marker and 1 dirty ice marker to receive 1 drinking water marker.
  • Pharmacist: Pay 4 credits, 1 supplies marker and 1 drinking water marker to receive 1 medicine marker.
  • Builder: Pay 4 credits to perform one of the Facilities construction actions. You have to pay the costs of the selected action as well.

Quarters Summary Phase

The quarters on the board hold, from top to bottom: the Oxygen reserve (oxygen tokens), the Infirmary (disease tokens), the Apartments (hunger tokens), and the Lower quarters (birth-rate tokens).

In this phase each of the quarters should be settled separately, starting from the first quarters on the left (Q1). Each of the quarters has an indicated demand resolution priority, from 1 to 3.

i: Oxygen

Leaving an oxygen token means the death of the colonists in these quarters. The player must reverse one of their colonist tokens on the cycle track to place them skull side up. The token remains in this position to the end of the game, however its location on the cycle track may change. In the case of the death of the colonists, steps 2 and 3 below are skipped in these quarters.

Competitive mode: In the competitive mode, only the player who failed to provide oxygen turns one of their colonist tokens skull-side up. In all remaining modes each player has to turn one of their colonist tokens on the track. It is irrelevant which specific token is turned on the cycle track, because in the supplementation phase the player still gets to decide on which turn the dead colonist token should be placed.

ii: Diseases

Leaving any disease tokens (regardless of their number) means that the players must pay a penalty. Each player places one of their action markers in these quarters (in the infirmary area).

iii: Hunger

Leaving any hunger tokens (regardless of their number) means that the players must pay a penalty. Each player places one of their action markers in these quarters (in the residential area).

Attention: First of all the player, who has to place an action marker in the quarters, must place a marker from their own resources and, in case they have no such markers, they must remove their action marker from a selected action field on the board.

Disease and Hunger Consequences

It may happen that the players neglect their colony to such an extent that all players' action markers are placed in the quarters as a penalty. Each of the players will be able to regain them during their turn in the following way:

Infirmary: The workers suffer their disease, which takes time. Pay one unit of time and you may take one of your action markers from the infirmary.

Apartments: The workers are hungry and dissatisfied. Feeding them made you grasp for the International Space Agency resources and this costs dearly. Pay 2 credits and you may take one of your action markers from the apartments.

The aforementioned collection of tokens located in the quarters is not an action and a player can do it at any time during their turn.

After analyzing all the quarters, all oxygen, disease and hunger tokens should be removed from them, except for the last round of the game, when those demand tokens are supposed to stay in the quarters.

Population Growth

This occurs only if the players perfectly attended to the needs of the colonists, which means there are not any oxygen, disease or hunger tokens in the quarters. In that case place one birth-rate token in any quarters. (It is irrelevant which quarters, players have to select one and place birth-rate tokens only there until the end of the game).

Competitive mode: In the competitive mode only those players who managed to remove all the demand tokens from their quarters may place a birth-rate token there.

At the end of the quarters summary phase, shift the cycle marker to the next stack of event cards.

End of the Game

Solo Mode

At the end of the fourth cycle, unless the scenario says otherwise, the player checks if they have met all the scenario requirements. Additionally, there must not be any oxygen, disease or hunger tokens in the quarters. If the requirements are not met, the player loses and their mission on Mars is over.

If the player chose to complete the commission cards instead of the mission scenario, then they write down their score, which is still affected as follows:

  • Each oxygen, disease or hunger token left in the player's quarters causes the loss of 3 reputation points.
  • Each token of the player's dead colonists on the cycle track causes the loss of 3 reputation points.
  • The player receives 1 reputation point per 3 energy markers in their possession.
  • If the player has the fourth colonist token, they receive 2 reputation points.

Cooperative Mode

At the end of the fourth cycle, unless the scenario says otherwise, the players check if they have met all the scenario requirements. Additionally, there must not be any oxygen, disease or hunger tokens in the quarters. If these requirements have not been met, the players have lost the game and their mission on Mars is over.

Semi-Co-op Mode

At the end of the fourth cycle, unless the scenario says otherwise, the players check if they have met all the scenario requirements. Additionally, there must not be any oxygen, disease or hunger tokens in the quarters. In this mode it is possible to end the game earlier, if all scenario conditions have already been met by the players and there are no tokens left in the quarters. If the requirements have not been met then the players have not finished their mission successfully, but the corporation that gathered the largest reputation in the colony is the winner. Optionally, all players lose.

In addition, each player receives 1 reputation point per 3 energy markers in their possession.

Competitive Mode

At the end of the fifth cycle, the winner is the corporation that gathered the largest reputation in the colony. At the end of the game the following points should be taken into account for calculating the reputation:

  • Each oxygen, disease or hunger token left in a player's quarters causes the loss of 3 reputation points.
  • Each token of the player's dead colonists on the cycle track causes the loss of 3 reputation points.
  • Each player receives 1 reputation point per 3 energy markers in their possession.
  • If a player has the fourth colonist token, they receive 2 reputation points.

Collector's edition: Players reveal their hidden goal cards and check whether their goals have been accomplished. Any player who managed to meet the requirements of any of his hidden goal cards, receives a number of reputation points as indicated on the particular card.

Reference: Corporation Card

Technologies — Corporation:

  • Long Arm Crane: Excavation from hex token next to the machine marker.
  • Weather report: You can look at the top weather card in the deck.
  • DNA alteration: You have +1 time each turn.
  • Solar cells: Solar panel produces +1 energy marker.
  • Kinetic power: Wind farm produces +1 energy marker.
  • Molecular sensor: Action: examination. You can take one more regolith card.

Technologies — Colony:

  • Medicine: Place 1 disease token fewer in the quarters at the beginning of a round.
  • CO2 converter: Place 1 oxygen token fewer in the quarters at the beginning of a round.
  • Birth control: Place 1 population birth-rate token in the quarters at the beginning of a round.

Buildings: Moxie v.3 Generator, Hospital, Water treatment plant, Educational center, Excavation, RTG, Landing pod, Laboratory, Greenhouses, Solar panels, Wind farm, Facilities construction.

Assistants and Experts: marked with an asterisk (*) on the corporation card are available only in the Collector's Edition.

Weather Cards

  • Solar activity: Harvesting in greenhouses provides 1 food marker more. Solar panels provide 1 energy marker more.
  • Solar activity (alternate): Harvesting in greenhouses costs 1 energy marker fewer. Solar panels provide 1 energy marker more.
  • Sandstorm: Harvesting in greenhouses provides 1 food marker fewer. Solar panels and wind farms provide 1 energy marker fewer.
  • Sandstorm (alternate): Harvesting in greenhouses costs 1 energy marker more. Solar panels and wind farms provide 1 energy marker fewer.
  • Stable weather: No modifiers.
  • Wind: Wind farms provide 1 energy marker more.
  • Earthquake: Excavation action provides 1 marker fewer.

Credits

Designers: Krzysztof Wolicki, Grzegorz Okliński

Graphic design: Paweł Niziołek

Illustrations: Maciej Żumirski, Monika Jaworska

Rule book designer: Karolina Lewanowicz, GRAMATURY

Proof reading: Jan Marin, Camilla Chalcraft

I dedicate the game to my wonderful children, Wiktoria and Kinga, and I thank them for the patience and forbearance during the time I was occupied with designing this game.

I must also thank the people named below for their huge help: Rafał Żaba, Maciej Bożek, Szymon Luszczak, Dawid Kurczyk, Piotr Mika, Łupieżowiec Sebastian, Michał Libera, Andrzej Kuplowski, Rafał Kimla, Mikołaj Mirewski, Michał Waszek, Paweł Panek, and all those who tested the game prototype during various conventions. — Krzysztof

I must also thank the people named below for their huge help: Kamil Gójski, Mariusz Marszał, Emil Kowalczyk, Weronika Popielarczyk, Olga Głowacka, Marianna Oklińska, and all those who tested the game prototype during various conventions. — Grzegorz

REDIMP GAMES Prosta 244, 43-376 Kalna [email protected] www.redimp.pl

  • The regolith examination cards should be shuffled and laid in a stack in the dedicated place on the board, facedown.

    Collector's edition: Shuffle 4 special cards titled "Proof of life" into the regolith examination deck.

  • Sort the crops tiles by type and place them on the board next to the greenhouses.

  • Depending on the number of players, place unavailability tokens in the building as follows, starting from the first action field to the right:

    players432
    Moxie Generator——1
    Facilities construction—12
    Excavation—12
    Landing pod—12

    (— means no unavailability tokens are placed at the beginning of the game.)

  • A build token should be placed on the first action field from the left in the following buildings: Hospital, Water treatment plant, Educational center, Laboratory.

  • Upgrade tokens should be placed on all free action fields in the following buildings: Hospital, Water treatment station, Educational center, Laboratory, Greenhouses.

  • Each player places one colonist token of their color on the fields of round 4 on the cycle track. Next, place a round unavailability token on that token.

  • Divide event cards into piles according to the cycle marked on their reverse side, then shuffle each pile and draw 2 random cards for each cycle, to form event stacks. If the mission requires an additional event card for each cycle, add an appropriate event card to each of the previously prepared event stacks. Thus each event stack contains three cards instead of two. Reshuffle each of the event stacks. Place a wooden cycle marker on the first cycle event stack.

  • The players may select the player starting the first round in any way they like. Optionally the player who was the last one to read a book or watch a film about the colonization of Mars starts the first round. The starting player gets the first player marker.

  • The starting player receives 2 credits, the second player – 3 credits, the third – 4 credits and the fourth player – 5 credits.

  • Drawing a card from the event stack of the current cycle and introducing the effect listed in the card to the game.

  • Drawing and revealing the weather card for the colony for the next two rounds. The card should be put in the place marked on the board, covering the previous weather card.

  • Adding to the board, from the stacks: +1 expert card, +1 assistant card, +2 research tiles, +2 commission cards (competitive mode only).

    Note: If any stack runs out of cards, then do not add any more cards of the given type.

  • Energy production in the players' energy installations. Each player receives energy markers produced only in their buildings. You should remember to take into account the modifiers resulting from the weather card and the player's technologies increasing the output. Regardless of the selected game mode, technologies on a player's (corporation) card only modify energy production of this player's installations.

  • The players take their colonist tokens from the cycle track. A player, whose colonists died as a result of negligence (the colonist token is lying on the cycle track skull side up), leaves the colonist token on the cycle track. Additionally, the player chooses on which round the dead colonist token should be placed. This means that in the selected round the player will not have their turn.

    Sample energy production taking into account weather and players' technology modifiers

    Blue player: They have two solar panels, producing 2 units of energy each. Additionally, earlier in the game, the player developed a technology increasing the output of each solar panel by 1. The current weather has no influence on this kind of installation, so the player produces a total of 6 energy markers.

    Red player: They have one solar panel producing 2 energy units and a wind farm producing 2 energy units. So far the player has not developed a technology increasing production. The current weather influences the wind farm, increasing its output by 1, so the player produces a total of 5 energy markers.