First Martians
Setup
- Board
- White marker on 0 space of Morale track.
- White marker on 00 space of Stress track.
- White marker on pad icon of Round Order track.
- Hub mini on map, 2 rovers on the Depot.
- Choose Astronauts
- Get ID board and 2 pawns of the matching color
- Red marker by astronaut's portrait.
- For less than four players:
- 2 players: Take a 2 AOM's.
- Start app and select mission.
- Select matching mission sheet.
- White marker on leftmost sol counter space.
- Place Facilities and supplies.
- 13 Facility tiles on their spaces.
- Top row: Oxygenator 01, Oxygenator 02, Solar Panel 01, Solar Panel 02, Farm.
- Middle row: A Quiet Place, Crew Quarters, Med Lab, Control Center.
- Bottom row: Garage Hall, Probe Bay, Lab, Working Bay.
- White markers in top slots of Oxygenators and Solar Panels productivity tracks.
- Black markers in the Farm's greenhouse column, 1 for each astronaut. (Built greenhouses).
- White markers next to each built greenhouse.
- Green markers in each slot of status markers column (for each Facility).
- Red marker on 0 space of each Malfunction track.
- Shuffle Malfunction cards and place, face-down, next to each 3 spots.
- Check app to place oxygen, energy and food trackers.
- Shuffle ROI tiles into 3 face-down stacks.
- Shuffle Shutdown tiles into 2 face-down stacks.
- Shuffle Condition tokens into 1 face-down stack.
- Decide on 1st player
Game Turn
- Events
- Advance Malfunction
- App indicates which Malfunction track to advance by 1.
- Resolve any consequences.
- Mission Event
- App displays event, resolve effects immediately.
- Event action, choose to take it or leave it.
- Morale
- Gain or discard morale tokens depending on morale track.
- First-player suffers 1 wound for every morale token that could not be discarded.
- Production
- Food from Farm is consumed, Oxygen from Oxygenators refills HUB, Energy from Solar Panels powers Facilities.
- Oxygen: Add up white marker values to produce oxygen. Spend oxygen via O2 icons. Surplus of half (rounded up) is added to the general supply. Not producing enough causes some Facilities to become unavailable.
- Energy: Add up white marker values to produce energy. Spend energy via lightning icons. Surplus of half (rounded up) is added to the general supply. Not producing enough causes some Facilities to become unavailable.
- Food
- New seed: growth occurs. Move up 1 space, if at top, move to empty greenhouse. Unless no energy or oxygen, then wilt by moving growth markers down 1 space. Use oxygen or energy from the supply to prevent this.
- Produce food as plants in greenhouses. Surplus of half (rounded up) is added to the general supply.
- Each astronaut must eat 1 food. Use the supply if needed.
- Every astronaut who cannot eat gains 1 wound for each food not eaten.
- Shutdown: If not enough resources, you need to shut down Facilities.
- Which facility is sometimes chosen by game, otherwise you. Cannot choose to shutdown a malfunctioning facility.
- Place random oxygen/energy shutdown tile face down on facility.
- To remove during Action phase, place pawn. Flip tile over at the end of the Action phase and resolve effect.
- Stress: Move stress cube up 1 for each astronaut. If 18+ each astronaut suffers 1 wound, Morale reduce by 1. Reset to 00.
- Resolve red gear penalties in the working block. (Not for shutdown facilities). See p10.
- Actions
- Event action's can be done once (usually), other actions can be done multiple times.
- Place both action pawns onto action spaces.
- Order of actions:
- Events - prevent negative consequences
- A Quiet Place - gain Morale tokens
- Crew Quarters - increase Morale or reduce Stress
- Med Lab - heal wounds or conditions
- Control Center - decrease Malfunction level
- Garage Hall - explore new ROI tiles
- Probe Bay - gather samples
- Lab - planet new seeds
- Working Bay - repair equipment, upgrades, etc
- Malfunction
- Clean-up
- Pass first-player token clockwise
- Advance sol marker and move white marker to top of the round.