Ludexv2026.11.01-65114139On MarsOfficial rulebook ↗

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Teach the Game

Teach the shuttle cycle, surface colony, and race to build a self-sustaining Mars settlement.

How you win

Score the most Opportunity Points (OP). Each player runs a company helping to build the first colony on Mars: you construct the buildings the colony needs, upgrade them into Advanced Buildings, develop Technology, and contribute to the colony’s Missions. Points come during the game (mostly from building what the colony needs) and in a big final scoring.

Ties go to the most Crystals, then the most Advanced Buildings, then the most Progress cubes; otherwise the tied players share the win. Solo play is different: you must meet every requirement of one solo goal.

The boards

The main board has two sides. On the left is the Orbit side, the space station: the Warehouse of Resources, the Tech Grid, the Blueprint display and the Landing Pod. The rest is the Colony on the surface of Mars: a hex map where everyone builds, plus the Life Support System (LSS) track, the Scientist and Contract display, the Missions and the Progress area. A row of Turn Order spaces 1–4 sits on the Orbit side and 5–8 on the Colony side, and the Shuttle runs between them.

Player board with its lettered sections

Player board and starting pieces (Rulebook p. 6).

Your player board is your main Shelter:

SectionWhat it holds
A · StorageYour five Resources. You can store as many of each as your Shelters on the map plus one.
B · LaboratoryYour Tech tiles, which move right as you develop them.
C · Living QuartersYour available Colonists: 4 slots at the start (3 filled), +2 for each Shelter you build.
D · Working AreaColonists you sent to boost actions; they come back when you travel.
E · DepotUp to 8 Crystals, but your 5 Ships cover 5 slots at the start. Each slot also shows an Executive action that opens when its Ship leaves.
F · HangarShips you have welcomed: points at the end, or a private trip in the Shuttle phase.

A round

Each round has two phases.

  1. Colonization phase. In turn order (spaces 1 to 8), each player takes 1 Main action from the side of the board where their marker is, and may take 1 Executive action before or after it. Lay your marker down when you finish.
  2. Shuttle phase. The Shuttle moves one space toward the middle, or travels if it is already on the innermost red space. Then, in turn order, everyone decides whether to travel to the other side: free if the Shuttle just left your side, otherwise by discarding a Ship from your Hangar.

Where you are decides what you can do, so the real puzzle is timing: get your Orbit work done before you go down, and your surface work done before you go up. Details are in Gameplay and Actions.

How the game ends

The end is triggered at the end of a Colonization phase in which the Remaining Missions marker reaches the end of its track. It moves one space for each completed Mission (3 needed) and one space each time the Colony reaches level 3, 4 or 5 — so a fast-growing colony ends the game sooner, and reaching level 5 triggers it on its own. Finish the round, then play one more round without a Shuttle phase. See Game End and Scoring.

Ways to score

What each resource is for

Each Resource builds the next building in the Mars construction cycle, shown by the arrows on your Storage:

ResourceWhat it’s for
MineralsBuilds Generators; also pays 1 per upgrade and can replace any other Resource (not Crystals, not for Contracts). From: Mines when you travel to Orbit; constructing Mines.
BatteriesBuilds Water Extractors; also pay for Tech tiles. From: Generators.
WaterBuilds Greenhouses; also pays for Ships. From: Water Extractors.
PlantsBuilds Oxygen Condensers; also pay for Ships. From: Greenhouses.
OxygenBuilds Shelters; also pays to develop Tech. From: Oxygen Condensers; the Oxygen you get when someone uses your Tech.

Crystals pay for Executive actions, extra movement and crowded action slots. A Crystal you gain waits below your Depot until the start of your next turn. Colonists work action slots, man Mines and boost actions. Bots decide where you can build (their hex and the adjacent ones). Your Rover collects Crystals, Research tiles and Discovery tiles. Ships add Colonists and Bots, open Executive actions and let you travel on your own.

Teaching tips

Rules

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