Game End and Scoring
Colony progress, missions and final Opportunity Point scoring.
In-game points
| When | Points |
|---|---|
| You build the first LSS Building of a type | 2 OP |
| You build an LSS Building whose marker was below the Colony level marker | The LSS Reward tile above that column (and one LSS benefit) |
| The Colony levels up to 2 and to 3 | Everyone: 1/2/4/7/11 OP for 1/2/3/4/5 Progress cubes in the Progress area |
| You take a Blueprint | The 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:
- each time a Mission is completed, and
- each time the Colony reaches level 3, 4 and 5.
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:
| Category | Score |
|---|---|
| Progress area | 1/2/4/7/11 OP for 1/2/3/4/5 cubes |
| Ships | 3 OP per Ship in your Hangar |
| Colonists | The OP next to your highest Colonist in your Living Quarters (see below) |
| Technology | Each Tech tile scores the OP below its column |
| Advanced Buildings | 3 OP per built level-1 Blueprint, 5 OP per built level-3 Blueprint; −3 / −5 for each one never built |
| Scientists | 3 OP per Advanced Building of the Scientist’s types on Mars, whoever owns it |
| Earth Contracts | Gain 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.