Not with the box contents. The designer has run a six-player game by improvising: substitute tokens for the missing chits and sleeve five unused Twists to serve as the sixth player's Perks.
They mark that you have finished resolving your Work action, and the numbered slots count how many Work cards have come up since the last reshuffle, so you can plan around how many remain. They also help you remember where you were after an interruption.
Look at the ability's colour and keyword: a yellow MINE ability fires when you Mine, and so on. A white building ability is tied to no action and only reacts to something specific, like Organ Banks and Accidents.
Only once, when you build the card. Repeating effects are the action-coloured abilities such as MINE or FARM, which trigger each time you take that action during a Work.
In any order you like, and before or after the action itself. This lets you, for example, farm first and spend the food on Restaurant, or use money from one ability to pay for another.
Yes. Place the box first, then spend it on the new building's PLAY ability, since the ordering of these abilities is free. One player argued a pedantic reading of the ordering rule forbids it, but the designer disagrees.
Under the rules as written you get 11: the two Mine abilities resolve one after the other, so the second sees the 5 money gained from the first. Some groups play 14 for fun, which is a house choice.
Yes. Building abilities tied to an action trigger whenever you perform that action, even if it was not caused by Work. Building Kale Farm, for example, makes you Farm and gives its extra +1 food.
No. Reactor changes what you pay, not the building's cost, so a building costing 5 or more is still ineligible for Construction Kits however much you reduce the payment.
Moon Hotel triggers on each separate food gain, not once per Farm action. A Farm plus a Kale Farm is two triggers, so +2 people. An earlier answer of one trigger was overturned by the designer.
No. It only pays when a player adds a card through their own building or action, and the money comes when the card is added, not when it is drawn. A dissenting reading says it pays on draw.
Yes. Spend and pay mean the same thing, and food can stand in for money one-for-one in any mix. It does not count as money for effects that merely check how much money you have.
It is only a reminder of what the Repair development does and has no immediate effect. Cards that add a development show a short reminder of that development.
No. It is not in your hand, so you cannot discard it and it does not count for effects like Research Robot. You may look at it so you know whether you can afford it.
Every player. Twists have no active player and affect everyone, so each player may pay to add a Perk. The added Perks go on top of the deck in any order.
The cards you tucked under your mat on earlier draws of Surveying. On a later draw you can tuck another card or discard all of the tucked cards for money.
No. Surveying cards go under your mat and are discarded for money; Construction Robot cards go on your mat and must be built first. Neither counts as in your hand.
Four separate parts: draw a card if you have a Research building, get a box with a Restock building, 2 food with a Farm building, and lose 2 money if you have no Mine building. Duplicates add nothing.
Yes. Cards set aside by Construction Robot must be built before anything from your hand, so the remaining one is the only card you can BUILD next. You can build the set-aside cards in either order.
No. Zero tokens on the mat are fine while you have people in buildings. You only lose a building when you must lose people you do not have. You are out at zero total people.
Do the part you can and skip the rest with no penalty. It does not mean repeat the effect as many times as you could afford. "May spend a box" abilities only work if you actually spend.