On Mars - How-to-play - Actions

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if you want to learn how to take all the actions in this wonderful colony building game of on mars then you're in the right place this video introduces you to all the actions in a somewhat realistic way we look at our fictitious players of maria harper and alex and see that on their turns all of the actions will be explained but the way their actions are taken is not always with the best decisions and that's because i'm making those decisions for them so let's get rolling in the rover and get to it by the way if you missed the first video in this anmar series which provides setup and overview of this game i put a link to it on this card here and then down in the description [Music] so now we start round one during the colonization phase alex takes the first turn since his player marker is in the lowest numbered space so remember at the beginning of your turn to check the area below your depot and move any crystals from that space up into your depot so alex gets to take one main action from the orbital station actions as seen on this side of the board and that's because his player marker is in one of the turn order spaces on the orbital station side of the board he can also choose to take one optional executive action if he wants to or can afford it for his main action alex takes the learn new technology action how the learn new technology action works is you get to pick one of the tech tiles from the tech grid and pay its cost if any the bottom most row has no cost the second row costs one battery resource and the top row costs one battery resource and a resource of your choice once you choose your tactile place it in an empty space in the level one column of your laboratory and gain the benefits shown on that space to know what these icons do refer to the last page of the reference book so if you place your tactile in the top space you should recognize this icon now but you get to take a crystal or resource from the warehouse and add it to your storage or below your depot if you place your tactile in this bottom space you gain a crystal from the supply any vacant tactile spaces don't get filled right away this actually happens when the colony level increases as we'll see later as a side note if you don't have any available spaces in this left column you can't take this action so alex decides to take this tactile from the bottom row at no cost he places this in the top space from level one of his laboratory he takes an oxygen resource from the warehouse and adds this to the storage area now if you see this small bluish colonist icon below any actions that means this action can be boosted to boost the action you move one colonist from your living quarters to your working area and this allows you to take an additional tactile following the same rules as you did for the first tile you can only do this one time of course because after your second tactile both of your level 1 spaces would be full so alex decides to boost this action and places a colonist in his working area he takes this other no-cost tactile places it in the remaining level one space in his laboratory and takes a crystal from the supply and he places it into this area below his depot on his player board and that crystal will move up into the depot at the beginning of his next turn alex decides not to take an executive action this turn and ends his turn by laying his player marker down next in our turn order sequence is harper because she's on space number four so on harper's turn she decides to take the obtained blueprint action unlike the tactile action this action requires you to place a colonist from your living quarters in one of these three spaces and this is noted by this red colonist icon located at the top of this action space so harper takes a colonist from her living quarters and places it in one of these three action spaces if your colonist is now the only colonist in these action spaces then proceed with taking the action for each other player color in these action spaces you must either pay one crystal to the supply or move one colonist from your living quarters to your working area for an example if alex already had a colonist in one of these action spaces and then harper wanted to take this action she would have to pay one crystal to the supply or move one of her colonists from her living quarters over to the working area if she took this action and there was two other player colors here she would have to either pay two crystals to the supply move two colonists from her living quarters over to the working area or do one of each if all these action spaces are full and you want to take the action then you move the player with the most colonists in this action slot and these could be yours back to the respective working area not living quarters and then you'd pay the cost for any remaining colonist if you ran into a case where there's three different colors there already and you want to take the action then all three would get placed back in their working areas so in this case she's the only one who has a colonist in this action space but we'll see more examples of these action spaces as we progress in the game the obtain blueprint action lets you select one blueprint card from the display on the left side of the board this blueprint card gets placed face up next to your player board and you gain the resource or crystal as shown at the bottom of the card next place one of your unused advanced building markers on the card and that's pretty much it no replacement blueprint card is drawn yet to fill the empty space in the display these get added later in the game when the colony level increases since there's this small colonist icon at the bottom of this action you have the option to boost this action for each colonist you move from your living quarters to your working area you get to take an additional blueprint again you gain the resource or crystal but the limitation here is that you have to have an advanced building marker for each additional blueprint you take so harper decides to move two of her colonists from her living quarters over to her working area she takes two more blueprints from the display she adds the hydroponic farm and the metal outpost next to her player board she puts an advanced building marker on each and then collects a plant and a mineral resource and adds that to her storage area of her player board by the way blueprints provide the use of the advanced building that you placed on this card so when you take the upgraded building action which we'll see later you'll place this on one of the buildings on the board and once you build this advanced building you'll have an additional executive action shown here that you can take on a turn buyer beware if you don't build the advanced building as shown on this card you'll get a three op point deduction at the end of the game and for level three blueprints you'll get a five op deduction at the end of the game so harper can't take an executive action this turn she lays her player marker down and now the turn passes over to maria so since maria's player marker is on the colony side of the board she can only choose from these five colony main actions for this turn and for her turn maria decides to take the construct a building action now before we get into her turn let me explain this action a little bit for the construct a building action you pay the cost of the building tile and build a building on the surface of mars the cost for tiles is shown next to the tile in the building display and as a side note these buildings are named a bit differently than how the resources are named in this game instead of calling this one a mineral it's now called a mine the battery is a generator water is a water extractor the plant is a greenhouse and oxygen is now an oxygen condenser so if we look at your player board you'll see shelters available that you can build with this action the cost to build a shelter is one oxygen and it's shown in the back of the tiles you can see here if you build a shelter you take the one from the lowest numbered space first now there are a couple constraints to where you can actually build the building on the board one constraint is that you must either build a new building adjacent to an existing building of the same type which in this game is known as a building complex or if you build an isolated building the building must be exactly two hexes away from a building of the same type for now we're just going to look at building an isolated building but we'll see how to build a complex on a future turn from one of our players the other constraint you have to be aware of is that you may only build on a hex with one of your bots or in an adjacent hex to one of your bots so for example maria would only be able to build in these hexes here and here because they're adjacent to her bot and the spacer bot occupies already has a shelter built on it you can't build a building tile on top of another building tile so on maria's turn she's going to provide an example of constructing a building action since this action shows the red colonist at the top she places a colonist from her living quarters in the action space and since there are no other colonists here she doesn't have to pay anything additional so maria decides she wants to place a greenhouse building on the board and that costs one water so maria's bot is on her starting shelter she wants to make an isolated building out of this greenhouse and you'll understand why she doesn't create a complex right now when we look at building complexes later so our only option is to place this greenhouse here since it has to be exactly two spaces away from this other greenhouse and it also has to be either in a space adjacent to her bot or the space her bot occupies so she places a building here and when you build a building you gain a resource matching the building type in this case maria gains a plant and by the way if you placed a shelter you collect a crystal lastly since this building is considered an lss building she moves the matching marker up the corresponding lss track to know whether a building is in lss building or not if the building matches one of these four markers it's an lss building now when you construct a building and move a marker for the first time moving it from row one to row two you gain two op and when you bring your marker up to the same level as the colony marker which maria did you also gain lss rewards as seen at the top of the section you gain what's shown on the lss reward tile at the top of the same column you just moved the marker in and you also choose one of the four rewards as listed in the upper left corner check the bottom of page 2 in the reference book for an explanation of what these icons mean for these rewards now you don't replace the lss tiles at the top when you take a reward it stays there for the entire game so now that we know this maria scores two op for moving the marker she doesn't get anything however for the lss bonus tile here because she hasn't yet picked up any discovery tiles and then she chooses to take a mineral from the supply out of her choices as shown in this upper left corner you'll see the mineral right here by the way minerals can be used as a substitute for the other four resources in most cases so maria doesn't have enough crystals to take an executive action this turn so she ends her turn and lays her player marker down and now we move on to the shuttle phase for the shuttle phase the first thing that happens is you move the shuttle to the opposite side of the board to the space indicated by the current colony level in this case it moves to the first red space next the players on the side of the board the shuttle moved from meaning alex and harper can choose whether or not they want to travel for players who decide not to travel alex in this case they would just stand their character back up however harper decides to travel this turn so when traveling to the colony the first stop is this exploration space in this space you first choose one of the discovery tiles and then place this face up on the map three spaces away from your rover by the way in this case harper's rover is not yet on the map so it is considered to be in the starting mine at the center of the board so she gets to choose a space three spaces away from the starting mine to place his tile then she draws a new tile to replace this one on the exploration space then harper moves to the retrieve colonist space this space allows her to move any colonists in her working area back to her living quarters and then if she had any colonists in any of the colony action spaces she could return those to her living quarters as well now if you don't have enough spaces for your colonists in your living quarters they go back to your supply lastly she chooses a new turn order space on the colony side and chooses space number eight which lets her take one blueprint from the display and she chooses the construction yard blueprint since this awards a mineral it actually would exceed her storage capacity so she doesn't take a mineral for this card now if you don't travel like maria and alex's turn they don't get the advantage again of their turn order space that's only for the players who travel and now it's time for round two before we start the next round i want to take a second to talk about these private goal cards these are the three cards that are placed near your player board at the start of the game so you look at these and keep them private hence the name private goals however you can only complete and gain benefits from one of these throughout the game when you meet the requirements on the card you flip it face up so the other players can see it and gain one of the benefits as shown so for the case of this private goal card this says when you have seven colonists in your living quarters you get to take one of these rewards for a list of what each card does refer to the reference book now don't think the cards that you don't use are a waste of space you can return these unused cards back to the box to pay for things that require a crystal as noted by the crystal icon on the back of the card and you don't have to complete one of these private goals you could use all three cards in the place of a crystal to pay for things like executive actions so let's get back to round two alex goes first this round since he's in the lowest numbered turn order space at the start of his turn he moves the crystal from below his depot up to his depot and now his depot's full on his turn he chooses to take the research and development action and so he places one of his colonists in the action space since there's no other colonists of any other color here he can proceed with the action research and development lets you develop your tactiles in your laboratory first by developing a tactile you free up the leftmost spaces so you could learn new technology like we saw on alex's last turn second your tactiles will be worth more op at the end of the game since you'll receive the number of op listed at the bottom of each column and that applies to each tile in that column third if your tile moves to a space with a laboratory benefit icon you gain that benefit and fourth your tactiles can become more powerful as they level up which we'll see in a minute so when you take this action you can move one of your textiles twice or move two separate tiles once each space your tactile moves has to be into a vacant adjacent space to the right and you must pay the cost as shown at the top of the column so alex decides to move his rover once and his water extraction tile once and column two costs one resource of any type so he pays a plant and a water you also have the ability to boost this action by moving a colonist from your living quarters to your working area each time you do this you can move one tile one more space to the right paying the cost as shown so alex moves a colonist from his living quarters to his working area and pays an oxygen to move his rover tactile to level 3 and then he gains a mineral and lastly for an idea of what all technology tiles do see page 2 in the reference book by the way you can use technology tiles from your player board but you can also use technology tiles located on anyone's player board if you use another player's technology tile that player who owns the technology tile takes an oxygen from the supply and places it above their player board so at the end of your turn that player has two options one option is that they can develop that technology tile at no cost and gain the benefit of whatever's on the new space if any it moves to if they take that route then they have to put the oxygen resource back in the general supply or if they choose not to develop the technology tile then they gain the oxygen resource so on alex's turn he also decides to take the resupply executive action he pays two crystals to take a water resource from the warehouse and he adds this to a storage area and alex ends his turn for maria's second turn she takes the control center action the control center action gives you two movement points to move your rover and two movement points to move your bots so for example you could move your rover to pick up a discovery tile and then move one of your bots one space and another one of your bots one space that's if you have another bot you could even move the same bot twice and the order of movement for this doesn't matter so you can move a bot move your rover two spaces and then move another bot one space you may also spend a crystal that you have in your depot to gain an additional space of movement for either your bot or your rover and if there's a tactile on someone's player board or your player board you may use this to boost your rover's range by the column level so in this case three now maybe you have the question why would i want to move a rover or bots well you may want to move a bot to help you construct a building since we already have seen the importance of bots during construction bots can also be used to destroy crystals discovery tiles and research tiles if a bot ends its movement for the turn in a space with one of these in the case of a tile it gets removed from the game if a bot ends its turn into space with a crystal the crystals return back to the supply for your rover you may want to move it to pick up a research tile or discovery tile and these can do things like help you fulfill missions or private goals if your rover ends its turn in a space with one of these tiles you pay any associated cost and gain the tile discovery tiles get placed down in your player area if your rover either ends its turn in a space with a crystal or moves over a crystal you add this to the space below your depot on your player board by the way at the beginning of the game your rover starts in the starting mine even though your piece isn't physically there yet the first time you move your rover you start out just by counting hexes from the starting mine and then place your rover also of note for rovers you can't pick up the research tile of the same letter that you already have taken and you must also be able to use at least some of the benefit from the tile you picked up otherwise you can't end movement on that hex bots and rovers can move over about anything they just can't end their turn in a place with another wooden meeple like a colonist rover or bot or an advanced building so maria moves her bot two spaces and then moves her rover two spaces heading for this discovery tile she boosts this action by paying one crystal from her depot to the supply and she thinks it's not worth using alex's tactile yet because she doesn't want to give him the advantage she moves a rover one more space and collects the discovery tile you gain the benefit of a discovery tile when you pick it up and in this case she gets to place an oxygen condenser building on the board following building constraints so she places the oxygen condenser exactly two spaces away from the other oxygen condenser building next to her bot now this building has three diamonds on it with arrows when you see this you place a crystal in each empty hex that the arrows point to so she places one here and here but not in the space with her bot then the building tile gets flipped over and maria collects one oxygen resource and moves the oxygen marker up one space on the lss track she collects a two op from the space and since this moved to the same level as a colony marker she gets the reward of two op for each bot she has on the board she has one so she gains another two op so she moves her op marker four spaces and then she gets one reward out of these four and decides to collect a crystal from the supply she ends her turn and lays her player marker down for harper's turn she takes the construct to building action now we've already seen this action on how to build an isolated building but this time we're going to show the differences on how to build a building complex so she has to place a colonist from her living quarters over in this action space and since maria already has a colonist in this action space harper needs to either move a colonist from her living quarters to a working area or pay a crystal to the supply and she decides to pay a crystal to the supply so she also spends a battery and takes a water extractor building she wants to place the building here next to the other water extractor building to create a two building complex but what's different about creating a building complex is she will need to use a tactile matching the building type where the level equals or exceeds the number of buildings that she's connecting to she would just need to use a tactile of at least level one for this one so alex has a level two water extractor tactile and we can see it's level two here so she uses this and since this is on alex's player board he places an oxygen resource at the top of the board harper adds the building below the other water extractor building she places two crystals in the empty spaces and then flips this tile over since she built a building complex she gets to move the progress cube from below the matching building type on her player board and places this on her color below the matching building type in the progress area she collects two water resources because she created this two building complex she gets one resource for each building in the complex and this is another advantage to building complexes and why they're so valued in the game and so the bigger your complex the more resources you're going to gain once you add on to it if this would have been a three building complex she would have collected three water resources and so on now since harper already has a water resource in her storage she can only hold one more and just like we've seen before since she built a new building she gets to move the matching building marker up one space and collect two op and since she moved this marker to the same level as the colony marker she also gets to collect the lss benefits so she doesn't have any advanced buildings yet on any of the buildings so she doesn't collect any of this reward but she will get to pick one of these four items and she decides to take a crystal from the supply and add it to the area below her depot harper then ends her turn and laser player marker down now at the end of harper's turn since she used one of alex's tactiles alex can choose to either advance his tile one level at no cost or add the oxygen resource to his storage area so he chooses to advance a tile to level three and then returns the oxygen resource back to the supply and on this space he can choose to move about two spaces and pay a crystal for one more space of movement and so alex just moves his bot one space for the shuttle phases round since the colony level is still at level one the shuttle moves to the red space on the orbital station side marked with the number one so any players who wish to travel will now move through these spaces shown at the bottom of this area so maria decides to travel back to the orbital station and moves her player marker first to the production space this space allows her to gain a resource matching the building type for each advanced building she has on the board so she doesn't have any yet so she moves on this space let's remove any colonists from her action spaces on the orbital station side back to her living quarters and then it allows her to move her colonists from her working area back to her living quarters as well since she doesn't have any colonists in these spaces nor does she have colonists in her working area she just moves on to select a turn order space and she decides to select space 1 so she gets to go first so maria gets to go first this round she moves a crystal that's in the area below her depot up into her depot and for this round decides to take the resupply action so i think you've seen this icon a time or two so far this is the resupply action and as you may have guessed it does the same thing we've seen before with this icon where you can take one resource or one crystal from the warehouse and place the resource in your storage area if you have space or below your depot of your player board for this action you can also boost it as you can see with this little teal colored icon below it and you get an additional resource or crystal for each colonist you move from your living quarters to your working area so for maria's turn she's going to take a water resource she boosts this action by moving one of her colonists in her living quarters over to her working area and then takes a crystal and adds this to the area of the lower depot now she won't be able to use this crystal until her next turn when it moves up into her depot area and she doesn't have enough crystals to take her executive action so she lays her player marker down and now it's alex's turn on alex's turn he decides to take the landing pod action so he thought the timing of the shuttle wasn't really in his favor when he wanted to move from the orbital station to the colony side of the board so he's going to take this landing pod action and this allows him to travel from the orbital station to the colony side of the board without taking a shuttle and this works very similar to how it did with the shuttle phase except you skipped the exploration step where you place a discovery tile on the board so alex moves over to this space which lets him move any colonists from action spaces on the colony side back to his living quarters and allows him to move any colonists in his working area back to his living quarters so since alex doesn't have any colonists over here he just moves the colonists from his working area back to his living quarters and then over here he chooses turn order space six he takes an oxygen resource from the warehouse and places this in his storage area so now he's got two there and he lays his player marker down at the beginning of harper's turn she moves the crystal from the lower depot up into the depot so on harper's turn she takes the upgrade a building action she takes one of the colonists from her living quarters and places it on the action space since there's no other colonists in these spaces she doesn't need to worry about paying a crystal or moving another colonist over to a working area upgrading a building allows you to place an advanced building marker from one of your blueprints onto an existing building on the board the benefits of this action is that you'll collect resources from your advanced buildings each time you travel to the orbital station and you'll now be able to use the executive action shown on the blueprint card by paying 2 crystals during your turn or you can use it for free if there is a matching scientist on the card similar to constructing a building upgrading a building has some constraints as well first you'll need to have a blueprint matching the building type and the blueprint must still have the advanced building marker on it the size of the building must match the minimum size printed on the blueprint card and the building must be in range of one of your bots then you pay the cost as shown in the upper left of this card one mineral and place your advanced building marker on the building so if we look at harper's blueprint moisture evaporator she pays one mineral resource and builds this on the water extractor building adjacent to her bot she can do this because it matches the building type and minimum size as printed on the blueprint card later in the game when the colony level advances the level 3 blueprints will be placed in the display to build an advanced building on a level 3 blueprint card you would need to have a complex of three or more matching buildings to do this so now that harper's built her advanced building she ends her turn and lays her player marker down if you plan to upgrade a shelter you can only upgrade a shelter belonging to you if there were any bot or rover on the tile being upgraded whoever owns that piece would move it to the closest available hex if there were colonists on the tile move that colonist back to the owner's living quarters so if you're fortunate enough to have multiple blueprints and an upgrade tactile you can perform this action again as many times as the level of the upgrade tactile if you use a tactile that's level three you could perform this action three more times so now we move on to another shuttle phase yay since the colony level is still one the shuttle moves again to space number one maria moves from the orbital station to the colony and she places one discovery tile three spaces from a rover she moves her colonists from the colony action space back to her living quarters she also gets to move her colonists from her working area back to her living quarters as well and then selects turn order space 8 and picks up a blueprint card when she takes this she can't take the extra water resource because she already has two in her storage area so for alex's turn here he takes the hire a scientist earth contract action he places one of his colonists from his living quarters over to the matching color next to this action these action spaces work just a little bit differently if you already have a colonist in your matching player color in this location you can't take the action until you remove that colonist unlike other actions colonists don't move back to the living quarters when these spaces are full so this action allows you to purchase one of the six cards in the scientist earth contracts display the game starts with scientists only in this display but as scientists are purchased they get replaced with the earth contract cards scientists can be assigned to advanced buildings and allow you and the owner of the blueprint card to take the executive action for free earth contracts provide additional op at the end of the game but only if you fulfill the requirements of the card otherwise they can subtract from your op so alex pays a battery and a mineral and takes the hydrologist remember the mineral can substitute for any of the other resources the card and the scientist are then placed face up next to his player area now if you notice there was a mission marker next to this action so if we look at the mission card which matches b here and look this card up in the resource guide you contribute to this mission anytime you take a scientist from the display so alex gets to advance the mission marker one space lower and collects the two crystals as shown in the card and at the end of his turn alex now gets to select one of the earth contract cards of his choice and place it in the display so now you know why you didn't have to shuffle this earth contracts deck at setup the card gets placed so it covers the scientists cost but exposes the new crystal cost at the top on future turns you'll be able to purchase the earth contract for one crystal if you take this action now after alex takes a scientist i just want to show you an example of how he could take an executive action and i'm going to change the board state just a little bit to show you the possibilities in this game so instead of him moving his bot here on a previous turn let's say he moved it over here and then after his main action he takes an executive action and for his executive action he's going to place his scientist on harper's blueprint or advanced building card now since his scientist is on this card that means he can take what's ever shown on the card as an executive action and harper will also have this option on her turn this executive action lets you build a water extractor building so alex takes a water extractor building from the supply and builds in this spot adjacent to his bot and so he's adding on to this complex of two water extractors already so he will need a tactile of two to be able to do this and if you remember he does have a tactile which is a level three so he can build onto this complex alternatively the executive action on the blueprint card shows this little teal colonist at the bottom what that means is you can boost this action and for every colonist you move from your living quarters to your working area it's basically like adding another level of tech to your tactile or if you didn't have a tactile you could just move colonists from your living quarters to your working area to equal whatever tactile level you needed so for instance if harper takes this action and she doesn't want to use the tactile on alex's player board she could just move two colonists to a working area so alex collects three water resources for this complex he'll only be able to take two because that's the capacity of his storage area right now he would advance the building marker for the water extractor building then he takes the progress cube below his water resources and puts this on his player color below the matching building tile column now alex won't collect the lss rewards because this marker started at the colony level and moved above it if it was down in level 1 and moved up to level 2 then he would collect the lss rewards hopefully that makes sense then alex lays his player marker down earth contracts come in two types delivery contracts and upgrade contracts delivery contracts have resources or crystals that are required to score the card at the end of the game as you gain resources in the game from this point forward if you purchase this card you can place those resources directly on your delivery contracts card or move resources from your storage area to this card at the end of the game you score op for this card only if you fulfilled its requirements but buyer beware you lose op listed here if you don't fulfill the requirements to complete an upgrade contract at the end of the game you must have an advanced building marker on a building depicted on this card that is part of a complex of at least size 4 of the type shown so for this example you would have to have an advanced building marker on a complex of mines that's four or greater so for harper's turn this round she takes the welcome a ship action welcoming a ship allows you to move one of your ships from your depot to your hangar doing this gains you the reward of either two colonists or one colonist and one bot and it also increases the number of crystals your depot will hold it also frees up one more executive action also ships in your hangar are worth points at the end of the game and you'll now have the option to discard a ship during any shuttle phase to travel maybe this would be on a shuttle phase where the shuttle doesn't travel for instance or the shuttle isn't moving the way you want it to move to perform this action you pay the cost as shown at the left of your depot of one water in one plant you move the ship from your depot to the hangar and collect the reward of either two colonists or one colonist in a bot colonists would be moved from your supply to your living quarters if you have room available and a new bot is placed on an empty shelter of yours if you don't have any empty shelters then place the bot in the closest available empty space to one of your shelters so harper is going to choose to get the bot and the colonist she takes a colonist from her supply and puts it in her living quarters and then places a bot in this empty space next to her shelter since the shelter is already occupied with another bot now if you saw next to this action there is a mission marker so we find mission card a and if we look at this mission this means anytime you place a new bot on the map you get to contribute to the mission and move the marker one space less so harper gets to move this one space down and then collects the two crystals now there is one constraint i want to talk about for this action however you can only remove ships from your depot less than or equal to the current colony level since the colony level is one harper can only move one ship so she couldn't boost this action and if you see down here if you move a colonist from your living quarters to your working area you can move one more ship from your depot to your hangar but only if the colony level will allow it [Music] so since alex's hydrologist scientist is on harper's blueprint card she can take the executive action shown on this card for free so she'll purchase a water extractor and she pays a mineral in place of the battery and she builds next to her bot in this space here now there's some displacement rules noted in the rule book and when you build on top of a crystal the crystal goes back to the supply for a complete listing of displacement rules see page 13 in the rule book so harper's going to add on to a complex of three so she'll need tech level three or greater she chooses to use alex's tactile right here for water extractor so he takes an oxygen resource places it on his player board and this is a level three so she will be able to build this complex the crystal goes back to the supply and she places the tile here and she collects four water resources however she can only take one because of her storage capacity similar to alex on his turn she gets to move the water building marker up one she will not collect lss rewards again for the same reason alex didn't and she already has her progress cube here so she can't place another one there she would have to build a complex of one of the other buildings to be able to place another progress cube down here and so then harper ends her turn all right so for maria's last turn i'm going to actually cheat a little bit but i want to be able to show you a turn where we advance the colony level we've now looked at every action on the board and we know how those work but we haven't seen how to advance a colony level so let's just say maria's bot was somewhere in this neighborhood like she moved her bot on another turn and on this turn she moves the crystal up to her depot she's going to take the constructive building action again i know we've seen this one but she needs to build a certain type of building to be able to get the colony level to advance she moves a colonist to the action space since harper has a colonist here she's either going to move a colonist to a working area or pay a crystal and she moves a colonist she spends a mineral to buy a generator and she builds an isolated building two spaces away from this generator so she builds right next to her bot following all the rules and she gets to advance the generator building marker first thing that happens is she collects the 2op from this space since she brought this marker up to the same level as the colony she gets to collect lss rewards for each tactile she collects that many op she only has one tactile and that's the one she started with so she gains one more op up here and then she gets to select one of these and she'll take a crystal from the supply and then her turn is over at the end of her turn the colony level marker advances so now they're officially at level two and you can see during the shuttle phase now the shuttle is going to move to space two and then this symbol here says we're going to score the progress area so for each cube down here they're worth one one cube is worth one point if we had more than that then we'd start looking at that track so harper and alex score one point so there's a handy reference on the last page of the reference book that shows you what to do every time the colony level advances when the colony advances to level 2 and 3 you refill the blueprint display you remove the existing blueprint cards and place them back in the box then you draw the top 12 blueprint cards from the display so six of these are from level one and the other six are going to be from level three to create a new display of 12 cards when you advance to level 3 then you remove any remaining level 1 blueprints from the display and place those back in the box then you add the remaining level 3 cards from the deck to the display next move over to the tech grid and refill any empty spaces from the bottom row to the top row so we take two new textiles and place them in the bottom row for this and lastly we'll refill the warehouse with resources and crystals now that you've seen all the actions and how a colony level advances we're gonna fast forward to the end of the game and this happens when your remaining missions marker reaches the end of the track you play one more round and then skip the final shuttle phase as we said earlier then you tally up the score following the track printed at the bottom of the board you can use the remaining mission marker to track each phase of scoring so i'm just going to tally the score up for one of the players and we're going to tally it up for harper here the first thing we do is score the progress area so harper has three cubes in the progress area and for one cube she'd score one two cubes two and three cubes she scores four points next each player scores three op for ships in their hangar and harper's got three six nine points there next you add up all your colonists and you return all the colonists from the side of the board where your player marker is so if your player marker is on the orbital station side of the board return those colonists to your living quarters if your player marker is on the colonist side of the board return those colonists to your living quarters so harper's player markers on the columnist side of the board she returns these two to her player board and she scores the highest place where she has colonists in this case she'll score six op because she has colonists in this space textiles in your laboratory are scored next harper scores two points for this tile three points for this tile and four points for this tile for a total of nine next we score our advanced buildings you earn three points for level one buildings and five points for level three buildings if you didn't build any buildings you lose three points for every unbuilt level one building and you lose five points for every unbuilt level three building all of harper's blueprint cards are level one she gets three six nine for placing these but deducts three for this level one unbuilt building for a total of six next score for your scientists so harper has one scientist and she'll score for every advanced building on a water extractor now for the scientist it doesn't matter whose advanced building is on those tiles so in this case harper would score three points for each advanced building here on the water extractor buildings so three for hers and three for alex's and finally you score your earth contracts if you haven't already transferred resources over to one of these cards you can do that now for each completed contract score as many points shown in the blue section of the card and for each uncompleted contract subtract that many points shown in red so harper doesn't have any earth contracts so she doesn't score any points there so harper scores a total of 40 points add your points on to whatever points you scored during the game and that's your total so harper scored 40 additional points so she would have 55 at the end of the game and whoever scores the most op wins in the case of a tie look at page 21 in the rule book for tie breakers so i hope that these two videos give you what you need to get this one out on game night now if you're like me and you also like to play games solo i'll put a link here and then down in the description of how to take what you've learned and learn how to play solo against the automated opponent called the lacerda also in the playlist you'll be able to find my other on mars content as well so thanks so much and we'll see in the next video
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Channel: Modern Cardboard
Views: 3,361
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Length: 49min 12sec (2952 seconds)
Published: Sun Mar 07 2021
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