Ludexv2026.11.01-65114139On MarsOfficial rulebook ↗

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Cards & Components

Boards, cards, tiles, tokens and icon references for On Mars.

Card faces are pictured from the Tabletop Simulator module, a save whose counts match the publisher’s components list. Card goals and effects follow the publisher’s Reference Book; individual Mission values and card IDs were matched from the printed faces. The module has the base game only.

Boards

PictureDescription
On Mars main boardMain board: the orbital station and Martian Colony, linked by the Shuttle. See Gameplay.
On Mars player boardPlayer boards track Colonists, Technology, resources, Bots, Ships and scoring. See actions.

Cards

PictureDescription
Blueprint 1: Construction YardBlueprint 1: Construction Yard. The when-taken bonus is 1 Mineral; it upgrades a Mine. Its advanced action upgrades a building, and each Colonist sent to Working adds one upgrade.
Blueprint 2: Metal DepositBlueprint 2: Metal Deposit. Gain 1 Mineral when taken and upgrade a Mine. Its action builds a Mine; each Colonist sent adds one Tech level for the complex check.
Blueprint 3: Automated ProductionBlueprint 3: Automated Production. Gain 1 Battery when taken and upgrade a Generator. Its action produces one matching resource for each of your Mines and advanced buildings; each Colonist adds one extra production.
Blueprint 4: Wind TurbinesBlueprint 4: Wind Turbines. Gain 1 Battery when taken and upgrade a Generator. Its action constructs a Generator; each Colonist sent adds one Tech level for the complex check.
Blueprint 5: Private ShipBlueprint 5: Private Ship. Gain 1 Water when taken and upgrade a Water Extractor. Its action welcomes a Ship for 1 Plant and 1 Water, bringing 2 Colonists and a Bot or 3 Colonists; each Colonist sent welcomes another Ship.
Blueprint 6: Moisture VaporatorBlueprint 6: Moisture Vaporator. Gain 1 Water when taken and upgrade a Water Extractor. Its action constructs a Water Extractor; each Colonist sent adds one Tech level for the complex check.
Blueprint 7: BiomarketBlueprint 7: Biomarket. Gain 1 Plant when taken and upgrade a Greenhouse. Its action takes 1 Crystal or 1 Warehouse resource; each Colonist sent adds one more.
Blueprint 8: Hydroponic FarmBlueprint 8: Hydroponic Farm. Gain 1 Plant when taken and upgrade a Greenhouse. Its action constructs a Greenhouse; each Colonist sent adds one Tech level for the complex check.
Blueprint 9: Oxygen TankBlueprint 9: Oxygen Tank. Gain 1 Oxygen when taken and upgrade an Oxygen Condenser. Its action takes a Tech tile; each Colonist sent takes one additional tile.
Blueprint 10: ConcentratorBlueprint 10: Concentrator. Gain 1 Oxygen when taken and upgrade an Oxygen Condenser. Its action constructs an Oxygen Condenser; each Colonist sent adds one Tech level for the complex check.
Blueprint 11: CasinoBlueprint 11: Casino. Gain 1 Crystal when taken and upgrade a Shelter. Its action gains 2 Crystals; each Colonist sent adds one more.
Blueprint 12: GymBlueprint 12: Gym. Gain 1 Crystal when taken and upgrade a Shelter. Its action constructs a Shelter; each Colonist sent adds one Tech level for the complex check.
Blueprint 13: Mineral MineBlueprint 13: Mineral Mine. Level 3 Blueprint; gain 1 Mineral when taken and upgrade a Mine. Its advanced action scores 2 OP.
Blueprint 14: BiolabBlueprint 14: Biolab. Level 3 Blueprint; gain 1 Mineral when taken and upgrade a Mine. Its action takes an Earth Contract at its normal cost.
Blueprint 15: RadarBlueprint 15: Radar. Level 3 Blueprint; gain 1 Battery when taken and upgrade a Generator. Place a Discovery tile on this card, resolve it, and use that same effect for future activations.
Blueprint 16: Builder Drone AI600Blueprint 16: Builder Drone AI600 (replaced by the Beacon Promo Card in Alien Invasion). Level 3 Blueprint; gain 1 Battery when taken and upgrade a Generator. Upgrade a building anywhere on Mars; Bot range does not limit this action.
Blueprint 17: Research LabBlueprint 17: Research Lab. Level 3 Blueprint; gain 1 Water when taken and upgrade a Water Extractor. Develop one Tech twice or two Tech once each; each Colonist sent adds one development.
Blueprint 18: AqueductBlueprint 18: Aqueduct. Level 3 Blueprint; gain 1 Water when taken and upgrade a Water Extractor. Move up to two Colonists from Working to Living Quarters.
Blueprint 19: Eco ResortBlueprint 19: Eco Resort. Level 3 Blueprint; gain 1 Plant when taken and upgrade a Greenhouse. Choose Orbit or Colony and retrieve all your Colonists from action spaces there.
Blueprint 20: Trade MarketBlueprint 20: Trade Market. Level 3 Blueprint; gain 1 Plant when taken and upgrade a Greenhouse. Spend one stored resource to take any two non-Mineral resources; each Colonist sent takes one more.
Blueprint 21: Recycling BotsBlueprint 21: Recycling Bots. Level 3 Blueprint; gain 1 Oxygen when taken and upgrade an Oxygen Condenser. Spend up to two movement to move Bots as if they were Rovers, collecting tiles and Crystals.
Blueprint 22: Aerial ElevatorBlueprint 22: Aerial Elevator. Level 3 Blueprint; gain 1 Oxygen when taken and upgrade an Oxygen Condenser. Travel to Orbit; if used before your main action, take that action in Orbit.
Blueprint 23: LibraryBlueprint 23: Library. Level 3 Blueprint; gain 1 Crystal when taken and upgrade a Shelter. Take one Blueprint; each Colonist sent takes one more.
Blueprint 24: Command CenterBlueprint 24: Command Center. Level 3 Blueprint; gain 1 Crystal when taken and upgrade a Shelter. Move your Rover up to the highest Rover Tech level in play, plus one space per Crystal spent.
Geologist Scientist cardScientist: Geologist. Move 2 Colonists from Living Quarters to Working; works at an upgraded Mine; scores 3 OP per upgraded Generator.
R&D Engineer Scientist cardScientist: R&D Engineer. Cost: 2 Minerals; works at an upgraded Generator; scores 3 OP per upgraded Water Extractor.
Geochemist Scientist cardScientist: Geochemist. Cost: 2 Plants; works at an upgraded Oxygen Condenser; scores 3 OP per upgraded Shelter.
Systems Engineer Scientist cardScientist: Systems Engineer. Cost: 2 Oxygen; works at an upgraded Shelter; scores 3 OP per upgraded Mine.
Hydrologist Scientist cardScientist: Hydrologist. Cost: 2 Batteries; works at an upgraded Water Extractor; scores 3 OP per upgraded Greenhouse.
Biochemist Scientist cardScientist: Biochemist. Cost: 2 Water; works at an upgraded Greenhouse; scores 3 OP per upgraded Oxygen Condenser.
Private Goal 1Private Goal 1: Have 4 Blueprints, built or unbuilt; reward: Develop twice for free or upgrade up to 2 buildings for free.. You may play only one Private Goal during the game, or discard one as a Crystal except for a Contract.
Private Goal 2Private Goal 2: Have 3 Shelters; reward: Develop twice for free or add 2 Colonists from supply to Living Quarters.. You may play only one Private Goal during the game, or discard one as a Crystal except for a Contract.
Private Goal 3Private Goal 3: Have 3 Mines with your Colonist or advanced-building marker; reward: Develop twice for free or gain 3 Minerals.. You may play only one Private Goal during the game, or discard one as a Crystal except for a Contract.
Private Goal 4Private Goal 4: Have collected 3 Discovery tiles with your Rover; reward: Develop twice for free or move your Rover up to 5 spaces.. You may play only one Private Goal during the game, or discard one as a Crystal except for a Contract.
Private Goal 5Private Goal 5: Have an advanced building on a complex of size 4+; reward: Develop twice for free or add 2 Colonists to Living Quarters.. You may play only one Private Goal during the game, or discard one as a Crystal except for a Contract.
Private Goal 6Private Goal 6: Have 4 resources of one type other than Minerals; reward: Develop twice for free or take an Earth Contract for free.. You may play only one Private Goal during the game, or discard one as a Crystal except for a Contract.
Private Goal 7Private Goal 7: Have upgraded 3 advanced buildings; reward: Develop twice for free or gain up to 3 non-Mineral resources.. You may play only one Private Goal during the game, or discard one as a Crystal except for a Contract.
Private Goal 8Private Goal 8: Colony has reached level 3; reward: Develop twice for free or move your Rover up to 5 spaces.. You may play only one Private Goal during the game, or discard one as a Crystal except for a Contract.
Private Goal 9Private Goal 9: Have 7 Colonists in Living Quarters; reward: Develop twice for free or welcome a Ship for free.. You may play only one Private Goal during the game, or discard one as a Crystal except for a Contract.
Private Goal 10Private Goal 10: Have at least 5 Tech tiles, including your starting Shelter Tech; reward: Develop twice for free or retrieve 2 Colonists from the board or Working Area.. You may play only one Private Goal during the game, or discard one as a Crystal except for a Contract.
Private Goal 11Private Goal 11: Have 3 Ships in your Hangar; reward: Develop twice for free or travel to Orbit or Colony, resolving arrival.. You may play only one Private Goal during the game, or discard one as a Crystal except for a Contract.
Private Goal 12Private Goal 12: Have 2 Research tiles; reward: Develop twice for free or take a Scientist for free.. You may play only one Private Goal during the game, or discard one as a Crystal except for a Contract.
Private Goal 13Private Goal 13: Have a Scientist and a completed Earth Contract; reward: Develop twice for free or take an Earth Contract for free.. You may play only one Private Goal during the game, or discard one as a Crystal except for a Contract.
Private Goal 14Private Goal 14: Have 3 Tech tiles on the indicated spaces of your Laboratory; reward: Develop twice for free or take up to 3 Crystals.. You may play only one Private Goal during the game, or discard one as a Crystal except for a Contract.
Private Goal 15Private Goal 15: Have 3 cubes in the Progress area; reward: Develop twice for free or retrieve 2 Colonists from action spaces or Working.. You may play only one Private Goal during the game, or discard one as a Crystal except for a Contract.
Private Goal 16Private Goal 16: Have advanced buildings on 2 different complexes of size 3+; reward: Develop twice for free or upgrade up to 2 buildings for free.. You may play only one Private Goal during the game, or discard one as a Crystal except for a Contract.
Mission 1Mission 1: contribute until Research tiles collected from the map reaches 5 / 5 / 7 (2 / 3 / 4 players); each contribution gains 2 Crystals, and completed Missions stop paying.
Mission 2Mission 2: contribute until Progress cubes placed in the Progress area reaches 8 / 11 / 14 (2 / 3 / 4 players); each contribution gains 1 Crystal, and completed Missions stop paying.
Mission 3Mission 3: contribute until Earth Contracts completed reaches 2 / 2 / 3 (2 / 3 / 4 players); each contribution gains 2 Crystals, and completed Missions stop paying.
Mission 4Mission 4: contribute until Discovery tiles taken from the map by Rovers reaches 5 / 7 / 9 (2 / 3 / 4 players); each contribution gains 1 Crystal, and completed Missions stop paying.
Mission 5Mission 5: contribute until Advanced Buildings on Mars reaches 8 / 8 / 10 (2 / 3 / 4 players); each contribution gains 1 Crystal, and completed Missions stop paying.
Mission 6Mission 6: contribute until Tech tiles taken from the display reaches 7 / 11 / 12 (2 / 3 / 4 players); each contribution gains 1 Crystal, and completed Missions stop paying.
Mission 7Mission 7: contribute until Blueprints taken from the display reaches 10 / 10 / 13 (2 / 3 / 4 players); each contribution gains 1 Crystal, and completed Missions stop paying.
Mission 8Mission 8: contribute until Bots placed on the map; starting Bots do not count reaches 3 / 4 / 5 (2 / 3 / 4 players); each contribution gains 2 Crystals, and completed Missions stop paying.
Mission 9Mission 9: contribute until Scientists taken from the display reaches 4 / 4 / 5 (2 / 3 / 4 players); each contribution gains 2 Crystals, and completed Missions stop paying.
Earth Contract 1Earth Contract 1: meet the pictured delivery requirement. Its completion or penalty value is printed on the card; check the physical component for that value.
Earth Contract 2Earth Contract 2: meet the pictured delivery requirement. Its completion or penalty value is printed on the card; check the physical component for that value.
Earth Contract 3Earth Contract 3: meet the pictured delivery requirement. Its completion or penalty value is printed on the card; check the physical component for that value.
Earth Contract 4Earth Contract 4: meet the pictured delivery requirement. Its completion or penalty value is printed on the card; check the physical component for that value.
Earth Contract 5Earth Contract 5: meet the pictured delivery requirement. Its completion or penalty value is printed on the card; check the physical component for that value.
Earth Contract 6Earth Contract 6: meet the pictured delivery requirement. Its completion or penalty value is printed on the card; check the physical component for that value.
Earth Contract 7Earth Contract 7: meet the pictured delivery requirement. Its completion or penalty value is printed on the card; check the physical component for that value.
Earth Contract 8Earth Contract 8: meet the pictured delivery requirement. Its completion or penalty value is printed on the card; check the physical component for that value.
Earth Contract 9Earth Contract 9: meet the pictured delivery requirement. Its completion or penalty value is printed on the card; check the physical component for that value.
Earth Contract 10Earth Contract 10: meet the pictured delivery requirement. Its completion or penalty value is printed on the card; check the physical component for that value.
Earth Contract 11Earth Contract 11: meet the pictured delivery requirement. Its completion or penalty value is printed on the card; check the physical component for that value.
Earth Contract 12Earth Contract 12: meet the pictured delivery requirement. Its completion or penalty value is printed on the card; check the physical component for that value.
First Colonist card 1First Colonist card 1: the face shows its A/B starting-space benefit. Check the physical component for the exact bonus icon.
First Colonist card 2First Colonist card 2: the face shows its A/B starting-space benefit. Check the physical component for the exact bonus icon.
First Colonist card 3First Colonist card 3: the face shows its A/B starting-space benefit. Check the physical component for the exact bonus icon.
First Colonist card 4First Colonist card 4: the face shows its A/B starting-space benefit. Check the physical component for the exact bonus icon.
First Colonist card 5First Colonist card 5: the face shows its A/B starting-space benefit. Check the physical component for the exact bonus icon.
First Colonist card 6First Colonist card 6: the face shows its A/B starting-space benefit. Check the physical component for the exact bonus icon.
First Colonist card 7First Colonist card 7: the face shows its A/B starting-space benefit. Check the physical component for the exact bonus icon.
First Colonist card 8First Colonist card 8: the face shows its A/B starting-space benefit. Check the physical component for the exact bonus icon.
First Colonist card 9First Colonist card 9: the face shows its A/B starting-space benefit. Check the physical component for the exact bonus icon.
First Colonist card 10First Colonist card 10: the face shows its A/B starting-space benefit. Check the physical component for the exact bonus icon.
First Colonist card 11First Colonist card 11: the face shows its A/B starting-space benefit. Check the physical component for the exact bonus icon.
First Colonist card 12First Colonist card 12: the face shows its A/B starting-space benefit. Check the physical component for the exact bonus icon.
Solo card 1Solo card 1: advance the B Mission marker on the second and later deck passes; resolve Lacerda action 1. This card means skip shuttle.
Solo card 2Solo card 2: advance the A Mission marker on the second and later deck passes; resolve Lacerda action 2. This card means skip shuttle.
Solo card 3Solo card 3: advance the A Mission marker on the second and later deck passes; resolve Lacerda action 3. This card means travel.
Solo card 4Solo card 4: advance the C Mission marker on the second and later deck passes; resolve Lacerda action 3. This card means travel.
Solo card 5Solo card 5: advance the B Mission marker on the second and later deck passes; resolve Lacerda action 1. This card means travel.
Solo card 6Solo card 6: advance the C Mission marker on the second and later deck passes; resolve Lacerda action 1. This card means skip shuttle.
Solo card 7Solo card 7: advance the C Mission marker on the second and later deck passes; resolve Lacerda action 2. This card means travel.
Solo card 8Solo card 8: advance the C Mission marker on the second and later deck passes; resolve Lacerda action 1. This card means travel.
Solo card 9Solo card 9: advance the A Mission marker on the second and later deck passes; resolve Lacerda action 2. This card means travel.
Solo card 10Solo card 10: advance the B Mission marker on the second and later deck passes; resolve Lacerda action 2. This card means travel.
Solo card 11Solo card 11: advance the B Mission marker on the second and later deck passes; resolve Lacerda action 1. This card means travel.
Solo card 12Solo card 12: advance the A Mission marker on the second and later deck passes; resolve Lacerda action 1. This card means travel.

Tiles

PictureDescription
First Colonist tile 1First Colonist tile 1: starting turn-order benefit shown on the face.
First Colonist tile 2First Colonist tile 2: starting turn-order benefit shown on the face.
First Colonist tile 3First Colonist tile 3: starting turn-order benefit shown on the face.
First Colonist tile 4First Colonist tile 4: starting turn-order benefit shown on the face.
First Colonist tile 5First Colonist tile 5: starting turn-order benefit shown on the face.
First Colonist tile 6First Colonist tile 6: starting turn-order benefit shown on the face.
Research tile AResearch tile A: develop one Technology twice or two Technologies once each without their usual cost. Two tiles exist for each color/letter.
Research tile BResearch tile B: develop one Technology twice or two Technologies once each without their usual cost. Two tiles exist for each color/letter.
Research tile CResearch tile C: develop one Technology twice or two Technologies once each without their usual cost. Two tiles exist for each color/letter.
Research tile DResearch tile D: develop one Technology twice or two Technologies once each without their usual cost. Two tiles exist for each color/letter.
Component overviewRulebook component overview: 5 starting building tiles, 30 building tiles, 20 Shelter building tiles, Tech and Shelter Tech tiles, LSS rewards, player pieces and resource markers. Individual face art for those stacks is not shown in the public rulebook image.

Tokens & pieces

PictureDescription
On Mars main board tokensThe box includes Colonists, Rovers, Ships, Progress cubes, Bots, player markers, advanced-building markers, Mission markers, resources, Crystals and LSS track markers. See Gameplay.
On Mars buildingsThe 30 Building and 20 Shelter tiles form the colony; constructing LSS buildings advances the colony level and changes Shuttle timing.

Icons

PictureDescription
—Resource, Technology, Research, Discovery, Building, movement and Mission symbols are explained on the Reference Book and shown beside the relevant card rows above.
Rules

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