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Board Games
Magic: The Gathering
Lorcana
Pokemon
Other TCGs
Recommended for Ages 12 & up
2-5 Players
90 minutes playtime
John Carter, a civil war veteran, unexpectedly found a gateway to Mars and became an unwitting space explorer and hero.
You live in 2089, the year a distress signal from deep space revealed a shocking surprise - that same John Carter is still alive. After finding another gateway, this one through both time and space, he has found an unknown world and sends for help. Your quest is to find him and bring him home. To do this you will have to improve your ship, bring on the right crew, and succeed in a series of missions that will lead you to fulfill your ultimate goal - find John Carter!
At the start of each round, each player draws 5 cubes from a draw bag. This is the player's crew. They may consist of unskilled workers, merchants, officers, mechanics, smugglers, navigators, and gunners. Each player then places a player token on one of several spaces on the board. They may go to the academy to improve a crew member's skill (gain new cubes) or recruit a specialist, to the market to get fuel, crystals, or money. These items are used to fulfil missions and trade in the black market. They may go to the cantina to gain a smuggler--they could take a smuggler to the black market to gain any good. They may go to the shipyard to improve their space craft. Or they may choose to fulfil a mission.
The goal of the game is to gain the most points from their ship, full sets of crew members, sets of crystals, sets of specialists, and missions. Each mission is in a mission row and the player to have the most completed missions in a row also gets a bonus. Each mission also has been assigned by an agency. Gaining multiple agency mission tiles also gives a bonus. The game ends when John Carter is found. All players will finish the current round and the game ends.
—description from the designer
Designer(s):
Mark Hanny
Artist(s):
Board Game Geek Category(s):
Science Fiction
Space Exploration
Board Game Geek Mechanic(s):
Deck, Bag, and Pool Building
End Game Bonuses
Worker Placement
Near Mint condition cards show minimal or no wear from play or handling and will have an unmarked surface, crisp corners, and otherwise pristine edges outside of minimal handling. Near Mint condition cards appear 'fresh out of the pack,' with edges and surfaces virtually free from all flaws. '
'Lightly Played condition cards can have slight border or corner wear, or possibly minor scratches. No major defects are present, and there are less than 4 total flaws on the card. Lightly Played condition foils may have slight fading or indications of wear on the card face. '
'Moderately Played condition cards have moderate wear, or flaws apparent to the naked eye. Moderately Played condition cards can show moderate border wear, mild corner wear, water damage, scratches , creases or fading, light dirt buildup, or any combination of these defects. '
'Heavily Played condition cards exhibit signs of heavy wear. Heavily Played condition cards may include cards that have significant creasing, folding, severe water damage, heavy whitening, heavy border wear, and /or tearing. '
'Damaged condition cards show obvious tears, bends, or creases that could make the card illegal for tournament play, even when sleeved. Damaged condition cards have massive border wear, possible writing or major inking (ex. white-bordered cards with black-markered front borders), massive corner wear, prevalent scratching, folds, creases or tears. '
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