1
Execute one Main Action
You must perform one Main Action from those available on your side of the board (Orbit or Colony)
2
Optional Executive Action
Before or after your Main Action, you may perform one Executive Action
3
Earn Mission Crystals
When contributing to any Mission card, gain 1 or 2 Crystals as shown on the card
4
Lay down Turn marker
When your turn is complete, lay down your Turn marker to indicate you've finished
5
Landing Pod action
Travel to the Colony by following Shuttle Phase travel rules but skip placing a Discovery tile, then lay down your Turn marker
6
Get Projects action
Take 1 Project card from those available, place it face-up near your Player Board, gain the Resource or Crystal shown bottom-right, place an unused Advanced Building marker on the card
7
Learn New Technologies action
Take 1 Technology tile from the Technology Grid and place it on an empty space in the leftmost column of your Laboratory
8
Research & Development action
Develop Technology tiles on your Player Board by moving them rightward
9
Use Technology
When executing an Action or gaining a benefit, use any player's related Technology tile to enhance the effect based on its level
10
Resupply action
Take 1 Resource or 1 Crystal from the Warehouse and place it in your Vault/Storage
11
Control Center action
Move your Robots and Rover using Movement Points
12
Build a Building action
Add a new Building to Mars
13
Upgrade a Building action
Use a Project card to upgrade a Building to an Advanced Building
14
Welcome a Shuttle action
Move 1 Private Shuttle from your Vault to your Hangar by paying 1 Plant and 1 Water
15
Hire a Scientist or Take an Earth Contract action
Take a card from the Scientists and Earth Contracts Board
16
Blue Colonist icon
Indicates Colonists can be moved to Work Area to boost the action's power; they return to Housing at end of round if you travel
17
Crystal icon
Indicates the action can be boosted by spending Crystals
18
Red Colonist icon
Indicates you must place a Colonist from Housing into an action slot to perform the action
19
Trigger upgrade
When all LSS Tracking markers advance onto the row with the Colony Level marker, upgrade occurs at end of your turn
20
Move Colony Level marker
Shift it up one row
21
Refresh Project cards
At Level 2, remove remaining cards and replace with next 12 from deck; at Level 3, remove Level 1 cards and replace with remaining 6 Level 3 cards
22
Refill Technology Grid
Fill empty spaces with new Technology tiles from bottom to top (skip in 2-player games)
23
Restock Warehouse
Fill with Crystals and Resources until 3 of each (2 each in 2-player games)
24
Score Progress Area
Each player earns 1/2/4/7/11 OP for having 1/2/3/4/5 Cubes in the Progress Area
25
Advance Remaining Missions
If Colony Level is 3+, move the Remaining Missions Cube one space right; if already on space 1, trigger end game
26
Track Building construction
Move LSS Tracking marker up 1 space when placing corresponding Building type
27
First Building bonus
Score 2 OP when building first of each LSS Building type
28
LSS Reward
When advancing a marker from below the Colony Level row to on or above it, gain OP based on the LSS Reward tile and one benefit from top-left of LSS Area
29
Availability
Actions shown beside Vault slots are available when no Shuttle occupies that space
30
Pay Crystal cost
Each Executive Action has an associated Crystal cost
31
Use Advanced Buildings
Pay 2 Crystals to use one of your Advanced Buildings' actions
32
Scientist benefit
If a Scientist is working on an Advanced Building (yours or another player's), both the Scientist owner and Building owner can use that Executive Action for free
33
Assign Scientist
Move your Scientist meeple from current location to a Project card matching their specialty
34
Shared benefit
While assigned, both Scientist owner and Building owner use that Building's Executive Action free
35
Scientist remains
A Scientist stays until moved to work on another Building
36
End game scoring
Scientists score 3 OP per Advanced Building of their indicated type on Mars
37
Contribute to Missions
When performing relevant actions, gain Crystals shown on Mission card and move Mission Tracking Cube back 1 space
38
Complete Mission
When cube reaches the checkmark space, remove the Mission card and move Remaining Missions Cube 1 space right
39
Completion
During your turn in Colonization Phase, when you meet a card's requirements, place it face-up near your board and take one depicted reward
40
One per game
Each player may complete only 1 Private Objective
41
Use as Crystal
During your turn, discard an uncompleted Private Objective to use as 1 Crystal (not for completing Contracts)
42
Move Shuttle marker
Shift one space toward the board center following arrows
43
Travel trigger
If Shuttle is already on the red Travel Space, it travels to the opposite side's Travel Space indicated by current Colony Level
44
Travel decision
In Turn Order, all players decide whether