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FIRST MARTIANS RULEBOOK
GAMEPLAY: PRODUCTION
Not Enough Oxygen/Energy
If you produce less oxygen/energy than you need, you will have to make some Facilies unavailable.
Somemes, an in-game eect tells you exactly which Facilies to shut down. At other mes, you will decide
for yourself — but you can never have more operaonal Facilies than your current oxygen/energy producon
allows for. For example, 10 Facilies need a constant energy supply. If the total Solar Panels producvity is 8,
there must be 2 Energy Shutdown les lying on 2 of those 10 HUB Facilies. No Facility can have more than
1 energy Shutdown le and 1 oxygen Shutdown le lying on it at any given me. Such Facilies cannot be
used for anything else other than removing Shutdown les.
When you shut down a Facility, place a random oxygen/energy Shutdown le face down on that Facility. And as
long as this le remains on the board, resolve its +2 Stress eect every round in the Producon phase. If you want
to make that Facility funconal again, you must place 1 pawn on that le in the Acon phase and then ip the le
over at the end of that Acon phase. Resolve the eect on the front of the le immediately. Each Shutdown le
provides an instrucon on what to do to discard it. Shue a discarded Shutdown le back into its stack.
IMPORTANT: When an oxygen Shutdown token is lying on a Facility, that Facility may sll consume energy.
When a power Shutdown token is lying on a Facility, that Facility may sll consume oxygen.
 / 

Note: You can never choose to shut down a Facility in order to gain more oxygen/energy in your general supply, to prevent
the negave eects of a malfunconing Facility, etc.
Note: Facilies that are shut down are immune to other eects targeng them — directly or indirectly (for example, if
a Malfuncon card has the Probe Bay keyword but the Probe Bay Facility is shut down, discard this card without resolving it.)
Farm
First, if you have a new seed planted (see Planng
New Seeds on p.17), growth occurs — move its marker
up 1 space on the Growth track. If it was already on
the top space (#6) on this track, move it to an empty
Greenhouse.
Then, you produce as many food porons as you have
plants in your Greenhouses. Finally, each astronaut must
. If there is not enough food produced,
you must use food reserves, if you have any in the
general supply. If there is not enough food for everyone,
you must decide who will not eat. Each astronaut that
does not eat suers 1 wound for each food poron they
should have eaten.
In rare cases, if you produce more food than you eat, add
half of that surplus (rounded up) to the general supply
(move the food tracker accordingly).
Stress
The more people are crammed into the conned space of the
HUB, the more stressful condions become.
Wilng
When Energy Connectors or Oxygen Filters on the Farm are not working (there is a red status marker next to their icon),
your plants and seeds will wilt. When this happens, no growth occurs. Instead, move 
down 1 space (discard a marker if you cannot move it down any further) and move 1 previous fully grown plant marker
back to Growth track slot #6.
This can be deadly, so to counter this eect in the Producon phase, you can spend 1 energy and/or oxygen from the
general supply (whatever your Farm lacks) to halt the process of wilng for this round.
To track the growing tension, use the Stress track. In the
Producon phase, move the white marker on this track 1 space
for each astronaut in the game (addional eects may increase
Stress, too). Whenever that marker reaches space #18 (or would
move beyond it), the tension becomes unbearable and a ght
takes places. These consequences must be resolved:
Each astronaut suers 1 wound.
The group’s Morale goes down by 1.
Then reset the track to #00.
Working Block: Red
Resolve the eects of  indicated by red status
markers in the Working Block (if a Facility is shut down, the
penalty is not acve):
Roll the green Wound die. If you roll a , Froggy is
damaged — put a Blocked Modier token on the Froggy
x space. Froggy cannot be used this round or in any
subsequent rounds unl it has been repaired. You must
take the Build acon on that rover to discard that token
(see Repairing Rovers on p. 17).
Remove 1 chosen sample from any ROI.
Increase the Stress level by 1.
Put the token on the Working Bay ! space.
General Supply
Your general supply is where you keep track of your reserves of oxygen,
energy, and food. Place the trackers on the appropriate spots to indicate how
much you have in your reserves. Adjust the trackers accordingly as you gain
and spend the resources.
Aer the Producon phase has been fully resolved, move the
white marker on the Round Order track down 1 space and
proceed to the Acon phase.
(each can house
a plant or
a growing seed)
(each provides
1 food poron
in every
Producon
phase)
no more can be
planted (there
can never be
more white
markers than
black markers
on the Farm)
10


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