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On Mars box art

On Mars

Game ID: GID0233351
Game Info
Year
2020
Players
1-4
Age
14+
Playtime
120 min
Collection
Ratings
Mechanic profile
Percentile rank vs. all games
Vibe profile
How this game feels to play
Description

Following the success of unmanned rover missions, the United Nations established the Department of Operations and Mars Exploration (D.O.M.E.). The first settlers arrived on Mars in the year 2037 and in the decades after establishment of Mars Base Camp, private exploration companies began work on the creation of a self-sustaining colony. As chief astronaut for one of these enterprises, you want to be a pioneer in the development of the biggest, most advanced colony on Mars by achieving both D.O.M.E. mission goals as well as your company’s private agenda.

In the beginning, you will be dependent on supplies from Earth and will have to travel often between the Mars Space Station and the planet's surface. As the colony expands over time, you will shift your activities to construct mines, power generators, water extractors, greenhouses, oxygen factories, and shelters. Your goal is to develop a self-sustaining colony independent of any terrestrial organization. This will require understanding the importance of water, air, power, and food — the necessities for survival.

Do you dare take part in humankind’s biggest challenge?

On Mars is played over several rounds, each consisting of two phases - the Colonization Phase ​and the Shuttle Phase​.

During the Colonization Phase, each player takes a turn during which they take actions. The available actions depend on the side of the board they are on. If you are in orbit, you can take blueprints, buy and develop technologies, and take supplies from the Warehouse. If you are on the surface of the planet, you can construct buildings with your bots, upgrade these buildings using blueprints, take scientists and new contracts, welcome new ships, and explore the planet’s surface with your rover. In the Shuttle Phase, players may travel between the colony and the Space Station in orbit.

All buildings on Mars have a dependency on each other and some are required for the colony to grow. Building shelters for Colonists to live in requires oxygen; generating oxygen requires plants; growing plants requires water; extracting water from ice requires power; generating power requires mining minerals; and mining minerals requires Colonists. Upgrading the colony’s ability to provide each of these resources is vital. As the colony grows, more shelters are needed so that the Colonists can survive the inhospitable conditions on Mars.

During the game, players are also trying to complete missions. Once a total of three missions have been completed, the game ends. To win the game, players must contribute to the development of the first colony on Mars. This is represented during the game by players gaining Opportunity Points (OP). The player with the most OP at the end of the game is declared the winner.

Description

Following the success of unmanned rover missions, the United Nations established the Department of Operations and Mars Exploration (D.O.M.E.). The first settlers arrived on Mars in the year 2037 and in the decades after establishment of Mars Base Camp, private exploration companies began work on the creation of a self-sustaining colony. As chief astronaut for one of these enterprises, you want to be a pioneer in the development of the biggest, most advanced colony on Mars by achieving both D.O.M.E. mission goals as well as your company’s private agenda.

In the beginning, you will be dependent on supplies from Earth and will have to travel often between the Mars Space Station and the planet's surface. As the colony expands over time, you will shift your activities to construct mines, power generators, water extractors, greenhouses, oxygen factories, and shelters. Your goal is to develop a self-sustaining colony independent of any terrestrial organization. This will require understanding the importance of water, air, power, and food — the necessities for survival.

Do you dare take part in humankind’s biggest challenge?

On Mars is played over several rounds, each consisting of two phases - the Colonization Phase ​and the Shuttle Phase​.

During the Colonization Phase, each player takes a turn during which they take actions. The available actions depend on the side of the board they are on. If you are in orbit, you can take blueprints, buy and develop technologies, and take supplies from the Warehouse. If you are on the surface of the planet, you can construct buildings with your bots, upgrade these buildings using blueprints, take scientists and new contracts, welcome new ships, and explore the planet’s surface with your rover. In the Shuttle Phase, players may travel between the colony and the Space Station in orbit.

All buildings on Mars have a dependency on each other and some are required for the colony to grow. Building shelters for Colonists to live in requires oxygen; generating oxygen requires plants; growing plants requires water; extracting water from ice requires power; generating power requires mining minerals; and mining minerals requires Colonists. Upgrading the colony’s ability to provide each of these resources is vital. As the colony grows, more shelters are needed so that the Colonists can survive the inhospitable conditions on Mars.

During the game, players are also trying to complete missions. Once a total of three missions have been completed, the game ends. To win the game, players must contribute to the development of the first colony on Mars. This is represented during the game by players gaining Opportunity Points (OP). The player with the most OP at the end of the game is declared the winner.

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All mentions
Browse transcript mentions, sentiments, pros/cons, mechanics, topics, quotes, and references.
Total mentions: 108
This page: 8
Sentiment: pos 7 · mix 1 · neu 0 · neg 0
Mentions per page
Showing 101–108 of 108
Video PFwuqgUF74o Board Game Coffee Top List at 6:34 sentiment: positive
video_pk 3060 · mention_pk 8934
Board Game Coffee - On Mars video thumbnail
Click to watch at 6:34 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Complex gameplay with multiple victory paths
  • Innovative scientist sharing mechanic
  • Beautiful board layout and presentation
  • Outstanding collaboration between designer and artist
  • Intellectually satisfying puzzle
  • High replayability
Cons
  • 45-minute teach indicates heavy complexity
  • Requires large gaming table
  • Demanding mentally (brain burner)
Thematic elements
  • Economic engine building and resource management
  • Mars colonization and development
  • Abstract Euro game with thematic framing
Comparison games
none
Mechanics (from transcript analysis)
  • Engine Building — Complex resource management and action combinations
  • Multiple Roads to Victory — Numerous strategies and pathways for scoring victory points
  • Scientist Recruitment — Players recruit scientists who work at facilities, creating shared benefits
  • Worker Placement — Scientists placed at various facilities create cascading benefits
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • if you enjoy deck combat games like like Magic the Gathering or anything like that but you don't want the effort of building your own custom deck each time and you just want to kind of level the playing field try out key Forge
  • tapestry is one of the newer games on the list and honestly it made it on the list as soon as I played it
  • I love the theme I loved having these giant robots going through this 3d city the table presence is amazing
  • it's like reverse settlers of catan because basically you're the spirits of these of the island
  • we have yet to lose but it always feels like you're gonna lose it's always one of those like it starts off well we're doing great then all things are going really bad
  • the story in this game is just amazing
  • anything these two do you tell Ian is just gold
  • we're getting into the part of the list where like every game is my favorite
  • do not judge a game by its box cover
  • I'll play mysterium any time of the day
References (from this video)
No references stored for this video.
Video mY3Th1L8CGU The Dice Tower Discussion at 39:14 sentiment: positive
video_pk 2521 · mention_pk 7359
The Dice Tower - On Mars video thumbnail
Click to watch at 39:14 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Tightly designed, engaging decisions
Cons
  • Abstracted theme may not resonate with everyone
Thematic elements
  • Industrial base-building and colony expansion
  • Martian colonization with resource management
  • Strategic, euro-inspired
Comparison games
  • Terraforming Mars
Mechanics (from transcript analysis)
  • worker/role selection and action economy — Players select actions that influence future rounds with variable power.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • The hobby has become all about quantity.
  • More stuff is always better.
  • Bag building is a worse version of deck building.
  • House ruling should only happen if a question scenario is not addressed in the rule book or BoardGameGeek.
  • Ties in games are fine, especially if they're rare.
  • Kickstarter exclusives will kill a game in the long term more than it helps the game in the short term.
  • The great thing about board games is we can create new types of auctions that don't work in real life.
  • Phase 10 is not as bad as some people make it out to be.
  • I would rather air on the side of smaller boxes than bigger ones.
References (from this video)
No references stored for this video.
Video 5VRzzmZqz-c Before You Play Top List at 45:24 sentiment: positive
video_pk 2336 · mention_pk 6837
Before You Play - On Mars video thumbnail
Click to watch at 45:24 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • ambitious, heavy design with strong theme
  • two-half board dynamic creates interesting decisions
  • great for experienced players seeking depth
Cons
  • very heavy; potential barrier for new players
  • teaches slowly; game can feel sprawling
Thematic elements
  • colonization and resource management
  • Mars colonization; space station vs. surface base
  • intense, crunchy, heavy
Comparison games
  • Gaia Project
  • Terra Mystica
Mechanics (from transcript analysis)
  • dual-board integration (space station and Mars base) — players manage actions and resources across two halves of the board
  • Player Board | Main Board — players manage actions and resources across two halves of the board
  • resource cycle and escalation — life-cycle of resources across stations and digs
  • Resource Management — life-cycle of resources across stations and digs
  • Worker Placement — three workers with varied strengths influence actions
  • worker placement with asymmetric effects — three workers with varied strengths influence actions
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • it's a really intense game
  • this is the meanest tree game out there
  • it's the best trick-taking game of all time
  • the economy in this game is probably one of the most interesting parts
References (from this video)
No references stored for this video.
Video OmoOfV_cTUo Going Analog Other at 2:00 sentiment: positive
video_pk 1610 · mention_pk 4667
Going Analog - On Mars video thumbnail
Click to watch at 2:00 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • immersive theme and dense decision space
  • strong engine-building depth
Cons
  • high rules overhead for newcomers
  • long playtime can be punishing
Thematic elements
  • space exploration, colony management
  • Martian colonization and base development
  • engine-building with thematic sci-fi context
Comparison games
  • Lisboa
  • Through the Ages
  • Gaia Project
Mechanics (from transcript analysis)
  • dice_allocation — dice determine action access and costs, driving tension and planning
  • engine_building — building a synergistic set of actions to maximize efficiency over the game
  • tile_placement — placing and upgrading base structures on a map to optimize production
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Lisboa was about a 4.57 and on mars was 4.64 and through the ages was 4.41 so oh wow
  • Viticulture viticulture yeah this is viticulture from the essential edition
  • Navigator assured us that the island was indeed as yet uncharted
References (from this video)
No references stored for this video.
Video aCzUgFDPDxc 3 Minute Board Games Review at 0:09 sentiment: mixed
video_pk 1399 · mention_pk 4073
3 Minute Board Games - On Mars video thumbnail
Click to watch at 0:09 · YouTube ↗
Overall sentiment (raw)
mixed
Pros
  • Massive presence on the table and impressive physical footprint
  • Deep engine-building with many scoring avenues and emergent gameplay
  • Rich interlocking subsystems that reward long-term planning
  • Pleasant if powerful thematic flavor of Mars exploration
Cons
  • Extremely complex with numerous rules, exceptions, and timing considerations
  • Not approachable for casual gamers; beginner experience can be overwhelming
  • Potential for slowdown due to action timing and technology interactions
  • No built-in come-from-behind mechanic; early mistakes can be hard to recover
Thematic elements
  • space exploration, colony construction, and technological advancement
  • A distant future colonization of Mars
  • engine-driven, modular, emergent progression
Comparison games
  • CO2: Second Chance
  • Martians: A Story of Civilization
Mechanics (from transcript analysis)
  • Board positioning and scoring tracks — colony track progression affects scoring and end-game condition
  • Deck Building — build ships to add workers/robots and unlock extra actions
  • Executive actions and contracts — activate optional abilities via executive actions and recruit scientists/contracts
  • Resource Management — gather and spend crystals and other resources to build and advance tech
  • Rover/Bot movement — move rovers and bots to access locations and build ships
  • Ship building and worker storage — build ships to add workers/robots and unlock extra actions
  • Tech tiles / tech tree — acquire and advance technology tiles to unlock bonuses and enable constructions
  • Tech Trees — acquire and advance technology tiles to unlock bonuses and enable constructions
  • Tile Placement — place building tiles on Mars with adjacency and level requirements
  • Track Advancement — colony track progression affects scoring and end-game condition
  • Worker Placement — activate locations by assigning workers to spaces, with some requiring no workers
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • on mars is an intricately woven game that combines a lot of subsystems into a larger whole
  • the best thing about this game is its presence on the table it's massive
  • there are many rules there are many exceptions as well and timing of executive actions and taking into account who has what technology can also grind the game to crawl
  • if you're someone who wants a game that they can really dig into, that is complex and reward system mastery you can really look at on mars
  • there are a huge number of ways to score points and to build engines and the game follows its own emergent path each play
References (from this video)
No references stored for this video.
Video 4Sp4cZCaKMM The Broken Meeple Top List at 54:29 sentiment: positive
video_pk 1268 · mention_pk 3682
The Broken Meeple - On Mars video thumbnail
Click to watch at 54:29 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • immersive space theme
  • deep strategic depth
Cons
  • heavy rules and long teach
  • big footprint on table
Thematic elements
  • space exploration and resource management
  • space colonization / planetary development
  • heavy thematic experience with strategic depth
Comparison games
none
Mechanics (from transcript analysis)
  • engine-building — build a production engine across planets
  • Worker Placement — assign workers to colonize and optimize production
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • There are so many just different things about this game that it's hard to manage all the decisions
  • the theme is extremely strong in this one, you can feel it in every action
  • the app integration in Mansions of Madness is great and speeds things up
References (from this video)
No references stored for this video.
Video ARJQlLibQcI Before You Play Playthrough at 0:00 sentiment: positive
video_pk 932 · mention_pk 2634
Before You Play - On Mars video thumbnail
Click to watch at 0:00 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Deep engine-building with many interacting systems
  • High replayability across player counts
  • Tense, competitive two-player play
  • Strong thematic integration between mechanics and Mars setting
  • Flexible end-game path via blueprints, ships, and missions
Cons
  • Long play time, especially in two players
  • Steep learning curve and heavy rule memory
  • Potential for blocking and interaction frustration in tight games
Thematic elements
  • Mars colonization and self-sustaining habitats
  • Far-future Mars colony
  • cycle-driven resource production and engine-building on a two-sided board connected by a shuttle
Comparison games
  • Lisboa
Mechanics (from transcript analysis)
  • Blueprints / tech tiles / upgrades — Blueprints unlock upgrades and executive actions; tech tiles progress and influence scoring and capabilities.
  • Resource lifecycle — A linked chain minerals -> batteries -> power -> water -> oxygen -> shelters; progress here enables more colonists and structures.
  • Robots and rovers — Bots construct buildings; rovers explore and collect items; discovery and research tiles add new effects.
  • Two-sided board with shuttle phase — Orbit and colony sections form a split board; the shuttle moves between sides and time management matters for production and movement.
  • Worker placement / action spots — Players place colonists on board actions (orbit and colony) and can boost actions by spending additional workers or crystals.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • the two halves of the board and the shuttle phase
  • the life cycle of stuff that you have to consider when building buildings
  • two-player game highly competitive
  • engine building and blueprints expand your menu of actions
  • the theme with it is amazing
  • this is the engine builder
  • the ultimate synergistic engine-building game
References (from this video)
No references stored for this video.
Video Ttpw1MBgVjc Adam in Wales - Board Game Design Analysis at 20:38 sentiment: positive
video_pk 133 · mention_pk 413
Adam in Wales - Board Game Design - On Mars video thumbnail
Click to watch at 20:38 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Stunning cover
  • Red and green combination works well
  • Glowing red light bulb element
  • Space man with blue helmet stands out
  • Good text overlay
  • Stylish and modern
  • Exciting appearance
Cons
none
Thematic elements
  • Space colonization
  • Mars
  • Sci-fi
Comparison games
none
Mechanics (from transcript analysis)
  • Strategy — Mars colony game
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • The box cover makes a promise to the customer
  • Every box cover tells me what I'm going to be doing and how I'm going to be feeling
  • This artist is one of the best board game artists working in the industry right now
  • This is how you do it
  • This cover is a mess
  • Striking iconic design
  • The box cover is not selling the game
References (from this video)
No references stored for this video.
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