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. The rules encourage both players to discuss the nature of a Colony Health Marker after choosing it from the list of possibilities. You should think of that discussion as an initial briefing, not the whole story. It’s something to get the creative process started. It is not a set of limitations. Problems have a way of spreading, of overspilling their boundaries, and of infecting other aspects of colony life that were not at first apparent. As Governor, you should complicate each Marker, using the dice results and Kelly’s plans (both successes and failures) as inspiration.

For example, if you choose “water” as your health marker, and further define it as a problem with contamination in the drilling and heating equipment, you might start out with a sober scene in the Martian Council Hall where Kelly fights for increased funding for the engineering teams. Maybe you transition to a scene where Kelly tours one of the water reclamation facilities and “gets to know” the people behind her infrastructure. But unless Kelly fixes the problem straight away (very unlikely), you might find that the simple contamination is actually sabotage carried out by disgruntled workers. Or maybe Kelly’s request for increased funding uncovers an embezzlement scheme by Earth Coalition representatives. Whatever you do, allow the problem to spool out such that one problem hints at another and another. In this way, the political and environmental realities will feel all the more real, and all the more daunting.