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Migration: Mars

Migration: Mars Rulebook

Table of Contents

Table of Contents

  • How To Play
    • Summary
    • Overview
    • Optional Setups
    • Setup
    • On Your Turn
  • Building Rules
    • Terminology
    • Building Placement
    • Repositioning Existing Buildings
  • Trading with Other Players
    • Exchange with the Treasury
  • Supply Stops
  • Population
    • Population Housing
    • Gaining Population
    • Injury and Death
  • Meteorites & Salvage
    • Meteorite Strike Results
    • Salvage Bays
    • Strike Scenarios
    • Removing Meteorites
  • Ancient Ruin Corners
    • Ancient Ruin Buildings
  • Winning the Game
  • Quitting the Game Early
  • FAQs
  • Event Cards In Depth
  • Inventory

How To Play

Summary

Explore to collect resources. Use those resources to build and sustain your colony. Grow your colony in order to accept more citizens from earth and keep them alive and well. The first player to reach 6 population wins the game. Events and actions may occur to derail your strategy and growth. Prepare for the worst. Different buildings produce certain assets and/or provide specific functions. You may only build on certain terrain tiles. So build wisely. Build-able land may claim fast. Remember this is a race!

Overview

The Board

The square tiles that travel around the board's edge are called the Exploration Track. This is where your Exploration Rover will traverse to collect mined resources.

The hex grid in the center is the Terrain. This is where you build to construct your colonies. (see Building Rules)

The objective is to acquire and report 6 Population (indicated by flags). The first player to do so wins!

NOTE: Population can only be acquired if you have available housing. (see Population)

Olympium is a unique resource. It can be acquired from Ancient Ruins. It can be used as a wild card for any 1 Resource (1 Olympium = 1-Metal, or 1-Water, or 1-Stone).

Olympium can also be used to propagate additional population (4x Olympium = 1 Population).

Optional Setups

Migration Mars is a four player max game.

If playing with less than 4 players, add the terrain overlay tiles to shaded areas on the board. (examples below)

2-3 Player Setup

  • 2 PLAYERS: add all four terrain overlays.
  • 3 PLAYERS: only add two terrain overlays on the side of the absent player.
  • 4 PLAYERS: No terrain overlays are used.

(The manual shows a 2 Player Setup Example with 4 Terrain Overlays and a 3 Player Setup Example with 2 Terrain Overlays.)

Faster Game Play Options

Depending on your competitive nature, Migration Mars may take between 90 and 120 minutes, or even much longer to complete.

For a shorter game, choose one or more of the following game play amendments.

  • Play to (5) population instead of 6. (may shorten by 30 mins)
  • Each player starts the game with (1) additional building of choice. (may shorten by 15 mins)
  • Enact the Rule: Meteorites may not strike any building. (may shorten by 45 mins)

Setup

  • Place each Ancient Ruin Building in the 4 ruin corners.
  • Place the Embassy in the center tile on the terrain. For Embassy function (see Population)
  • Shuffle the Event Cards and place face down in a pile.
  • Load asset cards into the Treasury Station (card holder).
  • Position your inventory of buildings onto your Player Mats for later purchasing.

Arrival Supplies

Each player begins with the following assets:

  • 1 - Headquarter Building (HQ)
  • 1 - Population (POP) Flag
  • 2 - Stone Resource Cards
  • 2 - Metal Resource Cards
  • 2 - Water Resource Cards
  • 1 - Med Pack Supply Card
  • 1 - R.C.U. Supply Card
  • 1 - Tunnel

Start

  • Players place your HQ onto its landing base and insert (1) Population flag.
  • Place your Exploration Rover onto your personal Supply Stop square.
  • Roll the numbered die to determine who goes first. Then continue player turns clockwise from the starting player.

On Your Turn

Turn actions must be done in the following order:

  1. Each turn, you first have the opportunity to purchase, build, or initiate a trade of assets with another player. (see Trading) Purchases are paid to the Treasury. Cost and functions are on your player mats. (see Building Rules)

  2. When all transactions are complete, roll the numbered die and traverse your Exploration Rover clockwise around the Exploration Track. NOTE: ONCE YOU ROLL THE DIE, YOU MAY NOT BUY, BUILD, OR PROPOSE TRADES UNTIL YOUR NEXT TURN.

    Collect (1) Resource Card of the resource you land upon, plus an additional Resource Card for each Mine you have built into your colony. (Example: if you have 2 Mines built, collect 3 Resource Cards)

    Mines do NOT apply to Ancient Ruins.

    Resource types on the track: Water/Ice Resource, Stone Resource, Metal Resource.

    If you land on another player's Supply Stop, draw an Event Card. Once the Event is completed, place the used card at the bottom of the deck pile.

    If you land on an Ancient Ruin corner, first collect (1) Olympium. Then roll the Exploration Die for a chance at a special bonus. (see Ancient Ruins section for bonuses)

  3. Pass the numbered die to the player on your left when your turn is complete.

Building Rules

Terminology

  • Structures = ALL buildings, Ruins, and Tunnels.
  • Production Buildings = Hospitals, Industrial Plants, Export Stations, Mines. MUST BE SEPARATED BY AT LEAST (1) TUNNEL. MAY NOT TOUCH ANY OTHER BUILDING.
  • Population Modules = Life Support Centers and Habitats. MUST DIRECTLY CONNECT TO EACH OTHER (CAN NOT BUILD A HABITAT WITHOUT FIRST BUILDING A LIFE SUPPORT CENTER).

Building Placement

  • Flat Terrain (light-red tiles). All Structures can be built upon flat terrain.

  • Rocky terrain (medium-red tiles). Only Tunnels and Ruins can build on rocky terrain.

  • Craters & Meteorites (darkest-red/black tiles). Nothing can build upon craters or meteor strikes.

  • Your colony must be built out from your HQ and connected by tunnel system.

  • Production Buildings may NOT touch ANY other Building. Must be separated by at least (1) Tunnel.

  • Whereas, A Habitat must be directly coupled to a Life Support Center. You may NOT have Tunnels separating A Habitat from a Life Support Center. NOTE: (1) Life Support Center can support up to (5) Habitats if space allows.

  • Your buildings may NOT directly contact another player's buildings. (MUST ALLOW AT LEAST 1 SPACE) However, Tunnels MAY butt against ANY structure, as well as other colonies to block development.

  • If you acquire an Ancient Ruin, you may place it on any tile, even upon a Tunnel. But NOT upon a meteorite.

Repositioning Existing Buildings

You may pay (2) R.C.U.s to move (1) of your existing buildings to an eligible* tile space, on your turn.

*Eligible tile space refers to the original building requirements. Must build upon Flat Terrain. Must be linked to your HQ. No buildings may touch each other, except Habitats must be directly linked to a Life Support Center.

Trading with Other Players

You may only propose a trade on your turn. You must direct your trade proposal to one specific player at a time. When presented with a trade, players may negotiate trade assets or decline the trade altogether.

If it is NOT your turn, you may NOT initiate any trade or indicate you are willing to trade, or you will be disqualified from ALL trades until your next turn.

Trade assets include all cards, including Blueprints and obtained Event cards. They do NOT include structures or population.

Exchange with the Treasury

You may exchange cards with the treasury ONLY if you have an Export Station built.

Exchange Rates:

  • (3) same Resource cards for any (1) Resource Card (Metal, Water, Stone)
  • (4) same Resource cards for any (1) Supply Card (Med Pack, R.C.U.)

Supply Stops

When you make a full revolution and return to your personal Supply Stop, land directly onto the stop. DO NOT surpass until your next turn.

Perform Supply Stop sequence 1-5 in the specified order below. (also displayed on Player Mat)

  1. Pay Expenses

    Population Expense: Per EACH Habitat built, pay (1) Water. For each unpaid Habitat unit, (1) POP dies.

    Maintenance Cost: Per EACH Mine built, pay (1) Metal + (1) Stone. Each unpaid Mine goes to Salvage. (see Salvage)

  2. Collect Supplies: For each Industrial Plant built, collect +1 R.C.U. For each Hospital built, collect +1 Med Pack.

  3. Free Shipment - Choose ONE of the following: +1 Med Pack or, +1 R.C.U. or, +1 Resource of your choice (Metal or Water or Stone)

  4. Report/Accept New Population Announce your current population count. If you have available housing space, you may accept +1 Population at this time. (If you now have the target population, you must survive the next event to win!)

  5. Draw an Event Card.

Population

Population count is indicated by flags placed into your housing units: HQs, Habitats, and the Embassy. To accept population, you must have available housing.

Population Housing

HQ offers (2) housing units. To house more, first build a Life Support Center to provide oxygen, food, etc. Then build connected Habitats that house (1) POP each.

IF your colony is linked to the Embassy, each player may house up to (1) POP.

Gaining Population

A Habitat does NOT include population. Population must be acquired separately. Population can be acquired:

  • at your Supply Stop, IF you have available housing
  • by trading (4) Olympium to the treasury station.
  • win a population bonus during Ancient Ruin Explorations.

Injury and Death

You may use (1) Med Pack to save Population, else they die. If a POP dies, they are lost and removed from the board.

Meteorites & Salvage

Meteorite strikes are placed onto the terrain and indicated with a Meteorite tile.

METEORITES MAY NOT STRIKE a building with a dome deflector. HQs, Life Support Centers, and the Embassy are immune to Meteorite strikes.

Meteorites may NOT strike within a 1-tile radius of an Ancient Ruin.

Meteorite Strike Results

STRIKE AN OPEN TILE or TUNNEL: a Meteorite tile is placed on top and is now unavailable for building.

STRIKE A BUILDING without a deflector dome:

  1. Remove the building and place down a Meteorite tile.
  2. The building's owner has the option to enter it into Salvage for free, otherwise it is destroyed, removed from the board, and must be repurchased to be rebuilt.

Salvage Bays

A building is held in Salvage until the owner pays (1) R.C.U. on their next turn to return the building to any eligible* spot on the terrain.

The Salvage lot is located on your Player mat and can hold up to (2) buildings that have suffered a Meteorite strike or a maintenance cost default.

If the 2 limit capacity is full, no more buildings can be salvaged. You may discard buildings in salvage to make room for more important ones, but a discarded building must then be repurchased at full price to be re-acquired.

Strike Scenarios

If a Meteorite Strikes a Building or Tunnel that unlinks connected Buildings from the HQ: those buildings may continue to operate. However, NO new buildings may be built onto an unlinked area. All new or returned buildings must be linked to the HQ via Tunnel system.

If a Meteorite strikes a Habitat that is housing Population:

  • that Population may be evacuated to another open, available housing space in your colony for free.
  • If no open housing space is available, that Population may accompany the Habitat in salvage if (1) Med Pack is paid immediately. Population currently in salvage are not counted towards your total score.
  • The Habitat and Population can be returned to an eligible space on the owner's next turn via (1) R.C.U. payment.
  • If the Habitat is NOT salvaged and/or the (1) Med Pack is not paid, that population dies and may not be saved.

Removing Meteorites

You may remove ANY (1) meteorite tile from the terrain with a (2) R.C.U. payment on your next turn.

Ancient Ruin Corners

If you land on an Ancient Ruin corner:

First collect (1) Olympium card. Then roll the Exploration die.

Rolling the die. Refer to the Ancient Ruin Guide Card. If you roll:

  • You have unlocked Ancient Blue prints! Take (1) Blueprint card. (see Ancient Ruin cost below)
  • Olympium Bonus! Collect (2) additional Olympium.
  • Gain +1 Population! You must have available housing to accept.
  • Conjure (1) meteorite to strike any tile!* (see Meteorites section for strike results)
  • Explorer injury! Pay (1) Med Pack, else (1) Population dies. If you have 0 Population, nothing happens.

Ancient Ruin Buildings

If you acquire a blue print card, you have the opportunity to purchase and build an Ancient Ruin.

Cost = (1) Blue Print, + (1) Olympium, + (3) Metal, + (3) Water, + (3) Stone.

Ancient Ruin Powers: Relocate an Ancient Ruin from a corner to the terrain to provide a 1-tile radius meteorite strike protection.

Ruin Placement: Place Ruins on any tile on the terrain (except meteorites). They may act like Tunnels and connect other buildings together. They do not have to be linked to any HQ and may butt-up against any building.

Stealing Ruins: If all 4 Ruins are taken from the corner spaces, you may purchase and choose any existing ruin to relocate. YOU MAY ONLY RELOCATE EXISTING RUINS IF ALL (4) RUINS HAVE BEEN TAKEN FROM THE CORNERS.

Winning the Game

To win, you must acquire and report (6) Population.

When a player acquires the 6th population unit, safety make it back to your Supply Stop and complete your final Supply Sequence and event card. After the event, if you still retain (6) Population, you win!

  • If your 6th Population was acquired at your Supply Stop you do NOT need to complete another revolution. Just survive the final sequence and event card.
  • If you loose a Population before you complete your final Supply Stop Sequence, the game continues onward.

Quitting the Game Early

Any player that leaves the game early, will leave all built structures on the terrain to remain as obstacles. They will return all assets to the Treasury and may not give any assets to other players as parting gifts.

Remaining players may shame the quitter as they have stranded their explorers and cost their sponsors billions of dollars.

FAQs

Q: What if a treasury resource is empty? A: That resource is temporarily depleted and you do not collect this time. No IOUs.

Q: What if there is no space around my Life Support Centers to build additional Habitats? A: You must build a second Life Support Center, or spend R.C.U.s to move buildings/Meteorites to create space.

Q: What if I loose all of my Population and I now have 0? A: Your colony is being autonomously ran. Play the game as normal and catch up.

Q: Do we display our asset cards face up or down? A: The game is designed to store your cards face up. However, the game may be played with cards face down, if specified and agreed upon before game start.

Event Cards In Depth

Events: 34 Cards. Positive or negative events can occur on any turn. They can affect a single player or the entire planet.

Events only apply to the player who draws the card unless otherwise stated. Some cards affect all players.

Once an Event Card has been drawn and exercised, discard to the bottom of the Event deck.

Reading Events (layout of an Event Card): Event Title (What it is) / The Lore (Why it is) / The Action Taken (What to do) / Direct Instruction (How to do it) / Reference number.

  1. Your faction sponsor has increased funding and sent you an early shipment. Choose ONLY ONE of the following for free: (1) Med Pack or, (1) R.C.U. or, (1) Resource of choice (Metal, Water, Stone).

  2. Your explorers have been working ahead of production schedule. Roll again and yield the result of your move. You may NOT purchase, build, or trade on this turn.

  3. Your explorers have located an additional supply case. Take (1) Free Med Pack.

  4. Same as #3.

  5. Your explorers have salvaged enough spare material to construct an additional tunnel. Take (1) Free Tunnel.

  6. Same as #5.

  7. Your explorers have recovered an additional supply shipment. Take (1) Free R.C.U. Card.

  8. Your explorers have discovered an abandoned container. Steal the resource from the next player who lands upon a mine-able space. (Metal, Water, or Stone) This does not apply to Ancient Ruin corners, Olympium, Event results, or trades. Keep the card until utilized, then discard back into deck.

  9. Your faction sponsor has funded an additional ruin exploration. Go directly to the next Ancient Ruin corner and proceed with the exploration.

  10. Same as #9.

  11. You have found an ancient artifact that gives protection against injury within the ruins. Keep this card until next time you roll a skull with the exploration die. Then discard this event card instead of paying (1) Med Pack. Trade asset!

  12. Additional supplies are needed to repair unexpected generator damage. Pay (1) R.C.U. to the Treasury. If you do not currently have an R.C.U. to pay, keep this card until you can pay. You may NOT add any population until paid.

It is unlikely that all 34 Event Cards will cycle back around during one game.

However if they do that is fine. No re-shuffling is required during the same game. Some re-ordering will occur naturally due to kept cards.

Inventory

Exploration Die: A custom die that determines the fate of your explorers each time you enter an ancient ruin. Risk life and limb for a chance at several different bonuses.

Numbered Die: 6-sided die that projects your rover as you collect resources, explore ancient ruins, encounter events, and work towards your supply stops.

Player Mats: 1 Per Player. Displays cost and function for each building and asset. Also provides supply stop action sequence, and salvage bays to repair damaged buildings.

Headquarters: 1 Per Player. Self sustaining base set up by research team. Houses up to (2) Population. Impact resistant dome!

Exploration Rover: 1 Per Player. Player piece. Travels the exploration track to collect resources, explore ancient ruins, and perform supply stops.

Habitat: 5 Per Player. Houses up to (1) Population. Must directly connect to a Life Support Center. Requires life support cost at supply stop.

Life Support Center: 2 Per Player. Provides oxygen, food, and water purification. Habitats can NOT be build without LSC. Impact resistant dome!

Hospital: 2 Per Player. Produces (+1) Med Pack at supply stop for each hospital built.

Industrial Plant: 2 Per Player. Produces (+1) R.C.U. at supply stop for each industrial plant built.

Export Station: 1 Per Player. Enables resource exchange with treasury. (3) like resources for any (1) resource. (4) like resources for any (1) supply.

Mine: 2 Per Player. Increases mining collection by (+1) for each mine built. Requires periodic maintenance costs at supply stop.

Embassy: 1 Per Game. Provides communal housing for up to (1) Population for each player. (4 total). Colony must connect to Embassy to utilize free housing. Impact resistant dome!

Ancient Ruin: 4 Per Game. If unlocked and acquired, provides a 1-tile radius strike protection against meteors.

Tunnels: 9 Per Player. Connect and allow outward expansion of your colony. May also block competing factions from expanding onto certain tiles. Tunnels CAN be built upon rocky terrain!

Meteors: Several. Meteors can strike the terrain rendering the area unbuildable. They can also potentially damage or destroy buildings.

Population Flag: 6 Per Player. Represents your colony's Population. First player to acquire all six wins!

Olympium: Several. A rare Martian crystal collected during ancient ruin explorations. Olympium can act as any (1) Resource card or combine (4) Olympium to gain (+1) Population.

Supply Cards: Several. Hospitals and Industrial Plants produce supply cards that can help your colony and population in various circumstances. Supply cards are: Med Pack (Medical Supplies) and R.C.U. (Robotic Construction Unit).

Resource Cards: Several. Collected by mining. Use various resources to build, repair, and maintain your colony.

  • Additional supplies are needed to repair unexpected infrastructure damage. Pay (1) Metal Resource Card to the Treasury. If you do not currently have a Metal to pay, keep this card until you can pay. You may NOT add any population until paid.

  • A water supply has been contaminated. Isolate contamination and dispose. Pay (1) Water Resource Card to the Treasury. If you do not currently have a Water to pay, keep this card until you can pay. You may NOT add any population until paid.

  • Additional supplies are needed to repair unexpected infrastructure damage. Pay (1) Stone Resource Card to the Treasury. If you do not currently have a Stone to pay, keep this card until you can pay. You may NOT add any population until paid.

  • An illness is spreading throughout the colony. Stop the epidemic before is becomes fatal. Pay (1) Med Pack to the Treasury immediately or (1) Population dies. If you have 0 Population, then no payment is required.

  • Same as #16.

  • An asteroid is on course for impact towards the colonies! Place a Meteorite tile onto an open tile, tunnel, or building. Ruins, and buildings with deflector domes are resistant to meteors. (see Meteorite section for strike results)

  • Same as #18.

  • Same as #18.

  • Several asteroids are on course for impact towards the colonies! All players, take turns clockwise ENDING with the player who drew this card, place a Meteorite tile onto an open tile, tunnel, or building. Ruins, and buildings with deflector domes are resistant to meteors. (see Meteorite section for strike results)

  • Same as #21.

  • An illness is spreading throughout the planet! Stop the epidemic before is becomes fatal. ALL players Pay (1) Med Pack to the Treasury immediately or (1) Population dies. If you have 0 Population, then no payment is required.

  • Funding has been approved to clean up meteorite debris. Remove any (1) Meteorite from the terrain. Keep this card until utilized. This card does NOT block meteorite strikes, nor replaces buildings in salvage. Trade asset!

  • A sand storm has knocked out your faction's communication. You may NOT trade or collect mined resources until AFTER your NEXT turn. Keep this card until the end of your next roll. You may move your Rover towards your supply stop, but do NOT collect any resources. If you forget to discard this event before you roll, the sand storm is still in affect as long as you possess the card for each turn.

  • Same as #25.

  • One of your mines has had a high yield of resources. Choose ONE Free Resource of your choice: (1) Metal, or (1) Water, or (1) Stone.

  • Same as #27.

  • Storage capacity has been reached! There is an overstock of stored resources on the planet. ANY player with (5) or more of the same mined resource, evacuate all excess to the Treasury now. All players are left with, at most, (4) of each mined resource (Metal, Water, Stone). If you have 4 or less of a resource, you do not have to relinquish any. After this evacuation, you may continue to collect as many resources as you can.

  • Same as #29.

  • Emergency fuel cell. Store this pack inside your rover when you need an extra boost. Save this card to use on ANY future dice roll to move forward 1 additional space. Once used, turn back in to the bottom of the event deck.

  • Same as #31.

  • Same as #31.

  • Hijack Card! Keep this card! The next time your rover lands on a space that already has another player's rover, play this hijack card on them. They then must give you one asset card of their choice. You also exercise the space you landed upon in addition--as normal. The player you hijack now gets to keep this card and use for themselves on a future turn. This card is now perpetually in play for the remainder of the game.