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In Mission: Red Planet, two to six players assume the roles of Mars-bound mining corporations in a Victorian steampunk era. Players send astronauts to explore various zones of Mars, compete for majority in their zone, and mine the planet's valuable resources.


Object of the Game

Players can gain points in several ways, such as by mining resources and completing mission cards. At the end of the game, the player with the most points wins.


Components

  • 1 Game Board of Mars consists of 4 pieces
  • 1 Moon of Phobos
  • 1 Lost in Space Memorial
  • 132 Plastic Astronauts (22 for each color)
  • 1 Round Tracker
  • 11 Resource Tokens
  • 20 Destination Tokens
  • 86 Point Tokens
  • 36 Ship Cards
  • 54 Character Cards
  • 1 Global Mission Card
  • 30 Event Cards

Setup

Setup Diagram (4-player Game)


  1. Prepare Game Board: Connect the four pieces Tf) of Mars and place the assembled planet in the center of the play area. Place Phobos and the Lost in Space Memorial near Mars. …


As this is a highly complicated game, we strongly advise you to take a couple of trial rounds in order to learn the basics before playing a full game. In our experience, the game can be finished in 2 hours. However, many starting players may take considerably longer.

The game is quite unforgiving: famine and pollution will pile up if your economy doesn't grow fast enough, which can lead to a slow and painful death.

In order to make the game more easy to master, we would suggest that you skip the Famine and Pollution phases in your first couple of games. This will make the game much easier (although still competitive) and allow players to acquaint themselves with the mechanics and intricacies of the different buildings and strategies. …



Cloister School

Players executing this action place one influence marker from their personal supply onto the cloister school sector of their borough.

Players then take from the general supply the number of their influence markers equal to the number of markers currently in their cloister school sector, adding the influence markers to their individual supply. Influence markers must be visible to all players.

If there are not enough of a player's influence markers in the general supply, the player takes only what is there, and thus does not get the full advantage of the action. …


This version is played like regular Risk with one crucial exception: Along with your armies and those of your opponent, there are also "neutral" armies on the board that act as a buffer between you and your opponent.

This feature gives the two-player version much the same strategic flavor as the regular RISK game.


Setup

The two players each select a complete set of armies. Then either of them picks the third set to be "neutral".

Take 40 Infantry pieces from each of the 3 sets and claim territories in the following manner: …



Components

  • 19 Blue cards - 0 to 9
  • 19 Green cards - 0 to 9
  • 19 Red cards - 0 to 9
  • 19 Yellow cards - 0 to 9
  • 8 Draw Two cards - 2 each in blue, green, red and yellow
  • 8 Reverse cards - 2 each in blue, green, red and yellow
  • 8 Skip cards - 2 each in blue, green, red and yellow
  • 4 Wild cards
  • 4 Wild Draw Four cards
  • 2 ColorAdd Alphabet Reference cards



Object of the Game

Be the first player to get rid of all of your cards in each round and score points for the cards your opponents are left holding. Points in rounds accumulate and the first player to reach 500 points wins. …


  • A refined material can always be used in place of its raw counterpart, but not vice versa.

  • When reacting to other players' actions you may only choose to gain 1 material or essence, perform a single transmutation, or recharge an artifact. No other Action (including Free Actions) may be performed.

  • When performing a Transmutation, please remember:

    • You may Transmute both raw and refined elements.
    • You must use a die of a color matching the Transmutation arrow you will follow while Transmuting.
    • As a result of a Transmutation, you always receive a refined material.
    • You must always pay 1 Essence for each Transmutation. Afterwards, advance on the Mastery track corresponding to the Essence used.
  • All players that reach a Bonus token on the same turn (via reactions) can benefit from its ability. Then, used Bonus tokens are removed from the Mastery tracks. …



Builder



The player builds one Plan in their Neighborhood.


Crowdfunder

The player gains from the Mint Supply, then each other player gains from the Mint Supply.


Leadership Council



The player gains the Starting Player Token from its current holder. They also gain from the Mint Supply.

Note: If a player already has the Starting Player Token, they may use Leadership Council to retain it.



Lotto



The player gains the top card from the Plan Deck into their Neighborhood. They do not have to reveal this card until they decide to build it. …


Game sheets have normal white fields and special fields. The effect of the special fields occurs

  • during the game, when placing a die on it
  • at the end of a turn (while putting 's)
  • or at the end of the game

Effect During The Game

The special field "key" is used to open a lock later in the game. A player is only allowed to put a die on a lock-field when they have already covered the respective key-field with an in a previous turn. …




2 VPs for each square of 4 landscape tiles. Landscape tiles can be part of multiple squares.





1 VP for each completed area in the clan territory.





1 VP for each sheep in the clan territory.





3 VPs for each completed area of at least 3 landscape tiles in the clan territory.




1/3/6 VPs for each mountain area in the clan territory with 1/2/3 brochs.

A single mountain area with more than 3 brochs is still only worth 6 VPs.




5 VPs for each set of broch, farm, and lighthouse in the clan territory. Each building can only be part of one set. …




Mint Works can also be played solitaire. The game includes four different AI opponents to play against.



When everything is set up, the play area should look something like the diagram above.


Setup

One (1) of the four 4 AIs is selected as your opponent.

The four (4) Core Locations and two (2) Deed Locations are placed in a line on the table, 'one player' or 'closed' sides showing. Line them up in the following order: Producer, Wholesaler, Builder, Supplier, Leadership Council, Lotto.

Optional: One 1 Advanced Location is selected at random and placed after the Lotto …