Mission: Red Planet
Official Description:
In Mission: Red Planet, players assume the roles of ruthless Victorian-era mining corporations competing to exploit the resources of Mars. Each player recruits astronauts, equips them with specialized roles, and launches them aboard rockets to various regions of the Red Planet. The goal is to control territories and extract valuable resources such as ice, sylvanite, and celerium, all while outmaneuvering rivals and adapting to unexpected events.
The game is driven by a unique action selection system, where players simultaneously choose character cards that determine their actions for the round. These characters allow players to manipulate rocket launches, sabotage opponents, or gain strategic advantages. Timing and bluffing are crucial, as players must anticipate their rivals’ moves and position their astronauts effectively to secure the most lucrative regions.
Throughout the game, secret missions and event cards introduce additional layers of strategy and unpredictability. As the Martian surface is explored and resources are claimed, players must balance aggressive expansion with careful planning. The winner is the player who accumulates the most points through resource control and successful completion of secret missions by the end of the game.
Mission: Red Planet sits in the collection as a proven classic that still earns table time for groups craving direct competition and tactical brinkmanship. The core appeal is its simultaneous role selection—every player jockeys for position, bluffing and countering in a race to dominate Martian territories. The steampunk aesthetic is more window dressing than thematic driver, but the energy comes from the constant tension of rocket launches and the scramble for area control. After years of managing tables, I find its staying power comes from the way it rewards both calculated planning and opportunistic sabotage, making it a reliable choice for players who want their decisions to matter every round.
Physically, this is a game that demands respect for its footprint. The circular Mars board is larger than expected, and the sheer number of plastic astronauts and ship markers means setup and teardown are not trivial. For a Bruno Cathala design, the sprawl is notable—expect to dedicate a main table and at least 20 minutes for sorting and staging. This isn’t a filler or a warm-up; it’s a main event for the evening, best slotted when you have a full group ready to commit to a 60-minute session and the logistics to match. Keeping components organized between launches is a minor project in itself, so plan accordingly.
Teaching Mission: Red Planet is a procedural affair—expect a 20-minute rules rundown, especially for new players unfamiliar with role selection mechanics. The initial decision space can overwhelm, so it pays to walk through a sample round and clarify how rocket launches and hidden missions work. Once underway, the game runs itself, but the high level of player interaction means you’ll want to stay close to monitor disputes and keep the pace brisk. The room’s energy ramps up quickly; every launch and sabotage is a conversation starter, and the competitive edge keeps everyone engaged until the final scoring. This is not a game you can walk away from entirely, but it rewards a strong teach with a lively, memorable session.
Category
Tactical & Strategy
My score
7
Our Total Plays
1
Last PLayed
26 Nov 16
🏛️ Legacy
Player Count
3-5
Playtime
60 mins
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