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FIRST MARTIANS RULEBOOK
GAMEPLAY: CLEAN-UP, END OF THE GAME
VI. Clean-Up
In the Clean-Up phase:
In each Facility: Discard the tokens (if any) from the !
space and move the topmost token (if any) from the >>
space to the ! space.
Move everything from the Pending area of the Cargo
Bay to the Available area of the Cargo Bay. If there are
any Upgrade les here, move them to their respecve
Facilies.
Move the white marker on the Round Order track back to
the top space.
Discard all black markers from the skills used this round;
any Skill cards used are ipped back face up.
Pass the First Player token clockwise to the next person.
Move the white marker to the next space of the Sol
Counter on the mission sheet.
The First Player clicks the Next Round buon in the app and it
will tell you if the mission has ended. If it didn’t, a new round
now begins.
Ending the Game
Players win and lose together. There are several possibilies:
Victory
You succeed in your mission if you complete all the mandatory mission
objecves before the end of the game. If the mission has a Threshold value,
you must be at or below that Threshold. The app then declares you winners.
Defeat
You all lose when:
At least one of the astronauts dies.
You run out of me: You failed to complete all of the mandatory mission
objecves by the end of the mission.
You do not meet the Threshold value at the end of the mission
(if a mission requires a Threshold).
Modier tokens
Modier tokens trigger a number of in-game
eects. They can, for example, force you to use an
addional pawn, or to reroll a success die. All the
icons on the Modier tokens are explained in the
table at the end of the rulebook.
Whenever an eect introduces a new Modier
token into play, you will be instructed where
to put this token. Modier tokens do not act
retroacvely — they cannot inuence an acon
that was already declared even if it hasn’t been
resolved yet. They do apply, however, to all
future acons unl the end of the round in which
they’ve been discarded.
Objecve tokens
Objecve tokens are mission-specic. They are used to track
your progress in the mission. Generally, red tokens indicate
mandatory objecves, the orange ones are oponal objecves,
and the black ones are used in other cases.
When you gain an Objecve token, place it where the mission
sheet tells you to. If no place is specied, put it in the Pending
area of the Cargo Bay and treat it as anything else you gather.
When an Objecve token gives you something — for example,
a sample or a spare part — you can replace it for that thing at
any me aer gaining that token, unless instructed otherwise.
Note: The numbers on the tokens do not reect the hierarchy of goals.
1-3 players
The following changes are introduced when there are fewer than four astronauts in play:
Begin the game with the Auto-scanner
Upgrade le already in play. Discard the
Auto-scanner Upgrade card (so that you
don’t draw it during setup).
If there are 3 astronauts in play, for
each mission you can choose 1 AOM to
help you. Take its card and its pawn.
If there are 2 astronauts in play, for each
mission you can choose 2 AOMs to help
you. Take their cards and pawns.
If you play solo, use 2 chosen astronauts.
All AOMs are available to help you, but
in each round you can use no more than
2 of them. You may choose them during
each round, as you see t.
19


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