Mars Colony 12 Principles of Play — No. 11

Human motivations make for human villains. The motivations of those opposing Kelly can often veer into caricature. It can be a challenge, with everything else happening in the game, to construct realistic and yet sinister reasons for opposing the so-called savior of Mars Colony. You may find yourself asking why anyone would want to see […]

Mars Colony 12 Principles of Play — No. 10

Explore the Colony, Not the Planet. You should absolutely consider taking the action outside the colony domes. Mars is significantly smaller than Earth, but it’s still an entire planet. There are ice caps, mountains, and canyons. The list of Colony Health Markers provides at least one option, “Others,” that allows for the possibility of alien […]

Mars Colony 12 Principles of Play — No. 9

Remember Optimism. It’s okay for Kelly, her colleagues, or the players to be optimistic and believe in something. When you are playing a game about failure firmly planted in the mire of contemporary fear, it’s natural to allow the game to descend into a similarly dark place. Exploring cynicism is a fine way to play […]

Mars Colony 12 Principles of Play — No. 8

Let Fear Inspire Your Play. Fear Cards ensure you are thinking about how the real world interfaces with your fictional Martian setting. Once created, however, they don’t intrude, and they don’t get pushy. There is no mechanic that forces anyone to pull a new card. They are simply waiting for you when you need them. […]

Mars Colony 12 Principles of Play — No. 7

Sympathy Complicates Everything. During the preparation phase, the Savior generates a single Sympathy character — someone close to Kelly that could prove a thorn in her side, a weakness to be exploited, or a source of humanizing strength. Kelly’s reaction to the Sympathy character often says a lot about where she is as a person […]

Mars Colony 12 Principles of Play — No. 6

Failure is Always an Option. The tagline for Mars Colony says the game is about “personal failure and government.” That’s true, but more generally, Mars Colony is a game about reacting to failure when the stakes are high. In an ideal world, government leaders would be as competent as they advertise and as graceful as […]

Mars Colony 12 Principles of Play — No. 5

Problems are Like Viruses: They Keep Spreading. The Colony Health Markers define three to five potentially catastrophic problems standing in the way of the colony’s longterm survival. They are existential threats, and you should treat them as such. That means the problems are really, really bad. However, it also means they are anything but isolated. […]

Mars Colony 12 Principles of Play — No. 4

Kelly is a Person, Not an Office. Personal Scenes are the secret weapon behind quality Mars Colony games. It’s easy to seesaw between the two main scene types reserved for the Governor and the Savior: Opposition Scenes and Progress Scenes. These are the main focus of play, and they keep the game moving forward. Introducing […]

Mars Colony 12 Principles of Play — No. 3

Don’t Get Caught in a Loop of Speech Making. When people think politics, the most obvious scene that comes to mind is a campaign speech, or a State of the Union address, or even an Independence Day style feel good call to action. When Kelly takes office, she will give speeches, no doubt. But if […]

Mars Colony 12 Principles of Play — No. 2

Momentum. Keep the story moving, and don’t stop to have a discussion about politics every scene. You should definitely talk about the game when you take a break or when you finish the session, but keep the pace up during play. The system is designed to quickly transition the players from one scene to the […]