A competitive, Sci-fi strategy game of resource collecting, colony building, disaster management, decision making, dire trades, and devious betrayal.
Don’t just build, keep your structures operating. Don’t just grow, keep your people alive. Don’t just survive, be the first to claim governorship of Mars!
There are 3 phases to each turn. 1. The colony phase: From your Headquarters, you make command decisions on population, event management, and exchange. 2. The Build phase: You have an opportunity to expand your colony. 3. The Roll phase: Your Rover travels the exploration track where you then engage with each landing space.
Assets: Supplies are generated by the buildings you choose to build. Resource types are collected by exploring. The quantity is determined by your mining capabilities. Additional assets are selected at your supply stop. Assess and map out your strategy each time you visit your supply stop.
Grow your colony in order to accept more citizens from earth and keep them alive and well. The first player to reach the target population wins the game.
Events and actions may occur to derail your strategy and growth. Prepare for the worst.
Different buildings produce certain assets and/or provide specific functions. You may only build on certain terrain tiles. So build wisely. Build-able land may claim fast. Remember this is a race!
—description from the publisher
2 Players, 3 Players, 4 Players
60m – 120m
Action/Event, Hexagon Grid, Race, Dice Rolling, Hand Management
Science Fiction, Space Exploration, Territory Building, Exploration
Avoid! This company's only previous Kickstarter was for a broom and that is several months late! Essentially, if you are lucky, you'd be getting a bunch of plastic pieces and some artwork pasted onto a Monopoly-like game. It is sad that scavengers like this are moving into the market for modern board games.
A family game of planetary colonization on a hexagonal map, with roll-and-move resource collection and tech-tree development. The tech tree is built physically onto the map requiring area control to manage the 3D colony building models.
From two 2-player games: Both games were won by only one turn, and by the player who went first. Both had near zero player interaction. Different map build-outs seemed to have no strategic room (export, factory, maybe a hospital), then jump on 5 population in second lap. Meteors are totally random, but not worth defending against (since doing so would waste a couple of turns and the game is too tight to do that). Whether to build 5 habitats or one in the center is a viable strategy trade-off. Not seeing that four players would improve anything as we never left our quadrant.