Ludexv2026.11.01-65114139On MarsOfficial rulebook ↗

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Game End and Scoring

Colony progress, missions and final Opportunity Point scoring.

In-game points

WhenPoints
You build the first LSS Building of a type2 OP
You build an LSS Building whose marker was below the Colony level markerThe LSS Reward tile above that column (and one LSS benefit)
The Colony levels up to 2 and to 3Everyone: 1/2/4/7/11 OP for 1/2/3/4/5 Progress cubes in the Progress area
You take a BlueprintThe OP printed on it

The LSS Reward tiles (four are drawn at setup) pay for things you have: OP equal to your best Tech’s level; 2 OP per Ship in your Hangar, per Advanced Building marker on Mars, per Mine with your Colonist or marker, per Bot on Mars, per Discovery tile collected, or per Shelter on Mars; or 1 OP per Colonist in your Living Quarters.

End trigger

The Remaining Missions marker starts on space 3 and moves one space right:

So 3 Missions end the game, but only 2 are needed once the colony reaches level 3 and 1 at level 4; reaching level 5 triggers the end by itself. The check happens at the end of the Colonization phase. When the end is triggered, finish the current round, then play one more round, skipping its Shuttle phase — so no Ships can be used to travel.

Final scoring

First everyone moves the Crystals they gained in the last round into their Depot. Then add to the OP you already have:

CategoryScore
Progress area1/2/4/7/11 OP for 1/2/3/4/5 cubes
Ships3 OP per Ship in your Hangar
ColonistsThe OP next to your highest Colonist in your Living Quarters (see below)
TechnologyEach Tech tile scores the OP below its column
Advanced Buildings3 OP per built level-1 Blueprint, 5 OP per built level-3 Blueprint; −3 / −5 for each one never built
Scientists3 OP per Advanced Building of the Scientist’s types on Mars, whoever owns it
Earth ContractsGain the OP shown if completed, lose it if not. You may still move Resources and Crystals onto Contracts now

Colonists. Return the Colonists on the side of the board where your Player marker is and those in your Working Area, then refill your Living Quarters from the bottom up — including Colonists already there. Any that don’t fit go to your supply. Miners never come back. One Colonist in a section scores it, as long as every section below is full.

Ties: the most Crystals wins; then the most Advanced Buildings; then the most Progress cubes; then the tied players share the victory.

Rules

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