Develop a game that simulates conditions in an off-Earth located permanent or temporary colony. The game could be a sandbox that offers the possibility to simulate various facilities that would support a reduced gravity environment far from earth’s atmosphere and magnetosphere. Users could be given power allowances, atmospheric conditions, and in situ resource options (using resources available on site for life support or other needs). The game could include a variety of scenarios including:
We created a board game inspired by the SimSpace Challenge. In addition to creating rules and a prototype of the game we experimented with a augment reality version of the game using awe.js. The following are the rules for our game:
Number of players 1~3
Mars 2050 is a creative cooperative solution that loosely follows the requirements for survival on Mars incorporating the requirements for survival (power and supplies, production of food and locations to sleep, live, work) into the design of the game. In the game your crew has crash landed on Mars in 2050 sprinkling survival supplies across Mars’s surface. Players must work together to survive and signal for help before the communications satellite passes out of signal.
Players ‘discover’ items and resources on Mars by turning over tiles on the board. The objective is to collect parts to repair communication relays while surviving the harsh conditions of Mars. Players must work together to accomplish this task within three days before the satellite is out of range.
The players have a standard set of thirty cards that are arranged in a random
order face down. Each deck has 3 habitat cards, 3 power stations, 3 power chips, and 15 communication relay parts. The majority of the deck are ‘dirt’ cards with no special actions associated with them. Half the tiles randomly have a communication relay part that is ‘discovered’. Power Stations have one power chip. Randomly select a tile and place the characters on it to start the game.
Players move across the board ‘discovering’ energy supplies, habitats, communication parts and power. Players take ‘actions’ that are defined as:
Players can choose to play as either the Electrical Engineer, Commander or rover.
Each character has a unique role and movement:
Players uncover habitats and power stations that are hidden across the board. The electrical engineer and the rover can collect power chips from power stations that can be used to activate habitats.
Players must keep track of the turn, their inventory and the human character’s exposure:
Repairing Communication Relays:
Each habitat has one communication relay. If the Electrical Engineer or the commander is inside a habitat whose communication relay hasn’t been repaired they can repair it if they have the required parts. This will take the remaining actions in the turn to repair.
Expanding the game:
The game is designed so that players can design their own boards by adding obstacles and unusual paths. They can add and remove habitats, power stations and game items to decrease or increase difficulty.
The AR system is still in development, but eventually all tiles will have AR markers on them to create a more immersive experience. Players could scan their player tile and track their player status on a HUD played on their tablet or smartphone.