On Mars
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Details
Sourced from: https://jmo.name/games
Player Aid Author: Jarrod Moore
Description
Be a part of the first Martian colony, striving to be the best contributor.
Put the following components near the board:
- Building tile tray
- Scientist card display
- Blueprint card display
- Tray holding crystals and resource tiles
- Put 2 randomly selected discovery tiles on the exploration spaces
- Fill the warehouse area with tiles/crystals
- 2P: The top row of the warehouse is not used
- Place tech tiles on board
- Separate tech tiles into two sets based on colour on back of tiles
- Randomly place tiles from one set face up onto spaces on board
- 2P: Only one stack of tech tiles is used, so return second set of 8 tiles to box
- 3-4: Place other set of tech tiles in two stacks of four next to tech tile area
- Deal blueprint cards onto blueprint display
- Blueprint cards come in two types - Level 1 and Level 3 - signified by number of hexes on the back of the cards
- Shuffle Level 3s and place them face down on the display in the marked space
- Shuffle Level 1s and deal 6 face up onto the marked spaces for LSS level 1
- Stack the remaining 6 cards face down on top of the level 3s that were placed before
- Place scientist cards face up onto spaces in display
- Make sure that the scientist matches the icon on the display, not matching the two cost icons
- The order should be (from left to right):
- Geologist
- R&D Engineer
- Hydrologist
- Biochemist
- Geochemist
- Systems Engineer
- Put the scientist markers on top of their corresponding cards
- Choose two decks of Earth Contract cards to use and place them on the marked space without shuffling them
- Take the starting buildings (the ones with S written on their backs)
- Put the mine one on the space in the center of the board
- Place the remaining 4 S marked buildings randomly on the 4 marked spaces
- Shuffle each stack of tiles (separately, not together) in the building tile tray and ensure they are all face down in the tray
- Put the research tiles marked A, B, C and D in their corresponding spaces on the spaces in the corners of the map
- Randomly choose 3 mission cards
- For a shorter game, choose 2 cards with a red semi-circle on the back and 1 with a full circle
- For a longer game, choose 1 card with a red semi-circle on the back and 2 with a full circle
- Place each card on the A, B and C marked spaces in the corners of the map
- Place a small red cube on each track based on number of players playing
- Place the large red cube on the 3 space in the bottom right corner of the map
- Set up the LSS
- Place colony marker on 2 space in leftmost column
- Place 4 LSS resource markers on bottom row in corresponding spaces
- Place 4 random LSS reward tile in top row
- Place the following on the game board:
- Your victory point marker on the 0 space
- 1 shelter building marked with a S in the space closest to the player
- The spaces used are marked with dots according to player count
- 1 bot on top of the placed shelter building
- Place the following on your player board:
- 1 resource of each type
- 1 progress cube below each of these resources
- 1 crystal
- 1 shelter tech tile on the marked space in the laboratory area
- 5 ships on the top 5 depot spaces
- 4 shelter buildings on the top 4 living quarters spaces
- 3 colonists in the living quarters spaces at the bottom
- Shuffle private goal cards and deal 3 to each player
- These should be kept secret
- Choose a starting player
- "Proper" selection method is person who has seen the film "The Martian" the most times
- Starting with the first player and going clockwise, choose a Turn order space from 1 to 8 and immediately take the corresponding benefit:
- 1: Nothing
- 2: Take 1 resource from the warehouse
- 3: Choose a tech tile from the tech tile area (and pay its cost)
- 4: Pay either 1 water or 1 plant resource, then place a colonist from your supply to your Living Quarters
- 5: Nothing
- 6: Take 1 resource from the warehouse
- 7: Move your bot up to 2 spaces, plus 1 for each crystal you wish to spend
- 8: Take a blueprint card from the display
- Player going last on turn order track in first round chooses which side of board shuttle starts on:
- Place shuttle on 1 space on this side of board
In this phase, each player will do the following:
- 1 Main Action
- (Optional) 1 Executive Action either before or after the main action
- After all actions have been completed, any crystals gained during the turn are moved from the holding area into your depot
Players take turns in order from left to right, following the numbers unders the turn spaces. If you contribute to any of the mission cards on the board, you gain 1 or 2 crystals as shown on the card. When your turn is done, lay your astronaut marker down to show your turn has been completed
You are only allowed to take main actions on the same side of the board as your astronaut marker is on
Red Colonist spaces
The cost of these spaces is dependent on the colonists that are currently on the action you are wanting to take.
If all spaces on the action are filled, first move all colonists of players with the most colonists placed on that action from the action space to their Working Area. If several players are tied during this check, all tied players move their colonist to their Working Area
The cost to place a colonist on a space with the red colonist icon can be paid by either paying 1 crystal or move 1 colonist from your Living Quarters to the Working Area per:
- 2P: colonist on the action (both yours and your opponent's colonists)
- i.e. If there were two colonists of the same colour on the space, the cost would be 2
- 3-4P: different colour of colonist on the action
- i.e. If there were two colonists of the same colour on the space, the cost would be 1 as they are the same colour
- Remember that unused private goal cards can be used as crystals
Teal Colonist spaces
If an action has a teal colonist symbol underneath it, it can be boosted by moving colonist from your Living Quarters to the Working Area. How many colonists you can move and what effect moving a colonist has depends on the action, and this is stated in the corresponding action sections
Crystal spaces
If an action has a crystal icon underneath it, it means that the action can be boosted by spending crystals. In the same way as with teal colonist spaces, the effect and number of crystals you can spend depends on the action you are taking
Using Tech Tiles
When you take an action or receive a benefit that makes use of tech tiles, there are some important points to keep in mind:
- Any player is able to use any tech tile at any time, regardless of who owns it. Owning a tech tile does not grant you exclusive use of the tech tile
- If you use another player's tech tile:
- The player that owns the tech tile takes one of the following benefits:
- 1 oxygen resource from the supply
- Upgrades the tech tile used by the other player for free
- When they do this, they still receive any benefit from the space the tile is moved into
- The player that owns the tech tile takes one of the following benefits:
These are the actions available on the left side of the board
- Choose a turn order space on the colony side and then take the benefit as described in the Shuttle Phase instructions
- Note: You do not take a discovery tile and place it on the map when you move to the colony side of the board using this action
- Note: You can only this action if you have an advanced building marker in your supply
- Take one of the blueprint cards from the blueprint card display
- Do not draw a replacement card
- Place one of your advanced building markers from your supply on the card
- Gain the resource or crystal shown in the bottom right corner of the card
Boosted action
You can take the action again once, following all of the above steps, once for each Colonist you move to your Working Area
- Note: You can only take this action if you have at least one empty space in the leftmost column of your laboratory
- Take 1 tech tile from the grid and place it on an empty space of the leftmost column of your laboratory
- Do not refill the empty space
- Pay the cost depending on which row of the grid the tile was taken from:
- Bottom row: No cost
- Middle row: One battery
- Top row: One battery + one of any type of resource
- Gain any benefit shown on the space you placed the tech tile on in your laboratory
- Some of these benefits have the teal colonist icon, and can be boosted in the same way as they usually can
Boosted action
You can move a single colonist to your working area to take a second tech tile, following all of the above steps
- Note: You can only take this action if you have at least one tech tile that has an adjacent empty space to its right
- By default, when you take this action you get two movement points to spend on developing your tech tiles
- You do not have to spend all of your points on one tile, you may spend each point on whichever tile you like as long it has an adjacent empty space to its right
- If a tech tile has no adjacent empty space, you must develop one of the tiles blocking it before it can be developed
- For each movement point:
- Move a tech tile in your laboratory to an adjacent space to the right of the tile's current location
- Pay the cost shown in the column you are moving the tile into:
- Column 2: One resource of your choice
- Columns 3-4: One oxygen
- Column 5: One oxygen + one resource of your choice
- Column 6: One oxygen + one crystal
Boosted action
For each colonist you move to your Working Area, you receive another movement point that you can spend using the process above
- Take one resource from the warehouse and place it in your Storage/Depot
- When you take crystals, they go into your holding area
- You may only store as many crystals as you have free spaces in your Depot
- You may only store as many resources as you have built shelters plus one
- If you do not have the capacity to store the resource/crystal, you cannot take it from the warehouse
Boosted action
For each colonist you move to your Working Area, take one additional resource or crystal, following the rules above
These are the actions available on the right side of the board
Life Support System (LSS)
The building markers on the LSS grid represent which buildings are required to be built to upgrade the colony.
The four types of building that allow the colony to be upgraded are:
- Battery
- Water
- Plant
- Oxygen
When a building of one of these four types is built, the corresponding marker on the LSS grid is moved up one space.
If the marker was below the colony marker before it was built, you gain:
- The benefit on the LSS tile at the top of the column
- The ability to do one of the following things:
- Gain 1 mineral
- Gain 1 crystal
- Move your bots for a total of 2 movement points (following the rules of the Control Center action)
- Move one of your colonists from an action space or from your Working Area back to your Living Quarters
The player who builds the first building of each type will also score two victory points
Keep in mind that the LSS colony level also dictates how frequently the shuttle moves between the two sides of the board and how many missions need to be completed to trigger the end of the game
Upgrading the Colony
When all LSS markers are on or above the same row as the LSS marker, the colony is upgraded.
The current colony level is the number shown on the row below where the LSS marker is, not the number that it is currently covering.
To upgrade the colony:
- Move the colony marker up one row
- Refill any empty spaces in the tech grid from top to bottom with new tech tiles
- 2P: Skip this step
- Refill the warehouse with crystals and resources
- 2P: Refill two of the rows
- 3-4P: Refill all three rows
Note: At this point, players can now welcome another ship into their hangars
Additionally, perform the following steps according to the colony level you are upgrading to:
- Level 2:
- Each player gains the following victory points based on how many progress cubes they have in the Progress area:
- 1 cube: 1 point
- 2 cubes: 2 points
- 3 cubes: 4 points
- 4 cubes: 7 points
- 5 cubes: 11 points
- Remove all blueprint from the display
- Deal the top 12 cards of the deck to the display (6 level 1 blueprints + 6 level 3 blueprints)
- Each player gains the following victory points based on how many progress cubes they have in the Progress area:
- Level 3:
- Each player gains the following victory points based on how many progress cubes they have in the Progress area:
- 1 cube: 1 point
- 2 cubes: 2 points
- 3 cubes: 4 points
- 4 cubes: 7 points
- 5 cubes: 11 points
- Remove all level 1 blueprints from the display (if any)
- Deal the remaining 6 blueprints to the display
- Move the remaining missions marker down one space
- This could potentially trigger the end of the game
- Each player gains the following victory points based on how many progress cubes they have in the Progress area:
- Level 4:
- Move the remaining missions marker down one space
- This could potentially trigger the end of the game
- The shuttle stops moving
- Move the remaining missions marker down one space
- Level 5:
- Trigger the end of the game automatically
- The shuttle moves from wherever it is on the track to the other side of the board during the next shuttle phase and then is removed from the game
If the colony ever manages to level up to level 6, nothing happens
- When you take this action, you receive 2 movement points to spend on your rover and 2 movement points to spend on your bots
- You are able to use the rover tech tile to increase the number of movement points you can spend on the rover when taking this action. You gain points equal to the current level of the rover tech tile
- You may spend the bots movement points on one bot, or split them up among multiple bots however you like
- You can spend the points in any order you like
- If you have not yet moved your rover and wish to move it this turn, place your rover on the starting mine
- For each movement point:
- Move the rover/bot to an adjacent hex on the map
- You may move to the same hex as another piece on the map during your turn, but you are not allowed to finish your turn with two pieces on the same hex
- If a bot ends its movement on a tile with a crystal on it, return the crystal to the supply
- If a bot ends its movement on a research tile, remove it from the game
- If your rover passes over a hex with a crystal on it, you can pick the crystal up and place it in your holding area
- If your rover ends its movement on a hex with a research tile or discovery tile, you can pick it up and immediately gain the benefit as long as you meet the following conditions:
- You cannot pick up a research tile if you have already picked one up of the same letter before
- You must pay any cost as normal that are associated with the received benefit
- You must be able to take at least part of the received benefit. If you cannot, then you cannot end your movement on that hex
Boosted Action
For each crystal spent, you gain an additional movement for either one of your bots or your rover
Note: You can only take this action if you are able to pay the cost of the building and are able to legally place a building with one of your bots
You can build a building on an empty hex in one of two locations:
- A hex that is adjacent to a building of the same type
- Doing this could require that you have access to the corresponding level tech tile
- A hex that is exactly two hexes away from an already placed building of the same type
For the purposes of this action, the shelters of other players are a different type of building to your own shelters To build a building:
- Choose the building you want to build:
- The top building of one of the building types on the building tray
- The shelter in the lowest position of your player board
- Pay the corresponding cost:
- Shelter: 1 oxygen
- Mine: Move one colonist from your Living Quarters onto the building tile
- Battery: 1 mineral
- Water: 1 battery
- Plant: 1 water
- Oxygen: 1 plant
- Place the new building tile face down on the hex you wish to build it on
- The chosen hex must be at most one hex away from one of your bots
- It can be the hex the bot is on if that is a valid hex for this building
- The chosen hex must be at most one hex away from one of your bots
- If the building is next to another building of the same type, you must use a tech tile of the corresponding type and its level must be greater than or equal to the number of buildings of the same type that it is connected to
- If the building is not directly connected to a building of the same type, no tech tile is needed to build it
- For each arrow on the face down building tile being built, place one crystal on the adjacent hex the arrow points to
- Gain 1 resource for each building in the complex the hex is attached to
- If you placed a shelter, gain crystals instead of resources
- If your building forms a complex of size 2 or more, place the progress for that resource type into the progress area space for that resource type
- If you build a standalone building or a shelter building, you cannot move a progress cube
- Building on top of pieces:
- Crystal: return it to the supply
- A discovery or research tile: remove it from the game
- A rover or bot: it is moved by its owner to the closest available hex that is either empty or is a building with no other piece on it
- If you built an LSS building, move its marker up one space in its column (if able) and check to see if any LSS rewards have been triggered
- Note: You can only take this action if you have a blueprint with a building marker still on it
- You can only use a blueprint to upgrade the corresponding building type
- You can only use a level 3 blueprint on a building if it is part of a building complex of size 3 or more
- To upgrade a building:
- Choose a blueprint and matching building
- Pay 1 mineral to the supply
- Put the building marker onto the building that you are upgrading
- If there is another piece on the building that you are upgrading:
- Colonist: Its owner moves it back to their Living Quarters
- Crystal: return it to the supply
- A discovery or research tile: remove it from the game
- A rover or bot: it is moved by its owner to the closest available hex that is either empty or is a building with no other piece on it
Boosted Action
You can use the Upgrade tech tile to repeat this action the number of times equal to the level of the Upgrade tech tile. Remember that you can always a tech tile even if you do not own it
- Note: You can only take this action if you meet the following conditions:
- You have 1 water and 1 plant (or minerals) to cover the cost of the action
- You have at least 1 ship still in your depot to move to the hangar
- The total number of ships you have moved from your depot to your hangar is less than the current LSS colony level
- Pay 1 water and 1 plant resource back to the supply
- Gain either:
- 1 colonist and 1 bot from the supply
- 2 colonist from the supply
- The gained colonists go into the lowest empty spaces of the Living Quarters
- If you chose to receive a bot, it goes onto an empty built shelter on the map. If all built shelters are occupied, place the bot on the closest available empty space next to one of your built shelters
Boosted Action
For each colonist you move to your Working Area, you can move one additional ship. You must pay the cost each time you take the action, and you must ensure that each time you take the action that you still satisfy the requirements to welcome a ship
- Note: You can only have one of your colonists on this action at any one time, but you must still spend the cost associated with the red colonist icon by moving colonists to your Working area or spending crystals
- Choose a card on the scientist/contract display
- Pay its cost as indicated on the display next to the card
- Earth Contract card: 1 crystal
- Geologist: Move 2 colonists from your Living Quarters to your Working Area
- R&D Engineer: 2 minerals
- Hydrologist: 2 batteries
- Biochemist: 2 water
- Geochemist: 2 plants
- Systems Engineer: 2 oxygen
- Place the card face up next to your player board
- If you took a scientist card, you also receive the corresponding scientist marker
- At the end of your turn, pick up the deck of contract cards and replace the chosen scientist card with any contract card in the deck. These cards do not need to be shuffled, you can pick any card from this deck that you want
- Place the chosen contract card on the space so that it covers the cost of the scientist and leaves the crystal cost showing
The executive action are shown on your player board. Some can only be used after the ship next to the action space has been taken from its space and placed in the hangar
The actions are, from top to bottom:
- Develop a tech tile once at no cost
- Cost: 4 crystals
- Move your rover up to 2 spaces (you can also spend crystals and/or use tech for extra movement)
- Cost: 4 crystals
- Upgrade a buiding tile
- Cost: 3 crystals
- Take 1 blueprint
- Cost: 3 crystals
- Gain 1 mineral
- Cost: 3 crystals
- Take 1 resource from the warehouse
- Cost: 2 crystals
- Move your bot up to 2 spaces (you can also spend crystals for extra movement)
- Cost: 2 crystals
- Use an advanced building action
- Cost: 2 crystals, or free if a matching scientist is placed on the card
- Important Notes:
- Only the player that owns the scientist can move it
- The player who owns the scientist can move it to any advanced building owned by any player to take that action for free.
- When an advanced building has a scientist on it, both the player who owns the scientist and the player who owns the biulding can use the action on it for free (as long as the scientist is on the card)
- If the shuttle is on a red space, it travels:
- Move the shuttle to the space on the other side of the board corresponding to the current LSS colony level:
- Level 1: space 1
- Level 2: space 2
- Level 3: space 3
- Level 4: The shuttle does not travel
- Move the shuttle to the space on the other side of the board corresponding to the current LSS colony level:
- In turn order, each player decides if they wish to travel during this phase:
- If they are on the same side of the board as the shuttle travelled from, they can travel for free
- Otherwise, if they still wish to travel they may do so but must remove a ship from their hangar from the game
- It does not go back onto the player board
- If a player chooses to not travel this phase, they stand their astronaut marker back up on their current turn order space
Travelling to the Orbital Station
- Produce resources/crystals with your advanced buildings/colonists:
- For each advanced building you have built on the map, receive one resource of the corresponding type
- For each advanced building you have built on a shelter, receive one crystal
- For each colonist you have on a mine, recieve one mineral
- Move all of your colonists from action slots on the orbital station side of the board back to your Living Quarters
- Move all of your colonists from the Working Area back to your Living Quarters
- If you do not have enough space for colonists during this phase, they go back into your supply
- Place your astronaut marker on one of the turn order spaces on the orbital station side of the board and take the benefit, paying any associated cost:
- 1: Nothing
- 2: Take 1 resource from the warehouse
- 3: Choose a tech tile from the tech tile area (and pay its cost)
- 4: Pay either 1 water or 1 plant resource, then place a colonist from your supply to your Living Quarters
Travelling to the Colony
- Place one of the two face up discovery tiles onto an empty hex exactly 3 spaces away from your rover
- If you have not yet moved your rover, it is considered to be on the mine in the middle hex of the map
- If you cannot legally place the tile anywhere, you do not the place the tile at all
- Replace the tile with a new one from the top of the stack face up
- Move all of your colonists from action slots on the colony side of the board back to your Living Quarters
- Move all of your colonists from the Working Area back to your Living Quarters
- If you do not have enough space for colonists during this phase, they go back into your supply
- Place your astronaut marker on one of the turn order spaces on the colony side of the board and take the benefit, paying any associated cost:
- 5: Nothing
- 6: Take 1 resource from the warehouse
- 7: Move your bot up to 2 spaces, plus 1 for each crystal you wish to spend
- 8: Take a blueprint card from the display
The end of the game is triggered if the Remaining Missions marker is on the 0 space at the end of the Colonization Phase. Players will then complete the current round and then play one more round without doing the final Shuttle Phase.
Each player will then move any crystals that they gained during the last round into their depot and final scoring will be carried out
In addition to the victory points scored during the game, for each player score the following:
- Progress cubes in the progress area
- 1 cube: 1 point
- 2 cubes: 2 points
- 3 cubes: 4 points
- 4 cubes: 7 points
- 5 cubes: 11 points
- 3 points for each ship you have remaining in your hangar
- Colonist in your Living Quarters
- Return all colonists from the following locations to your Living Quarters:
- Action spaces from the side of the board where your astronaut finished the game
- Your working area
- Colonists must always be placed in spaces from bottom to top
- If there is not enough space to hold all of the colonists in the working area, they are put back into the supply
- You score the number of victory points written in the space next to your highest located colonist
- Return all colonists from the following locations to your Living Quarters:
- Tech tiles
- Score points based on the column each tech tile finished the game in
- Advanced Buildings
- For each level 1 blueprint you have: Built: Score 3 points Unbuilt: Lose 3 points
- For each level 3 blueprint you have: Built: Score 5 points Unbuilt: Lose 5 points
- Scientists
- Score 3 points for each advanced building of the indicated type built by any player
- Earth Contracts
- For each contract, score or lose points based on whether you satisfied the requirements or not
The player with the most points wins.
Tiebreakers are:
- Player with most crystals
- Player with most advanced buildings
- Player with most progress cubes in progress area
- Otherwise, the victory is shared
Cost: Move 2 Colonists from your Living Quarters to your Working Area Works in: An upgraded Mine (mineral) End of Game: 3 OP for each upgraded Generator (battery) on Mars
Cost: 2 Minerals Works in: An upgraded Generator (battery) End of Game: 3 OP for each upgraded Water Extractor (water) on Mars
Cost: 2 Batteries Works in: An upgraded Water Extractor (water) End of Game: 3 OP for each upgraded Greenhouse (plant) on Mars
Cost: 2 Plants Works in: An upgraded Oxygen Condenser (oxygen) End of Game: 3 OP for each upgraded Shelter (colonist) on Mars
Cost: 2 Water Works in: An upgraded Greenhouse End of Game: 3 OP for each upgraded Oxygen Condenser (oxygen) on Mars
Cost: 2 Oxygen Works in: An upgraded Shelter End of Game: 3 OP for each upgraded Mine (mineral) on Mars
Mission 1 (Long)
Mission complete: 5/5/7 Research tiles are taken from the map Reward: Gain 2 Crystals
Mission 2 (Long)
Mission complete: 8/8/10 Advanced Buildings are on the map Reward: Gain 1 Crystal
Mission 3 (Long)
Mission complete: 5/7/9 Discovery tiles taken from the map by Rovers Reward: Gain 1 Crystal
Mission 4 (Long)
Mission complete: 8/11/14 cubes are placed in the Progress area Reward: Gain 1 Crystal
Mission 5 (Long)
Mission complete: 2/2/3 Earth Contracts are completed Reward: Gain 2 Crystals
Mission 6 (Short)
Mission complete: 10/10/13 Blueprints are taken from the display Reward: Gain 1 Crystal
Mission 7 (Short)
Mission complete: 3/4/5 Bots are placed on the map. Initial Bots don’t contribute towards this Reward: Gain 2 Crystals
Mission 8 (Short)
Mission complete: 7/11/12 Techs are taken from the display Reward: Gain 1 Crystal
Mission 9 (Short)
Mission complete: 4/4/5 Scientists are taken from the display Reward: Gain 2 Crystals
Private Goal Card 1
- Goal: Have 4 Blueprints, built or not.
- Reward: Develop 2x at no cost or Upgrade up to 2 Buildings at no cost
Private Goal Card 2
- Goal: Have 3 Shelters.
- Reward: Develop 2x at no cost or take 2 Colonists from your supply into your Living Quarters
Private Goal Card 3
- Goal: Have 3 Mines with either one of your Colonists or one of your Advanced Building markers
- Reward: Develop 2x at no cost or gain 3 Minerals.
Private Goal Card 4
- Goal: Have 3 Discovery tiles taken from the map with your Rover
- Reward: Develop 2x at no cost or Move your Rover up to 5 spaces — you may spend Crystals or use Tech to move it further
Private Goal Card 5
- Goal: Have an Advanced Building marker on a Complex of at least size 4
- Reward: Develop 2x at no cost or take 2 Colonists from your supply into your Living Quarters
Private Goal Card 6
- Goal: Have 4 Resources of the same type (not Minerals)
- Reward: Develop 2x at no cost or take an Earth Contract from the display at no cost
Private Goal Card 7
- Goal: Upgrade 3 Advanced Buildings.
- Reward: Develop 2x at no cost or gain up to 3 Resources (not Minerals)
Private Goal Card 8
- Goal: The Colony must reach level 3
- Reward: Develop 2x at no cost or Move your Rover up to 5 spaces — you may spend Crystals or use Tech to move it further
Private Goal Card 9
- Goal: Have 7 Colonists in your Living Quarters.
- Reward: Develop 2x at no cost or Welcome a Ship at no cost
Private Goal Card 10
- Goal: Have at least 5 Tech tiles. Your initial Shelter Tech tile counts towards this
- Reward: Develop 2x at no cost or retrieve 2 Colonists from anywhere on the board and/or your Working Area
Private Goal Card 11
- Goal: Have 3 Ships in your Hangar
- Reward: Develop 2x at no cost or travel to Orbit or to the Colony performing the travel steps as normal. If you do this before your Main action, perform your Main action in your new location
Private Goal Card 12
- Goal: Have 2 Research tiles
- Reward: Develop 2x at no cost or take a Scientist card at no cost
Private Goal Card 13
- Goal: Have 1 Scientist and 1 Earth Contract completed.
- Reward: Develop 2x at no cost or take 1 Earth Contract at no cost
Private Goal Card 14
- Goal: Have 3 Tech tiles on the indicated spaces of your Lab
- Reward: Develop 2x at no cost or take up to 3 Crystals from the supply
Private Goal Card 15
- Goal: Have 3 cubes in the Progress area
- Reward: Develop 2x at no cost or retrieve 2 Colonists from any Action slot and/or your Working Area
Private Goal Card 16
- Goal: Have 2 Advanced Building markers, in 2 different Complexes of at least size 3
- Reward: Develop 2x at no cost or Upgrade up to 2 Buildings at no cost
All 6 teal goal cards contain the same kind of goal
- Goal: Complete the goal by having Tech tiles on all of the highlighted spaces of your Lab
- Reward: Get 9 OP
- When obtained: Gain 1 Mineral
- Matching Scientist: Geologist
- Advanced Building Action: Upgrade 1 Building following normal rules. May use Tech. For each colonist you send to your Working Area, you may perform 1 additional upgrade
- When obtained: Gain 1 Mineral
- Matching Scientist: Geologist
- Advanced Building Action: Construct a Mine following normal rules. Tech required if creating or increasing the size of a Complex. Each colonist you send to your Working Area counts as 1 level of Tech
- When obtained: Gain 1 Battery
- Matching Scientist: R&D Engineer
- Advanced Building Action: Each of your Mines/Advanced Buildings produces 1 matching Resource (or 1 Crystal if a Shelter). For each colonist you send to your Working Area, one of those Mines/Advanced Buildings produces once more
- When obtained: Gain 1 Battery
- Matching Scientist: R&D Engineer
- Advanced Building Action: Construct a Generator following normal rules. Tech required if creating or increasing the size of a Complex. Each colonist you send to your Working Area counts as 1 level of Tech
- When obtained: Gain 1 Water
- Matching Scientist: Hydrologist
- Advanced Building Action: Welcome 1 Ship. It costs 1 Plant and 1 Water, and brings 2 Colonists and 1 Bot or 3 Colonists. For each colonist you send to your Working Area, Welcome 1 additional Ship. You can use “Increased Colonist Capacity” tech to enhance this card; also the LSS level has to be observed
- When obtained: Gain 1 Water
- Matching Scientist: Hydrologist
- Advanced Building Action: Construct a Water Extractor following normal rules. Tech required if creating or increasing the size of a Complex. Each colonist you send to your Working Area counts as 1 level of Tech
- When obtained: Gain 1 Plant
- Matching Scientist: Biochemist
- Advanced Building Action: Take 1 Crystal or 1 Resource from the Warehouse. For each colonist you send to your Working Area, take 1 additional Resource or Crystal
- When obtained: Gain 1 Plant
- Matching Scientist: Biochemist
- Advanced Building Action: Construct a Greenhouse following normal rules. Tech required if creating or increasing the size of a Complex. Each colonist you send to your Working Area counts as 1 level of Tech
- When obtained: Gain 1 Oxygen
- Matching Scientist: Geochemist
- Advanced Building Action: Take 1 Tech tile from the Tech Grid, as per normal rules. For each colonist you send to your Working Area, take 1 additional Tech tile
- When obtained: Gain 1 Oxygen
- Matching Scientist: Geochemist
- Advanced Building Action: Construct an Oxygen Condenser following normal rules. Tech required if creating or increasing the size of a Complex. Each colonist you send to your Working Area counts as 1 level of Tech
- When obtained: Gain 1 Crystal
- Matching Scientist — Systems Engineer
- Advanced Building Action: Gain 2 Crystals. For each colonist you send to your Working Area, gain 1 additional Crystal
- When obtained: Gain 1 Crystal
- Matching Scientist — Systems Engineer
- Advanced Building Action: Construct a Shelter following normal rules. Tech required if creating or increasing the size of a Complex. Each colonist you send to your Working Area counts as 1 level of Tech
- When obtained: Gain 1 Mineral
- Matching Scientist: Geologist
- Advanced Building Action: Score 2 OP
- When obtained: Gain 1 Mineral
- Matching Scientist: Geologist
- Advanced Building Action: Take 1 Earth Contract from the display paying its cost
- When obtained: Gain 1 Battery
- Matching Scientist: R&D Engineer
- Advanced Building Action: When you upgrade the building, choose one of the two Discovery tiles from the Exploration space and put it on the card (replace the tile in the Exploration space). That tile stays there as the Executive Action for that card for the rest of the game
- When obtained: Gain 1 Battery
- Matching Scientist: R&D Engineer
- Advanced Building Action: Upgrade a Building anywhere on the map (the building zone of your Bots is unlimited for this action). You can use “Efficient Upgrading” tech to enhance this card
- When obtained: Gain 1 Water
- Matching Scientist: Hydrologist
- Advanced Building Action: Develop 1 of your Tech tiles up to 2 times or 2 Tech tiles one time each, paying normal costs. For each colonist you send to your Working Area, develop a Tech one additional time, paying normal costs
- When obtained: Gain 1 Water
- Matching Scientist: Hydrologist
- Advanced Building Action: Move up to 2 Colonists from your Working Area to your Living Quarters
- When obtained: Gain 1 Plant
- Matching Scientist: Biochemist
- Advanced Building Action: Return some or all Colonists from Action slots from either the Orbit or the Colony side of the board to your Living Quarters
- When obtained: Gain 1 Plant
- Matching Scientist: Biochemist
- Advanced Building Action: Spend 1 Resource from your Storage and take any 2 non-Mineral Resources from the general supply. For each colonist you send to your Working Area, take 1 additional Resource
- When obtained: Gain 1 Oxygen
- Matching Scientist: Geochemist
- Advanced Building Action: Spend up to 2 Movement points to move your Bots (you may spend Crystals to move further). For this movement, treat your Bots as if they were Rovers (they can collect Crystals, Research tiles, and Discovery tiles). You cannot use “Faster Rovers” tech to move the bots farther (but you can spend crystals). If you move more than one bot and land on more than one discovery or research tile, you can only pick up one, and the others are destroyed
- When obtained: Gain 1 Oxygen
- Matching Scientist: Geochemist
- Advanced Building Action: Travel to Orbit, performing the travel steps as normal. If you do this before your Main action, perform your Main action in Orbit
- When obtained: Gain 1 Crystal
- Matching Scientist — Systems Engineer
- Advanced Building Action: Take 1 Blueprint. For each colonist you send to your Working Area, take 1 more
- When obtained: Gain 1 Crystal
- Matching Scientist — Systems Engineer
- Advanced Building Action: Move your Rover a number of hexes up to the highest level of Rover Tech in play. For each Crystal spent, move it 1 additonal hex. The owner of the tech does not get compensated (the card is used, not tech), and you cannot use a Faster Rovers tech tile to further boost the distance you travel.
Thumbnail courtesy of BoardGameGeek and the respective publisher.