GoodLittleMartian Rules v1.0.1

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Earth player: Your aim is to give the Mars player aid SETUP: EARTH PLAYER

when they need it, but also make sure that the rescue
ship gets to Mars quickly and on target. • Lay the Target and Trajectory cards in your play area and place 1 tracking token on each light-blue space.
• Shuffle the 12 cards of the Earth deck and lay it face-down.
• Take the top card from the deck and slide it face-down underneath Trajectory card without looking at it. This card
HOW TO PLAY is your first ‘Thrust’ card.
• Draw a hand of 3 cards from the deck.
The game is played over a number of rounds. A round
Brett J. Gilbert & Matthew Dunstan has 3 phases: Peril, Action and Upkeep.
1 or 2 players | 30 min | Ages 12+
1. PERIL
Good Little Martian is made possible by the First, the Martian player draws the top card of their
generous support of our patrons. If you enjoy deck and lays it face-up in their play area beside the
this game and would like us to create and Mars Resources card. This card represents a new
publish more free games, please consider equipment malfunction. The strip of icons on the left-
becoming a patron and giving your support. hand side are the possible effects of each face-up
patreon.com/goodlittlegames malfunction. Unless malfunctions are repaired or
discarded, their effects will build up. Be careful!
Second, the Mars player rolls the dice once. Both
COMPONENTS players may take one or more of the ‘Reaction’ actions
available to them (if any) before resolving the dice.
The game contains 27 cards: ‘Reaction’ actions are marked with a purple banner.
• Earth deck: 12 cards — Mission Control 01–12 • Mars player: If you have Equipment 08, 11 or 12 in
• Mars deck: 12 cards — Equipment 01–12 your hand, you may play these to take their ‘Use’
• 3 tracking cards — Target, Trajectory, Resources
SETUP: MARS PLAYER
action. If Equipment 07 has been ‘repaired’ (see
You will need the following additional components: below) you may use its ‘Repair’ function. • Lay the Mars Resources card in your play area and place 1 tracking token on each light-blue space.
• Earth player: If you have Mission Control 09 in • Shuffle the 12 cards in the Mars deck and lay it face-down.
• 1 regular six-sided dice
your hand, you may play it to take its ‘Use’ action. If • Draw a hand of 3 cards from your deck.
• 5 tracking tokens — ideally small wooden cubes
Mission Control 02 or 03 has been ‘prepared’ (see • Take the dice.
below) you may use its ‘Prepare’ action.
SETUP
Alert! The action or function on all other cards
The game can be played solo, or cooperatively by cannot be used before the dice is resolved.
2 players. Sort the cards and decide who will player
which role: Mars player and Earth player. Now resolve the dice to discover what new misfortunes
have befallen the mission. The dice triggers all face-up
Follow the setup instructions opposite. malfunctions and can affect the ship’s targeting.

Malfunctions
AIM OF THE GAME Compare the dice result to the strip of icons on the left-
hand edge of each face-up malfunction.
The players must work together to keep the Martian The dice triggers all effects that have the same result as
alive while the rescue ship travels from Earth to Mars. the dice roll. The effects are always cumulative.
If any one of the Martian resources drops to zero before
the ship arrives, the rescue mission is a failure and both
players lose.
Mars player: Your aim is to use your functioning or
repaired equipment to maintain your Food, Energy and
Shelter. Each round, new equipment will malfunction,
giving you new problems to solve! [Continued on next page.]
Dust cloud: No effect. PLAY A CARD REPAIR A MALFUNCTION Move ship
Both players may play any number of cards from their Mars player only — You can ‘repair’ a face-up Earth player only — Move the ship (the tracking token
Solar storm: For each solar storm, one player must
discard 1 card from their hand. You may freely discuss hands. Each card will generate a number of resources or malfunction by using the combination of resources on the Earth-Mars Trajectory represents the rescue
perform another action explained on the card. Play contained in the grey bar in the card’s ‘Repair’ section. ship) closer to Mars by a number of spaces equal to the
who will discard and choose which card to discard. If
cards one at a time, resolving each card’s action before You must have enough resources currently available on number of face-down Thrust cards currently underneath
multiple solar storm effects are triggered on multiple
malfunctions, 1 card must be discarded for each. playing another. your Resources card and must adjust the positjon of the the Trajectory card.
tracking tokens to indicate that your have used them.
New malfunction: The Mars player must draw the top Mars player Alert! If the ship has reached Mars (the orange
card from their deck and lay it face-up as a new When you play a card from your hand, immediately You cannot choose to play a card from your hand as a
space at the end of the track) the mission succeeds
malfunction. The new malfunction is not triggered in malfunction. You cannot repair a card in your hand.
take its ‘Use’ action, then put it on your discard pile. — and both players win the game!
the current round by the current dice roll. If the Earth player has prepared Mission Control 01,
You cannot play a card from your hand to use its
Lose resources: The Mars player must lose the number they may use it allow you to repair any one
‘Repair’ function.
malfunction for 1 Food, 1 Energy and 1 Shelter Draw cards
of resources shown. Move the corresponding tracking
Most ‘Use’ actions generate resources, which you instead of the combination shown on the card. Both players — You must draw enough cards from
token on the Mars Resources card down a number of
should immediately record by moving the your own deck to refill your hands to 3 cards. You
spaces equal to the number of resources lost. If the When you repair a malfunction, move the card from the
corresponding tracking token on your Resources card. cannot choose not to draw cards.
resource symbol is the ‘wild’ symbol (showing all three line of malfunctions beside the Resources card and
If an action shows the ‘wild’ symbol (showing all three
colours and resource icons), the Mars player can freely place it in a separate line of repaired cards. As you If the Mars player has repaired Equipment 09, they
colours and resource icons), you may freely choose
choose which resources to lose, in any combination. repair other malfunctions, lay them in a line and keep must draw cards to refill their hand to 4 cards.
which resources to gain, in any combination.
them in the order in which you repaired them.
Alert! If the loss of resources triggered by the dice Earth player Repaired malfunctions are no longer triggered by the Shuffling a discard pile
means that amount of any of the three resources When may play a card from your hand, immediately If you ever need to draw a card but your deck is empty,
dice, and you can now use its special function (shown
has now dropped to zero, the mission immediately take either its ‘Use’ or ‘Target’ action, then put it on you must shuffle your discard pile to make a new deck.
its the ‘Repair’ section) in this and later rounds.
fails — and both players lose the game! your discard pile. Beware! Each time you shuffle, there is a penalty:
Equipment 10, 11 and 12 have no special function.
When you generate resources, you must either give • Mars player: Before you shuffle, you must discard 1
Targeting them to the Mars player (who must then record them by repaired Equipment card. If you have 2 or more,
ADD THRUST
Also compare the dice result to the dice symbols on the moving the tokens on the Resources card) or always discard the oldest repaired Equipment card.
Earth player only — You start the game with 1 Thrust
Earth-Mars Target card. immediately use them yourself to allow you to ‘Add • Earth player: Before you shuffle, you must discard
card under the Trajectory card. You will need to add
• On a roll of 2, 3, 4 or 5, move the ship’s target token Thrust’ (see below). You cannot store resources from 1 Thrust card. Always discard the oldest Thrust card.
additional Thrust to accelerate the ship and get to Mars
round to round, although you may ‘prepare’ a card and
one space in the direction shown by the matching fast enough to save the Martian.
use its ‘Prepare’ action in a later round (see below).
dice symbol in the middle of the card.
• On a roll of 1 or 6, do not move the token. The ‘Target’ action allows you to move the target token
To add a Thrust card, you must be able to surrender a VARIANT: DUST CLOUD
card from your hand to lay as a Thrust card, while also
on the Target card exactly 1 space in one of the
generating enough resources from a combination of To increase the challenge, this variant adds additional
Alert! If the movement triggered by the dice possible directions shown by the arrows on the card.
‘Use’ actions on other cards in your hand and the peril. Before you play, choose which of these four
moves the target token across the solid boundary When you play a card and take its ‘Target’ action, levels of difficulty you will attempt. Now, when
‘Prepare’ action on any prepared card.
line (and off of the grid of spaces), the ship must you must orient the card so that the text on it is resolving the dice, if at least two dust clouds are
slow down to correct course. Put the most recently A second Thurut card requires 2 resources of any type;
aligned with the text on the Target card. triggered, you must deal with a single additional effect:
added Thurst card on your discard pile and put the a third Thrust card requires 3 resources; and so on. You
target token back on the central light-blue space. cannot use resources that the Mars player has already • Level 1: Lose 1 resource of your choice.
PREPARE A CARD received. As you add Thrust cards, keep them in order. • Level 2: Lose 2 resources of one type of your choice.
Earth player only — You can ‘prepare’ one card from • Level 3: Lose 1 resource of each type.
your hand for use in a later round. Lay the card face-up • Level 4: Reveal a new malfunction.
2. ACTION in your play area beside your deck. Make sure it is 3. UPKEEP
separate from your discard pile.
The players may take any combination of the following At the end of each round, you must take the following
actions, in any order: In the a later round you may take the card’s ‘Prepare’ Special thanks to our Developer patrons!
actions and draw cards to refill your hands. Tony Carr, Alvin Chen, Mark Delgarno,
action, but once it is prepared you can no longer take its
• Play a card — both players Chris Dunstan, Andrea Gilbert, LudiCreations,
‘Use’ or ‘Target’ action. When you use a prepared card,
• Prepare a card — Earth player only Eat Food Norman Ma, Brian Richards, David Studley
put it on your discard pile.
• Repair a malfunction — Mars player only Mars player only — The Mars player loses 1 Food.
• Add Thrust — Earth player only You may only have one prepared card face-up in your
play area at any time. If you prepare another, you must Alert! If this loss means that the amount of Food
The players should discuss their choices — you will
discard the previously prepared card without effect. has dropped to zero, the mission immediately fails!
need to work together!
www.goodlittlegames.co.uk
© 2017 Brett J. Gilbert & Matthew Dunstan | v1.0.1

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