Players take turns drawing a card from a 52 card shuffled deck and rolling a d20. On each player's turn, describe the development of a colony team sent to an unknown alien planet. At the start of the game, crew has just arrived and are coming out of cryo-stasis. Each player describes their crew member and picks a card suit to get a +2 on. First card of each suit must describe initial state of its category. Keep a written journal summarizing events. Players must consider past events for what happens next. A - 10 describes how interesting an event is. A boring. 10 interesting. JQK are exceptional events - use imagination. d20 describes success of event. 1 is critical failure / disaster. 10 / 11 is not good or bad. 20+ is critical success leading to a breakthrough. Event categories: Heart - Crew... Social... Holiday... Diamond - Technology... Building... Club - Food... Resources... Spade - Expeditions... Game ends when deck is out of cards or a critical failure happens which would end the colony in some irreparable way. Critical failures can only happen with a roll of 1, and they don't have to be game ending they could simply remove some players from the game.