On Mars
Official Description:
On Mars is a complex strategy board game where players take on the roles of chief astronauts and leaders of corporations working to develop the first colony on Mars. The game is set in a near future where the initial stages of Mars colonization have begun, and players must manage resources, construct buildings, and develop technologies to ensure the survival and growth of the colony. Each player works to achieve both public mission goals and their own private agendas, balancing cooperation and competition as they contribute to the colony’s advancement.
Gameplay is divided between actions taken in orbit and on the surface of Mars. In orbit, players can acquire blueprints, technologies, and resources, while on the surface, they construct buildings, upgrade infrastructure, and expand the colony. The game features a unique system where players travel between orbit and the surface, with each location offering different actions and strategic opportunities. Efficient planning and timing are crucial, as players must coordinate their actions to maximize their contributions and outmaneuver their opponents.
Victory is achieved by earning the most Opportunity Points, which are gained through completing missions, advancing technologies, and fulfilling personal objectives. On Mars challenges players to think ahead, adapt to changing circumstances, and make critical decisions that will shape the future of humanity’s presence on the Red Planet.
On Mars sits in the collection as a proven heavyweight, reserved for groups that want a deep, multi-hour challenge with real teeth. The core appeal is the dual-layered action system—players must constantly weigh the timing of their moves between orbit and the Martian surface, with the shuttle acting as a hard tempo gate. The semi-collaborative base building lures you into shared infrastructure, but the action denial and blueprint chaining keep the competition sharp. After years of managing tables, I see this one come out when the group wants a definitive Lacerda experience—something that rewards long-term planning, punishes hesitation, and leaves no room for passengers. It’s not a regular rotation title, but it’s survived the shelf culls because nothing else scratches this particular itch.
Physically, On Mars is a logistical commitment. The box is dense, the table footprint is massive, and the premium Eagle-Gryphon production means you’re wrangling a lot of components—cards, boards, and a spread of custom pieces. Setup and teardown are both significant, and you’ll need a dedicated table for the full session. This isn’t a gap-filler or a warm-up; it’s the main event for the night. If you’re hosting, plan for a single-session focus and expect to spend as much time prepping as you do playing. The Ian O’Toole art is striking, but it’s the mechanical sprawl that dominates the table.
Teaching On Mars is a full-contact sport. The ruleset demands a lead who can keep the orbit/planet split clear, walk through the shuttle timing, and explain how blueprint and building chains drive scoring. Expect to field questions about stalled development and action sequencing for the first few rounds. This is not a game you can set in motion and walk away from—at least not until everyone at the table has a few plays under their belt. The competitive interaction is direct and often cutthroat, so the room stays focused and engaged, with plenty of table talk around blocking and timing. For groups that want a thematically rich, mechanically ambitious session, On Mars delivers—but only if you’re ready to put in the work.
Category
Tactical & Strategy
My score
9
Our Total Plays
3
Last PLayed
15 Jan 23
🏛️ Legacy
Player Count
1-4
Playtime
150 mins
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