On Mars
Travel between the orbital station and the Martian colony, coordinating resources, technology, and construction to earn credit for developing the settlement.
On Mars supports 1–4 players; community best: 3 players; playing time: 90–150 minutes. A WANGO browser trial has not been confirmed.
Background & introduction
On Mars puts players in charge of competing colonization enterprises. The early settlement depends on supplies from Earth, so companies construct mines, generators, water extractors, greenhouses, and oxygen condensers to make it self-sufficient. Construction follows a chain of resource dependencies, while minerals can substitute for most resources, creating an interconnected economy.
Actions are split between orbit and the surface. In orbit, players obtain blueprints, develop technology, and resupply. On the surface, bots establish construction zones, rovers collect discoveries, and companies upgrade buildings, hire scientists, and welcome colonists. Location determines the available main actions; with normally just one main action per player each round, crystal-funded executive actions and other benefits also matter.
Public missions and the Life Support System advance the shared colony, while Opportunity Points belong to individual companies. Technology, advanced buildings, colonists, and contracts affect final scoring. Travel determines production, worker recovery, and new turn-order positions. Most technology can be borrowed from another player, rewarding its owner and linking expansion to both cooperation and competition.
Core rules & scoring
Each round has a Colonization phase followed by a Shuttle phase. In turn order, each player performs one main action and optionally one executive action before or after it. Main actions are restricted to the current location’s side, although special travel effects can change location. Executive actions must be unlocked and their crystal costs paid; a matching scientist can make an advanced-building action free.
A red-colonist icon requires a colonist from Living Quarters on an action slot. With 3–4 players, pay one crystal or send an additional colonist to the Working Area for each other player color already there. With 2 players, count every colonist already there, including your own. If ordinary action slots are full, first move all colonists of the player(s) with the most there to their Working Areas, then calculate the cost. The scientist/contract action has a one-slot-per-player exception and does not clear automatically.
Resources enter Storage immediately, with a per-type capacity equal to your built shelters plus one. Minerals can usually substitute for other resources, but never for crystals or specified delivery-contract resources. Newly gained crystals wait below the Depot and cannot be spent that turn. Move them into the Depot at the start of your next turn, returning any excess beyond its available slots.
Construct within a bot’s building zone: its hex or an adjacent hex. Joining buildings of the same type requires the matching technology at a level at least equal to the number of existing buildings being connected, including indirect connections. A standalone building must be exactly two hexes from an existing building of its type and not adjacent to another of that type. Other players’ non-shelter technology may be used; its owner chooses a free development of the used technology or one oxygen at the end of your turn. Shelter technology is private.
Construction yields matching resources equal to the resulting complex size, or one for a standalone building; shelters yield crystals instead. Building a mine requires a colonist from Living Quarters on it. Generators, water extractors, greenhouses, and oxygen condensers advance the Life Support System. Construction meeting current needs earns rewards; when all four tracks reach the colony marker’s row, update colony status at turn end, refill supplies, and update blueprints as instructed. The first two updates also score Progress cubes.
Upgrade a matching building in a bot’s building zone using an owned blueprint and one mineral. A level-3 blueprint requires a building in a complex of at least three. Advanced buildings provide executive actions and production when traveling to orbit. Welcoming a ship costs one plant and one water, moves a ship to the Hangar, and grants two colonists or one colonist plus one bot. Total ships removed from the Depot cannot exceed colony level; discarding ships does not reset that cumulative limit.
The Shuttle advances along its track, stops moving at colony level 4, and makes one final trip at level 5 before being removed. Travel is free only when it actually departs that round and you travel in its direction; otherwise discard a private ship from your Hangar to travel. Traveling to the colony first places a Discovery tile, then retrieves colonists from colony action slots and the Working Area. Traveling to orbit first produces with your advanced buildings and miners, then retrieves colonists from orbital action slots and the Working Area. Choose an empty destination turn-order space and optionally gain its benefit; staying does not award the benefit again.
At the end of the Colonization phase, reaching the end of the Remaining Missions track triggers the end. Finish the current round, then play one more round without its Shuttle phase. Colony levels 3/4/5 reduce the required completed missions to 2/1/0. Final scoring includes Progress cubes, 3 OP per Hangar ship, Living Quarters after retrieving workers from your current side’s action slots and Working Area, technology, advanced buildings, scientists, and contracts. Unbuilt level-1/3 blueprints lose 3/5 OP. Break score ties by crystals, then advanced buildings, then Progress cubes; remaining ties share victory.
Rules & gameplay questions
Can newly gained crystals pay for another action this turn?
No. Keep them below the Depot until the start of your next turn, then apply the available-slot limit. Minerals cannot replace crystals either. On your own turn, an incomplete Private Goal card can be used as a crystal under its rules, except for completing a delivery contract.
Can I borrow an opponent’s technology, and how is a complex counted?
Usually yes, except for shelter technology. For example, adding a water extractor to an existing three-building complex requires at least level-3 water technology; the result is a four-building complex. Count indirect connections too, rather than only buildings touching the new tile. At turn end, the technology’s owner may develop the used tile for free or keep one oxygen.
Does travel in either direction retrieve the same workers and produce resources?
No. Normal travel production happens when going to orbit, which retrieves workers from orbital action slots. Going to the colony retrieves workers from colony action slots and has no such production step. Both directions retrieve workers from the Working Area. Miners do not leave mines through this retrieval; workers exceeding Living Quarters capacity return to personal supply.
Are missions shared, and are Private Goals and contracts the same thing?
Public missions advance through everyone’s contributions, awarding their printed crystals for each contribution. Completion stops further rewards and advances the end track. Each player may complete at most one Private Goal for a chosen reward. Earth Contracts are individually held and award or lose points at the end. Delivery contracts require their specified resources; minerals cannot substitute.
Does the base game support solo play, and is Alien Invasion included here?
The base rulebook has a separate solo mode using the Lacerda opponent deck. Winning also requires all requirements of a chosen goal set, rather than merely a higher score. This guide covers the standard 2–4-player game and does not teach the solo procedure. Alien Invasion and its other modes, First Colonists, and Space Oddity are excluded.
Rules & introduction sources
- Edition
- Standard 2–4-player base game, using the publisher’s currently linked English On Mars Rulebook EN Preview (24 pages, ©2019) and Reference Book EN Preview (8 pages). Both books were read in full. Excludes solo procedures, First Colonists, Space Oddity, promotional components, and Alien Invasion. Unofficial FAQ compilations were not treated as official errata.
- Rule references
- Introduction source
- BoardGameGeek
WANGO editorial
| Parameter | Recorded value |
|---|---|
| BGG overall rank (snapshot) | #59 |
| Complexity Weight | 4.62 / 5 |
| Best player count (community) | 3 |
| Player range | 1–4 |
| Playing time (minutes) | 90–150 |
| Core mechanisms | Contracts · Delayed Purchase · End Game Bonuses · Hexagon Grid · Income · Movement Points · Set Collection · Solo / Solitaire Game · Tech Trees / Tech Tracks · Tile Placement · Variable Phase Order · Worker Placement |
| Chinese publication | Unconfirmed |
| WANGO browser play | No confirmed WANGO trial |
| Year published | 2020 |
| Suggested age | 14+ |
BGG statistics are stored snapshots, not live rankings. Source checked:2026-09-27
Player questions
What is the best player count for On Mars, and can I play online?
On Mars supports 1–4 players; community best: 3 players; playing time: 90–150 minutes. A WANGO browser trial has not been confirmed. Recorded mechanism tags: Solo / Solitaire Game.
How complex is On Mars, and which mechanisms does it use?
Weight: 4.62 / 5. Mechanisms: Contracts · Delayed Purchase · End Game Bonuses · Hexagon Grid · Income · Movement Points · Set Collection · Solo / Solitaire Game · Tech Trees / Tech Tracks · Tile Placement · Variable Phase Order · Worker Placement. Chinese publication: Unconfirmed.
Where can I learn On Mars?
No rule guide, strategy article or WANGO trial has been confirmed for this record.