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FIRST MARTIANS RULEBOOK
GAMEPLAY: ACTIONS
Planng New Seeds
Your Farm consists of up to
5 Greenhouses — a black
marker in a Greenhouse slot
indicates that Greenhouse is
built. Both seeds and plants
are represented in the game by
white markers. A white marker
in a Greenhouse (the 1-5 track
on the le) is a fully grown plant
(each Greenhouse can have 1
plant). A white marker on the
1-6 Growth track on the right
is a growing seed; it does not
provide any food unl it is fully
grown and moved to an empty
Greenhouse.
If the Farm is not full already
(there are less white markers
than black markers), you can
plant a new seed. Eventually, it
will grow into a plant and provide
an addional food poron.
 This acon requires
1 pawn (if you want to roll the
blue dice to determine the
outcome) or  (if you want
your acon to be automacally
successful). When you declare
this acon, take 1 seed from the
Cargo Bay and place it with your
pawns on the Research acon
space of the Farm. You can take
only one such acon per round.
RESOLVING. When you
successfully resolve this Acon,
insert 1 white marker into
slot #1 of the Growth track.
There can only be one seed
in any one slot of the Growth
track, but more than one seed
may grow on this track at the
same me, as long as you have
enough Greenhouses built to
accommodate them.
In 6 rounds, the seed you planted
will be fully grown and will provide
an addional food poron.
9. Working Bay (BUILD)
The Working Bay allows you to take the
Build acon. You may use this acon to
repair broken equipment, install upgrades,
or to create mission-specic items.
Repairing broken equipment
If you want to repair broken equipment
(replace a red status marker with a green
one), you can do this in two ways: you can
either use a spare part or switch matching
parts between Facilies. The repaired
equipment becomes fully operaonal at
the end of the Acon phase during which it
was repaired.
This acon requires 1 pawn
(if you want to roll the brown dice to
determine the outcome) or  (if
you want your acon to be automacally
successful). Add any addional pawns
for distance if this is done outside the
HUB. Together with the pawns, place any
addional resources required for that
Build acon:
If you use a spare part: Take a corresponding
spare part from the Cargo Bay and place it
together with your pawns where you want
to make the repair.
If you switch parts between Facilies: Take
the green marker from where the working
part is being removed and place it with
your pawns where you want to make the
repair. Note: The part you took the marker
from is immediately considered broken
(its cost/penalty applies), but the part you
repaired becomes operaonal only at the
end of this Acon phase. See example in
the box on the right.
RESOLVING. When you successfully
resolve this acon:
If you used a spare part: Replace the red
marker with a green one where you did
your repairs. Discard the spare part token.
If you switched a part between Facilies:
Move the red marker from what
you repaired to where you took the
corresponding working part from. Put the
green marker (the one you had with your
pawns) in place of that red one.
Example: Switching parts between Facilies
You want to replace the broken Energy Connectors in the Garage Hall with the working
Energy Connectors from the Lab. When you declare your acon, you place your two
pawns and a green status marker from the Lab on the Garage Hall. As other acons
are resolved this round, the Garage Hall is not yet repaired (cannot use power and needs
1 whenever it’s used) and the Lab is already broken (you took the green marker out
of this Facility, so it needs 1 whenever it’s used, too). When you successfully resolve
your Build acon to repair the Garage Hall, move the red status marker from the
Garage Hall to the Lab, and insert your green marker in the empty slot in the Garage
Hall. The Energy Connectors in the Garage Hall will become operaonal at the end of
this Acon phase.
In case you chose to use 1 pawn less and roll the brown dice to determine the outcome:
If you roll no success, simply put the green marker (the working Energy Connectors) back
to where you took it from.
Disassembling
Each Upgrade card (see p. 18) has two of the following symbols on it: , , , or .
If a given Upgrade card is available to you but you don’t intend to install it, you can return
it to the box and take the two indicated spare parts instead. Place them in the Available
area of the Cargo Bay — you can use them right away. This can be done at any me during
a round and is not considered an acon.
You can also replace a green status marker in any of the Facilies for a red one — take
the corresponding spare part and place it in the Available area of the Cargo Bay — you
can use it right away. This is not an acon but can only be done at the beginning of the
Acon phase.
Repairing rovers
You can use the Build acon to discard any
one token from the Depot.
 This acon requires 1 pawn
(if you want to roll the brown dice to
determine the outcome) or  (if
you want your acon to be automacally
successful). Place your pawns in the Depot,
next to the rover you want to repair.
RESOLVING. When you successfully
resolve this acon, discard 1 chosen token
from the x space of that rover.
17

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