Each player secretly chooses a character card from their hand.
Count down from 9 to 1. Players play their cards when their number is called and resolve the effect. If two or more players are tied, start from the starting player and go clockwise around the table. If a ship does not yet have a destination, the first player to enter it picks a location plaque from the pile.
A ship automatically launches once it is full.
Land launched ships in their specified zone after all players have played their cards. If the resource tile there is face down, flip it over.
Fill all empty spaces with new ships.
Whomever was the last to resolve their card’s ability becomes the new first player.
Move the turn gauge one step.
The sections with 1, 2, and 3 dots are production phases. Each zone with a face up resource produces tokens of its type equal to the number of downs shown on the dial. Tokens are distributed to the players with the majority of astronauts in a zone. If tied, tokens are distributed evenly with any leftovers staying in the zone for the next time. If there are no longer any astronauts in a zone, nobody claims the tokens.
When the dial hits the atom symbol, all discovery cards on the table are flipped over. These cards are resolved when the dial hits the space that matches the icon in their lower-right corner.
When a player draws a discovery card (through the Scientist action) they must immediately play it to an outer zone on Mars. A zone may have more than one card.
Phobos behaves like all other zones of Mars except that it is not adjacent to any other space and cannot have discovery cards assigned to it.
Credit: | Keith Rudolph |
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Version: | 1.0 |