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Migration: Mars (Kickstarter – Swag Pack Pledge)
60m - 120m
2 - 4 Players
Ages 12+
Dice rolling in a game can be used for many things, randomness being the most obvious. Dice can also be used as counters. The dice themselves can be unique and different sizes, shapes and colors to represent different things.
Dice Rolling
Hand management games are games with cards in them that reward players for playing the cards in certain sequences or groups. The optimal sequence/grouping may vary, depending on board position, cards held and cards played by opponents. Managing your hand means gaining the most value out of available cards under given circumstances. Cards often have multiple uses in the game, further obfuscating an "optimal" sequence.
Hand Management
68.50
€
Original price was: 68.50€.
42.00
€
Current price is: 42.00€.
30 day low:
Out of stock
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Kickstarter – Gamefound
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enhancepd
My name is Trevor Lambert, and I'm the owner of Enhance, so admittedly my rating is biased (although I've played it many times and really enjoy it). I just wanted to say hello to the BGG community and respond to some concern that our company is also involved in consumer products (housewares, pet, etc). As a short history, the company was founded in 2010 and we have had the pleasure of contributing design solutions to innovative new products from start-ups to established brands. Our company size is just under 20 employees and a group of which are quite talented in graphic design and have a genuine passion for board games. Since we have a very entrepreneurial spirit as a company and have long attended the Toy Fair in NY, nearly three years ago we started the development of Enhance Games, a division of our company focused on delivering "delightful" card and board games. Migration Mars was one of the results of that ongoing effort, and we are excited to publish and release it later this year. I understand that this area invites enthusiastic opinions and feedback that can range from overwhelmingly positive to outright brutal. Please know that we understand that ultimately you (the customer) are the gatekeepers to the gaming community and at Enhance we are committed to listening to feedback with the goal of delivering great games that you all enjoy.
MortisDarkblight
This game feels untested and unfinished. We played a 3 player game with all veteran gamers and none of us came out of it feeling like it was worth the time invested.
Jucarlien
I have backed the project on kickstarter, it seemed very promising at first but I was really disapointed. Good Points: -The game is really beautiful -The meteors are a great mechanic and fun to use (Although I really didnt understand why their tokens have 2 differents shiny painted surfaces when only one of them is ever used) -Seeing our colony grow is satisfying Bad points: -The rules are unclear and a few points are hard to find. -Low interactivity between players, if someone is winning there is nothing that the others can do to stop him, wich wouldnt be that much a problem if only the game wasnt based that much on luck -The events cards are too rarely drawn in my taste, even more in comparison to their quantity. Also, some of them have an impact so low on the game that they could just be ignored. -As has said an other reviewer, after only one game it is very easy to understand how to rush victory: Get the refinery -> optionaly build one or two other buildings-> accumulate ressources ->rush the habitats in one turn so that you dont pay the upkeep fees-> GG. By simply penaliting players that make too much time building habitats or giving bonuses to the players that build them first/fast, the game would already be more interesting. Also, maybe limit the number of ressources that a player can hold at once? So that they can less go all in in one turn, or maybe that this point was mentioned but also hidden in the rules? -Only one faction has an interesting power, the others are boring and one is just bad. -The game as low interactivity but even more if you dont play at 4 where all players are a bit tight in the board, in that case the buildings locations is more strategic and meteorits have more chances to land on buildings. Otherwise at 2 players and even 3, they could just be playing ignoring the others, it would be the same, once you get the export station exchanging with other players praticly never occures. -Why are the ressource cards so big? It really feels like the makers of this game only played monopoly and catan in their lifetime. At least monopoly doesnt try to pass for a strategic game, and catan even with less mechanics is more dynamic and has more interactivity. The game relies on luck but not in a way so that the game can be unpredictable, there is in the end very few options for players. You have a big board where the rover (our character) circulate, with a lot of squares, and you just make 5 different ones???? It's ridiculous. It's either "take this ressource" or "an event with most of the time no consequence occurs". Just put the type of ressource drawn on an other dice and there you go, you could have put a whole bunch of stuff happening in the board without barely adding to the list of material. I believe that with just more rules and event cards with more interactivity and impact on the game (and more occasions to draw them) it would be a really fun game to play. Its just a waste of potential for me. Im even modifying myself some events cards and rules (a lot) and maybe 3D print more building so that that this game can stop accumulate dust in my closet., im only giving it 4 stars because it looks great and that I can maybe make it a good game.