City Placement and Production Increase
In Terraforming Mars, cities do not automatically provide a 1M€ production increase when placed. This increase only occurs when using the specific action printed on the board [1:1]. Cities can be strategically placed anywhere on the map, except adjacent to another city or on reserved ocean spots, unless specified otherwise by certain cards like Lava Tube Settlement and Noctis City
[5:2]
[5:4].
Card Tags and Requirements
When playing cards that require certain tags, the card's own tags are not included in the total required to play it [1:1]
[1:2]. This means players must already have the necessary tags from other cards or actions before they can play a card with tag requirements.
Blue Cards with Multiple Actions
Blue cards that offer more than one action can only be used once per generation. Players must choose which action to activate during each generation [1:1]
[1:2]. This rule encourages strategic planning and decision-making regarding the timing and selection of actions.
Solo Mode Clarifications
In solo mode, players often misunderstand the concept of turns versus generations. Each generation consists of multiple turns where players can take actions until they run out of resources [3:1]. The solo mode is challenging because players must efficiently manage their economy while attempting to meet all terraforming objectives within the limited number of generations
[3:3].
Game Strategy Insights
Terraforming Mars is primarily a card drafting game rather than an engine builder or tile placement game. Success in the game depends heavily on evaluating the value of projects and making the most out of the cards drawn [4:1]
[4:2]. The starting draft is crucial to victory, as it sets the foundation for the strategies players will employ throughout the game
[4:4].
Had the pleasure of finally playing TM recently and loved it.
Just wanted to clarify three things if anyone is in the know:
Many thanks for your help :)
I would say:
1- Yes. EDIT: I was wrong: https://boardgamegeek.com/thread/1619813/city-income
2 - No.
3- One card use per generation, i.e., you would have to choose which action to use this generation.
In our very first game of Terraforming Mars (base game), we misunderstood a core rule about the action phase. This accident led to a variant that surprisingly adds a lot of tension, strategic depth, and timing pressure to the game. I haven't read about this anywhere and want to share it.
Our mistake:
We thought that as soon as only one player remains (i.e. all others have passed), the generation ends immediately after the current turn finishes.
(By "turn" I mean a cycle of 1-2 actions per player, starting from the player with the first player marker clockwise one full circle.)
For example, in a 3p game with player 1 as the first player:
This allows opponents to restrict how many actions one can take per generation. Big engines and combos are much harder to execute. You are forced to constantly hedge which action will yield the most VP and front-load those often with the trade-off to not be able to play another card. You have to be quite adaptive in terms of strategy since you never know when the doors will close. It creates a certain time pressure as another variable to keep an eye on.
To us, this accidental variant is more tense and can feel a bit like a bluffing game in which you have to even more so read your opponents. That the first player marker and thereby the turn's "end point" shifts from generation to generation adds to that tension (see example).
We collectively made this mistake learning the game from scratch by reading the rule book without any experienced TFM player at the table. Of course, shortly after we learned that you can finish as many actions as you want or can as the last player in a generation. However, we really like that variant and actually replay the game often with that rule change.
Has anyone else made this mistake? Does it have a name? We call it "Sudden Gen End" in our group.
Would love to hear if others had similar first-game hiccups that turned into actually viable game variants.
Cheers
I only ever play two-player games of TM and I think this would absolutely wreck it for two-player.
For me, the game can be very broadly summarised as a race between the engine-builders who think they have time to invest heavily in the future and the terraformers who think they can win on speed alone.
On paper your idea definitely has merit - if I knew nothing about the game's nuances I'd be very intrigued, but it would screw over the engine-builders who would either keep gaining money and cards they can't use or play a very limited version of their strategy with little-to-no hope of seeing reasonable returns.
Thanks for sharing though - always good to hear new ideas.
I only ever played this variant with the same group. We probably have a very similar TFM play style with which the variant surprisingly works well.
Of course, you have to adapt to the new variable. It's like playing a different game, yet everything is familiar. Some cards become not worth playing, but that is the same for the game with its original rules. The game offers enough variety.
I get that on paper it reads as if every generation would end after just one turn, but in reality that's not the case, because everyone wants to push for a couple more actions for themselves.
You might all have a similar play style because you were all playing with a house rule that encouraged that play style from the beginning.
So many nay sayers in this chat. It does sound fun!!!! Can't say I've tried it.
But I'll try it next time.
I guess what a lot of haters miss is that in 3p or more.....you don't want to end your gen prematurely cause what if player 2 And 3 decides to keep it going forever and you lose out on actions?
So in that sense maybe the shift in gameplay isn't that dramatic and makes the last two remaining players bluff each other out.
This might actually be a GREAT game balancing mechanic!!!!!!!! Cause I've often found the person with the most actions is the person winning. So if p1 and p2 sees you starting to run away, they can check you that way. And what you ought to do is do the action that is most efficient.
I actually think it could be a better variant!!!
>in 3p or more.....you don't want to end your gen prematurely cause what if player 2 And 3 decides to keep it going forever and you lose out on actions? > >So in that sense maybe the shift in gameplay isn't that dramatic and makes the last two remaining players bluff each other out.
Exactly! I'd because of that maybe just a third of the generations will actually end prematurely. Two thirds are played like regular TFM gens, because everybody wants to finish their actions and not lose out.
However, you have to keep a potential sudden generation end always in mind, which makes you alter your strategies.
Interesting, I never thought about it as a balencing mechanic, but you are 100% right. Especially for a mixed group with beginners and more experienced players.
I wouldn't say that it is the better way to play. It is just different :)
I mean some folks have been complaining about attacking other peoples plants, I don't think the game needs a variant that allows people to attack other players turns. I'm afraid this change would lead to a lot of feels bad moments.
For me, this takes the better parts of the game away. This reduces the number of possible strategies and tactics to use in the game
Not saying that it should replace the actual game's rule, of course.
It's just a variant created by accident with which we got to know the game at first at all. For us it clearly is nostalgia, but even after years we still choose to play it for fun once in a while, because we ended up liking it.
Sometimes a new perspective on the existing card and mechanics can be an interesting change.
This just nerfs the heck out of any blue action cards. It throws microbes and floater cards in the bin. Further, it nerfs any card with a low cost. You're incentivized to just play 1 or 2 high costed cards and then pass because playing lots of cheap cards takes too many actions to do and are thus too risky to draft. Credicor becomes even more OP than it was since it already wants to play expensive cards.
It doesn't just nerf engine building, it basically destroys it and makes it entirely unfun.
Maybe it's our group's play-style, but it somehow works. Since everybody still wants to build's their engine somewhat a generation rarely has just one turn.
What mainly is nerfed are the sometimes excessive resource gathering actions, especially microbes and animals.
OP is the subject matter expert for how this rule actually effects play. Until you’ve tried it your negative comments carry less weight. IMO.
Just curious, on average, how many gens do games with your group with this variant rule tend to go?
It doesn't seem like this is possible to do.
There are 42 terraforming objectives that have to be met. (19 tempersture elevations, 9 ocean tiles, 14 oxygen steps). Two of those objectives piggy back off of other terraforms, so you have to spend 40 actions to terraform everything.
With a 14 turn time limit and 2 actions per turn, even if you terraformed for every single action (which isn't possible to do, you have to have some economy) you only have 28 total actions.
So is there no action limit per turn in single player? Otherwise I don't see how this is mathematically possible to do.
People already explained the 2 action error.
Just want to note that you should be winning solo every time and that it's a poor experience. Basically you can calculate how much money you need in total to terraform successfully using standard projects (some 500 to 600 or so). Then you can calculate for every card how much it reduces thay amount by. You will learn that the MP balance doesn't work for solo. Some cards are so absurdly strong in solo while most of them are useless.
I added a variant to the official forum that makes solo feel like a MP 4p game so that the balance works. Highly recommended. Beyond that a new solo expansion is currently on KS which gets you a 2p game experience which is also better.
If someone is looking for a solo mode experience with Terraforming Mars, they should check out Terraforming Mars: Ares Expedition's Crisis mode. You can't math it out as there is a randomized and escalating disaster deck to keep you on your toes.
Where is your solo variant?
Beyond that a new solo expansion is currently on KS which gets you a 2p game experience which is also better.
hehhe :)
But also 100% what this guy said :)
I’ve been playing the app, solo, for years. I highly recommend it. Yes, I often cannot terraform Mars, but I often can.
I've avoided both the iOS and steam versions because they've both been riddled with bugs. I wonder if most of the bugs are for multiplayer... what platform do you play on, and how stable do you find it?
It is much much better now on ios.
You can do as many turns as you want a round but you won't get income until you end the round
Just realized we've been playing the Multi-player wrong too. It's two actions per person then the next person goes, but the turn refreshes after everyone has gone. So you functionally get infinite actions per turn, stopping when you've run out of resources. Thank you.
Yeah until everyone passes for the round. And I believe it's 1 OR 2 a turn. Can be strategic to just do 1
It might be worth rereading the rulebook and making note of where the rulebook uses the word "turn" and where it uses "generation."
The game rulebook refers to the "take 1 or 2 actions before the next person gets to go" as a "turn." A single "generation" can have any number of turns (as long as players have actions to take); a generation consists of "draft cards, take turns until players run out of stuff to do, get income;" there are usually around 10-15 generations in a typical game.
It seems like you basically understand, or at least, you understand now better than you did before. However, your wording here is not correct:
So you functionally get infinite actions per turn
You do not. You still only get 1 or 2 actions per turn. However, each generation can have any number of turns as long as players still have things to do. If player 1 and player 2 run out of stuff to do, player 3 might end up taking several turns in a row. (In fact, being able to do more than 2 actions in a row is a big advantage, and you will typically see players intentionally draw out a generation so that they can be the "last one standing" and have free reign of the board until they run out of things to do and move to the next generation.)
I thought TM was an engine builder. It’s not. By the time you have an engine, someone else has already won.
I thought TM was a tile-placement game. It’s not. Every time I build a city or convert greenery, I run out of money to do anything else and someone else wins.
I thought TM was a resource management simulation. It’s not. There are too many different resources to manage them all.
I thought TM was an area control game. It’s not. Every time I try to spread out, someone else scores and I lose.
I thought TM was an asymmetric game. That’s when I started to improve.
What I finally learned was that TM is all of these things and more.
A friendly Redditor told me I need to lean in hard to the corporation I choose. Some are better easier to play than others, but the starting draft is key to victory. I pretty much win or lose based on my starting choices.
It’s taken over 100 plays, but I finally consistently beat players rated higher than me on BGA.
I wanted to love this game and for the longest time I didn’t. I’m finally starting to really enjoy it.
I thought it was about the board the first time. It was not.
For me, this is 90% a card drafting game. I think it is bonkers that NOT drafting everything was the default in this game. It is an efficiency puzzle, based on the wild cards you are given. You might be given a series of cards that neatly complete on another, or a disgusting disagreement happening in your hands. Enjoy managing chaos
It's like race for the galaxy as well, by the time you make your produce // trade engine and are about to make it hum, the game is over.
>the starting draft is key to victory. I pretty much win or lose based on my starting choices.
Not sure that sounds very appealing
>It’s taken over 100 plays
What
>I don’t read rules until after I’ve lost a couple dozen times, and only if I still enjoyed the games while losing.
>I just go in blind and see what happens.
Man what the hell...I have never heard of someone doing this on purpose...playing for months, dozens of times, before even looking at the rules once? BGA literally has tutorials to teach you the rules interactively...
“It’s taken over 100 plays, but I finally consistently beat players rated higher than me on BGA.”
<< quietly removes game from my online cart >>
It's my favourite game ever precisely because of that. It is one of the most balanced game ever. The only thing you need to understand is how to value projects. Almost no project is good or bad, and most of them can be good in certain situations (better with a certain corp, later in the game or if you can produce some ressource reliably)
You should approach the game as how to make the most out of my cards, while trying to slow the others.
For instance, evaluate production (or cost) as how many ressource will it yield given an average game is around 13 generations. And this while considering what cards it allow you to access. A loan of 20 mega credits for instance is interesting if there are less than 10 generations if you produce 2 but allow you to play more expensive card quicker.
TM has to be one of our favorite games and gets played more than any other game we own. Last night we ran into an problem that was not covered in the rule book very well.
Most of the time players in our group play a city tile before any greenery tiles are played. Once you have placed your first city tile, any of your greenery tiles you place must touch the city and build out from there (if possible).
My wife built a project that allowed her to also build a greenery tile but she had yet to build her first city. 1-2 generations later she built a city and wanted to place it in a different spot on mars then where she had originally played her greenery tile.
1st: I was under the impression that she would have to place her city connecting to the greenery but another player in our group read the rules and it doesn't say anything specific on it.
2nd: I reminded her that she would not be getting the point at the end of the game if she did not place them next to each other.
How do you interpret the rules? Can you place the city anywhere you want to if you have a greenery already in play?
Cities can be placed anywhere, except designated ocean spots or next to another city unless the card specifically says it has to. it is in the rules, iirc.
Greenery doesn't have to be placed next to a city.
If nothing is on the board, you can place a greenery tile anywhere.
Greenery must always be built adjacent to something you own, unless you have nothing on the board where the above comes into play.
You can build greenery off non-cities. The greenery is still worth 1 at the end of the game. The non city is not worth extra.
Pretty sure you can build the city anywhere - the restriction is on where you place greenery.
You can place cities with the following restrictions:
With the following exceptions:
So straight answer: no, she is not restricted to placing her city beside her greenery. The reverse is not the same though - greenery MUST be placed beside an existing tile you own, if you own any on the map. If you have nowhere to place next to your own tiles, THEN you can place anywhere you want.
Thank you. that clears it up for me.
To add to that, placing a city tile is one of the direct ways you can interact with your opponents. If you see them start placing a bunch of greenery, swoop in with a city and reap those VP. :D
I will be hosting a base game + prelude session with 2-3 new players on a workday night, and want to finish within 3 hours. So I wanted to setup some house rules to speed up the pace. Right now I have two possible rules in mind.
Reward Terraforming, if only one player terraformed anything in the generation, he will be rewarded two bonus TR at end of the generation. If two players terraformed, then each of them will receive one bonus TR. If three or more players terraformed, then no bonus TR. (so it would be good to terraform just to stop your opponents gaining bonus). In my mind, it would provide an interesting decision making on whether to terraform or build your engine.
Set up an UN Mars commission that will push up any untouched terraforming meter this generation by one at the end of the generation.If all three was touched, then use the original rule.
So I need advice on which will be more balanced and fun, or other options I could take.
If you speed up the parameter increase, you may warp the balance of the game and make certain strategies better. Maybe that’s ok if not enough of your players are playing terraforming strategies.
Another thing you can try is to require players to take 2 actions on every turn and/or put a 30-second clock on a turn. That’ll increase the pace of play without changing any of the gameplay.
Thanks, that’s some good advice
why not use the "Solar Phase" in Venus Next where the 1st player chooses one non-maxed global parameter to increase.
Cos the Venus next expansion is sold out in my area
you don't need to buy the expansion. Here, I copied the "Solar Phase" section from the Venus Next Rulebook:
The Solar Phase: World Government Terraforming! Venus Next introduces a new phase after the production phase each generation: the Solar Phase.
STEP 1: Game End Check Step 1 in the Solar Phase is to check the end game conditions: if temperature, oxygen, and oceans are all maxed out, the game ends and final scoring begins with normal conversion of plants. No further steps in the Solar Phase are executed.
STEP 2: World Government Terraforming Step 2 is called World Government Terraforming. In order to terraform Venus without slowing down the terraforming of Mars, the WG has decided to help out. The first player (player order hasn’t yet shifted) now acts as the WG, and chooses a non-maxed global parameter and increases that track one step, or places an ocean tile. All bonuses goes to the WG, and therefore no TR or other bonuses are given to the first player. Other cards may be triggered by this though, i.e. Arctic Algae or the new corporation Aphrodite.
Variant: Skip this step for a longer game. The Solar Phase will be used by other expansions as well, introducing more steps.
There's Amazon
Forcing the game to end faster makes engine building cards worse; forcing everyone to just play terraforming. If you're just trying to get rid of engine building, just don't play Corporate Era. The Corporate Era cards are mostly engine focused with little terraforming on them.
I don’t want to get rid of engine building completely, it’s just there are a lot of new players, and I don’t want them to focus on engine building too much.
Still, removing Corporate Era will speed up the game
Normally the balance of the game is between terraforming players who want to end the game as fast as possible so that it ends while they are ahead in points, and engine players who want to play for the long game, building up an economy so that they outscale a terraformer in the long run and generally want the game to go as long as possible. If you shorten the game, you will tip the balance in favor of terraformers. People will be punished for engine building much beyond the first gen. As a reference for where that balance lies, a 9 or 10 gen game is fairly balanced between terraformer and engine builder. Less than 9 a terraformer will almost certainly have won, more than 10, an engine builder will have almost certainly won. So, if whatever you decide to do forces the game to be less than 9 gens, you'll just be punishing anyone who decides to try to engine build or who doesn't get good terraforming cards.
We generally play with an extra prelude.
Also, I don't think it speeds things up much, but everyone has access to Merger, as we consider it too fun and too special to be restricted to luck.
Just give everyone an extra prelude to jump to fast production. Or start with higher TR.
Me and my wife played terraforming mara this weekend and it felt like forever to finish a game, I'm not sure if we did something wrong but it took us close to 3.5 hours to get all three parameters done to get us to end game. I feel like it would be a great game at 4 players, but 2 felt agonizingly long.
We play many other games, where our playtime matches whats expected (not you gloomhaven). Are we right in feeling this way, or so we just suck at the game and take too long?
Terraforming mars is one of my favorite games, likely top 5. The game isn’t short by any means, and there is an expansion called prelude that makes the game faster by jump starting resources in the beginning of the game. I think it’s important to note that all games are not for everyone, and terraforming mars MIGHT not be right for you. I fell in love the first time I played it, I didn’t even think how long it took. A few closing thoughts, there is a draft variant that adds more time to the game but i feel keeps me infinitely more engaged, and 2 and 3 player counts are pretty good (I can personally attest) I would never play more than 3. Lastly, if you want terraforming mars in the quickest time frame, check out terraforming mars ares expedition! It’s so much quicker and I enjoy that game too!
Terraforming Mars is an odd game in that it takes longer the fewer people are playing, because there are less opportunities to increase the global parameters.
One house rule to speed up the game is to automatically increase the GP that's lowest at the end of every generation.
That's just a minor variation of the rule introduced in the Venus expansion where the current round player 1 picks a global parameter to raise and does so without receiving any TR benefits themselves. World Government or something I believe. It's honestly a mandatory rule for us now.
And then you can add in the Venus and Colonies expansions and make it take a long time again!
Base game + Preludes is literally the only way I'll play Terraforming Mars.
It takes a really really long time if no one is doing the things that end the game. I forget what they are, something like making oxygen and raising heat? If at least one person isn't trying to do those things you just ended up with huge tableaus of cards that take forever to run, every round, for many, many rounds.
If you want the game to be enjoyable, push the end.
If you are trying to win the game you will naturally do the things mentioned as they score points. I’m betting they just didn’t really know what to do in the first game. That beind said TF is kinda long game when played with real board, nowhere near 3,5 hours though. The electric version can be finished in like 30 mins with two players.
I mean, there is always at least one player who should be doing those things. In fact the game heavily incentivizes taking those actions.
Not really. If you're focusing on parameters and everyone else is focusing on their economic engine the game will still take a longer amount of rounds, and your opponents engines will pay off, and you'll lose
Are you sure you didn’t make the common mistake of performing 2 actions per round rather than 2 actions per turn?
I think it slows down the game because you get more income and build bigger engines, but I haven’t played both ways
I think this could be said for just about any open ended game that requires players to complete X,Y,Z. Some players just struggle with the focus needed for that kind of format.
We love playing Terraforming Mars (with Prelude), but find that games are just a little longer than we’d like. Has anyone experimented with having 2 corporations for each player? Or a 3rd prelude card? I’m thinking it might shorten the game by a couple generations without changing it too much (you haven’t entirely supercharged your productions). Anyone try these things (or anything else) and have any feedback?
Edit: the idea behind two corps would be to pick the starting resources from one but have the ongoing effects of two.
Edit 2: this is for a 2-player game
My partner and I have a rule that action cards can be played at anytime without being one of the two actions of our turn. The only time it really affects the game is if the action gives a resource needed to play a greenery, but it’s honestly worth it as it does speed things up, especially in later generations when we often have 5 or more blue cards each. We can take our bacteria, animals, etc. during each other’s turns without impacting the flow of the game.
Yeah I like that. We often just refer to that as administration and either do it all at once at the end of turn or just somewhere in the middle. However sometimes all those blue actions can be a very effective way to stall out your opponents.
If you want to shorten the game "by a couple of generations", I'm not sure it's possible to do it without breaking the game.
Maybe you can try to add World Government Terraforming variant (usually used only with Venus Next). At the end of each generation, the first player chooses one global parameter and increases it. The said player doesn't get any benefit from it (no TR, no placement bonus). The game should end one generation sooner. I'm afraid engine building will be strictly worse than terraforming strategies though. A gen 1 Standard Technology may be gg.
More than reducing the number of generations, maybe you can try to optimize the time taken by each action: if each player thinks about his next turn when someone else is playing, it can greatly reduce the total playing time. More often than not, people only start thinking when it's their turn.
Wouldn't it be n turns faster?
If there are 4 players and each places one ocean, that is four gens sped up, right?
No, because you don't terraform linearly; you tend to terraform at an accelerated rate as people's economies pick up, so it takes multiple TR steps to equal one late generation worth of TR. Player count doesn't matter because you are only TR one parameter per gen no matter how many players.
Use chess clocks or a turn timer. Analysis paralysis is very real in TM.
Good idea. My first instinct is that the number of turns required (at 2 players) is more the issue than the length of time each turn takes.
Two player game length will often depend on corporations chosen, but me and a friend frequently play a full game in less than an hour. Familiarity with the game definitely speeds up decision time. If you insist on shortening turns instead, you can play without corporate era rules and/or follow other tips given in this thread. Best of luck, enjoy!
Oh, you should put this in your post. Dynamics of 2 player is very different than 3/4/5.
Double corps makes things kinda crazy. A 4p game ended on gen 6. An extra prelude is okay, doesn't break the game.
I think the best solution is the Venus solution, where at the end of round the active player chooses to increase one of the global parameters without gaining a bonus. Just do two of those and it should increase game speed without imbalance.
Just do world government. At the end of each gen the starting player raises a parameter but doesn't get the benefit.
it's called Solar phase
Hi everyone, my gf loves terraforming mars and we’ve played it maybe 4-5 times now, either ourselves or with friends. I’ve been getting absolutely thrashed every time. I definitely don’t need to win to have fun, but I constantly feel like I’m playing catchup while my gf and others are five steps ahead with strategy. I know my gf wants to play more and i want to surprise her by (1) actually really enjoying it and (2) making it a close game, if not winning.
I was wondering if you all had some good resources for learning the game better, including strategy and not just rules. Though I definitely need some help with the rules haha
We have the base game but we have friends with all the expansions, so we’ve played both/all
Get Preludes. It makes the game both faster and more strategic. It is also a very cheap expansion.
Draft project cards after the 1st generation. (Deal 4 cards to each person, choose one, pass the remaining 3, continue until each person has 4 cards. Then choose which of those 4 to buy into your hand. Switch the direction that you pass each round. This allows you to both choose cards that are good for you as well as hate-draft cards away from your opponents.)
Be willing to change strategies based on the cards you have. Sometimes your cards want you to build an engine to make a bunch of metals and buy an bunch of cards, and some games call for rushing the end of the game as fast as possible. Sometimes, you opponent makes a choice that means you need to change plans.
You should talk to my kid. I can usually carry my own when playing with others, but my kid grinds me into a paste. In all plays NOT involving him, I generally am within about 10 points of the winner, even if I lose, and I sometimes win. In 10 games with him involved, I'm 1-9 and I average 30 points behind. He's brutal. He generally plays for a card engine, as he says it "the more cards I can see, the better cards I can play". I'm usually at pace with him until about 3 turns from the end, when he drops the hammer and accelerates way ahead of me. He's a late terraformer; generally holds back until his engine is cooking. I've tried to race the terraforming myself, but he has a killer sense for the end of the game, so no matter how much I push the pace, he always knows when to drop the hammer...
My kid is the same. By the last few generations, he will often have 12$ off space cards and draw 3-6 extra a turn. I will feel like I'm doing great with a huge TR lead, but then he is just laying out 3-4 point cards for a few $ each over and over again and I end up crushed in the final tally.
I have started deliberately rushing the game to cut his engine short, but it is so hard because I enjoy playing an engine. Of course, half-assing both the engine and the rush gives you the worst of both worlds. Hence, my remarkable loss record against him.
What expansion allows for increased card draws like that?
Production early, points late.
Card draw.
If you're not building the best engine at the table, rush terraforming.
Card draw.
Milestones and awards are an inexpensive source of VP.
Card draw.
And while card draw is amazing, if you're rushing TR, don't overvalue it. You may not even need it if you can just finish a gen earlier.
If you're playing the engine game vs someone rushing, it's OK to "steal" TR from your rushing opponent, but don't touching the lacking parameter, so as to extend how long the game takes. If they have a ton of plant prod, but low Heat, take O2 bumps from them, but leave Heat (mostly) alone.
My wife goes card draw every game and loses badly. That said, it can work if done right.
you got some god advice here. I will add to check out card tier lists (from the last 2 years) remember they are aimed at strong players so some cards might be stronger on your table (immigrant city is better for weak tables because they like spamming cities)
realize that you need to be efficient with cards and not buy cards you aren't going to play when you are poor and use standard project only when you need to compete for milestones or in games with a lot of players where production is not as valuable.
greenery is very good try getting a lot of it while trying to not let the opponent destroy your plants
cards that let you place greenery, get enough plants to place a tile quickly or destroy greenery are all good and high priority if you place 2 greenery and your opponent puts a city next to it it's perfectly fine try to avoid giving 3 points
try placing most of your tiles on the middle of the map next to oceans and plants
don't get too much steel and titanium without card draw. 3 is usually enough unless you draw a lot or already have many cards that need them
Thanks! I definitely have a problem with buying cards that I don’t end up using or don’t end up working with the economies I build
If you don’t have the app, I’d get it. It’s a great way to play a bunch of games quickly and learn your own strategy.
At least for me, my strategy is going to depend on what corporation, prelude and starting cards I have. Also what board I am playing. I really can’t go in with much of a plan before that.
You’ll find it a lot simpler once you learn all the cards, boards, milestone, awards and corporations. It is a complex game and every time you play it’s so different, which is one of the reasons I love it so much.
Play against humans though. The solo game is just a different beast strategy wise, and the AI plays like it only has two great grandparents. It will let you drag the game out forever and get away with all sorts of nonsense a breathing player wouldn't.
And while it may get the broad strokes right on the rules, I still wouldn't accept "that's the way the app does it" as a source on a rules disagreement.
Yep, best example: I once played against a single "AI" opponent (hard) and it never raised temperature despite amassing heaps of heat. I wanted to see whether their logic would do it eventually and kept playing along.
Long story short: With just one temp step remaining we went through the deck until only cards with requirements were left that were no longer playable. Still the bot did not end it and I had to. I remember that my final score was 263 with MC production close to or over 100. I had amassed north of 800 MC and could no longer spend it. Ridiculous.
It's only usable for very quick games with the goal of getting to know the available cards better.
I own all TfM expansions except for the two new map packs, I like the game a lot but don't play it that often. Are these maps intended to offer variety after years of playing on the old maps or do they offer interesting twists even for non-hardcore players?
Can anyone with the new maps discuss new awards and milestones? Although placement differences are important, the main reason my group shifts boards is when one player "solves" the milestones and regularly guarantees themselves 10 or 15 points. We shift for a while but wind up back with Elysium, which we have all solved. I would enjoy some new challenges.
You should get the milestones and awards expansion
Only comment I can say is that we play 5 (well over 100 games at that count) and the new 5 player map didn't really add anything except length to the game honestly. The other maps are certainly cool for their variability and twists on strategy that you might not have with the base maps.
Their a pretty low investment and we've enjoyed them for sure.
The newer maps offer some interesting variation; things like resources (animals, microbes, etc) not on other maps, and one (Amazonia...) that is larger to better accommodate 4-5 player games without getting overcrowded.
It's just variety. The milestones and awards are different for each, but there's also the milestone and awards expansion that just gives you tokens to randomize without buying new maps. The large map is fun for filling up the larger area, but it's ultimately just a longer game.
I'm a big TFM player, so my ranking of the maps are as follows:
Maps #4-7 are the new ones. I'm also ignoring milestone/award discussions for the most part since I generally use the random ones these days.
1) Map #4 Terra Cimmeria
I love the idea of a big open area, and this map is FULL of resource goodies, and I love how many cities/greenery you can match together on this one without oceans splitting your areas apart. It even has a cheap Colony, YES PLEASE!!! Very fun, my favourite
2) Map #1 Tharsis
The classic starting map, and also the most balanced (has everything you need). It's really "the one" designed for true TFM games, what else to say, it's great
3) Map #7 Amazon Planitia
The 5-6 player map, it's pretty much Tharsis's big brother, feels designed in the same way, just for more players. If you can't get 4/5+ players, you can also place Gold Markers to set the global milestones (and bonuses) to normal rate. With the only disadvantage being far more space so less opponent interaction on the map, but this hasn't resulted in any bad skewered scores, and is certainly very fun (but not very balanced)
4) Map #3 Elysium
The big reward maps, 3x plants and 3x cards, like map #4 there's a big placement area (but less resource bonuses) which makes it less fun (unless you want a certain award) and whoever controls the water, controls the game. its chaotic, and certainly fun... unless you're losing!
5) Map #2 Hellas
Lots of ground resources and its satisfying creating that giant ocean (or just getting the ocean bonus placement). But other than that, I found this map a bit... plain, like it feels like ones the above steps are done, it feels a bit a of a slog. Fun at first, boring later.
6) Map #5 Utopia Planita
i really like some of the placement bonuses on this map, and the energy resources are more useful than you think (especially with colonies). But the problem with this map (and upcoming map #6) is that it feels really cramped with the oceans, like your cities are inefficient with greeneries, but at least you get a lot of ocean MC in return. On top of that, its really just plant rewards for oceans, making it less rewarding earlier on to get oceans (and screws certain corporations like Mining Guild with no steel/titanium resource) Suburbian award is there for a reason. Not a big fan of this one.
7) Map #6 Vastitas Borealis
This map feels too much like map #5 Utopia Planita, too cramped and the same issues. (when Tharsis and Amazon Planitia feeling like brothers, these two feel like runt twins). Again why are there such boring ocean rewards, it really feels shitty unless you're Ecoline, and even the middle "temperature" bonus is boring compared to an ocean or colony. At least map #5 had some cool bonus resources.
To be honest, none of the maps are unplayable, but it feels less interesting to play these last two maps compared to the starter maps.
Thank you for the detailed analysis!
Terraforming Mars rule breakdown
Terraforming Mars Rule Breakdown
Game Overview: Terraforming Mars is a strategy board game where players take on the roles of corporations working to terraform the planet Mars by raising temperature, creating oceans, and increasing oxygen levels.
Recommendation: Familiarize yourself with the project cards and their interactions to optimize your strategy. Consider focusing on a specific area of terraforming (like oceans or oxygen) to streamline your resource allocation.
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