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11
FIRST MARTIANS RULEBOOK
GAMEPLAY: ACTIONS
IV. Acons
Performing acons inside the HUB and outside it (during
what is called an EVA — extravehicular acvity) is the main
part of the game. Players discuss together which acons to
take, then assign their acon pawns to their chosen acons.
A given Event acon can be taken only once; all other acons
can be taken mulple mes in the same round. Finally, the
players resolve those chosen acons in the order below.
Your acon pawns can be assigned to one or more acons.
You must use both of your acon pawns (unless an in-game
eect tells you otherwise). You may use addional pawns, if
you have any. You assign the pawns to the chosen acons by
placing them in the appropriate places on the board or the
mission sheet.
You can assign your pawns to:
1. EVENTS – to prevent negave consequences of an
Event; unless stated otherwise by the Event itself, its
acon cannot be taken more than once.
 – to gain Morale tokens.
3.  – to increase Morale or reduce Stress.
4.  – to heal wounds or condions.
5. to decrease the Malfuncon level.
GARAGE HALL – to explore new ROI les.
7.  – to gather samples.
8.  – to take the Research acon and to plant new
seeds on the Farm.
9. to repair equipment, build upgrades, etc.
Aer all pawns are assigned, they will be resolved in the order
above and once all the chosen acons have been resolved,
move the white marker on the Round Order track down
1 space and proceed to the Malfuncon phase.
Note: The order of resolving acons depends on the acon types (for
example, all Research acons are resolved in the same step). Acons that do
not belong to one of the types above are resolved at the end of the Acon
phase (in any order).
Acon types, costs & penales
In addion to basic requirements described in the following secons, acons will oen have
a modied cost or a penalty - for example, because of red status markers in a Facility.
The cost of an acon is what you need to have in order to declare an acon (for example, having to
spend oxygen from the general supply). A penalty is the consequence of resolving this acon (for
example, suering a wound). If you cannot pay the acon cost (for example, you have no oxygen
in the general supply) or cannot deal with its penalty (for example, your astronaut will die if they
suer that wound), you cannot take that acon.
Somemes an acon will be referred to by a certain type — for example, when you’re instructed to
“take the Research acon”. Then, you must apply the costs and penales of that given acon and,
addionally, the costs and penales of that acon type. For example, planng a new seed on the
Farm is a Research acon (it is idened by the Research icon: ). Therefore, when you take that
acon, you must apply all costs and penales from the Lab — the Facility for Research acons.
 If you use a Facility or its acon type, add the costs/
penales only for the tokens on the ! space of that Facility.
 If you use a rover, add all the costs/penales for the
tokens on the x space of that rover.
Acon pawns
Acon pawns represent the way the astronauts perform acons.
Mission acons
Mission sheets may oer special acons that can be taken
during that mission. A mission sheet will tell you where,
when, and which acon to perform in order to get a parcular
result; apply all the modiers aecng that type of acon (for
example, if you’re asked to take a special Build acon, take into
account all eects that currently inuence the Working Bay or
Build acons directly).
How many pawns do I need? Addional requirements
Acons can either be  or dice.
When you perform an acon, you can dedicate all of your me to it by using
both of your pawns. This means you will be automacally successful (unless
no other modiers apply) when resolving this acon. Alternavely, you could
assign only one pawn to an acon, meaning you can potenally get more
acons done. However, this means you need to roll the dice to determine
whether the acon is successful or not.
You need only 1 pawn
to be automacally
successful in resolving
this acon.
You may use 1 pawn
and roll the acon dice
to determine the result
or use 2 pawns for the
acon to be automacally
successful.
OR
The numbers of pawns shown in the picture are the base requirements
for a given acon. They are oen modied by many in-game eects. For
example, you need 1 extra pawn on a given acon for each token
aecng that acon.
11


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