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r/TerraformingMarsGame

Terraforming Mars Solo Play Tips

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Any Tips for Terraforming Mars solo play? It seems like all that matters is if you get the right cards.
r/boardgames • 1
Can anyone here beat Terraforming Mars' solo consistently?
r/soloboardgaming • 2
Terraforming mars solo
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Tips for Solo Play in Terraforming Mars

Card Strategy and Selection

In solo play, the choice of cards is crucial. Many players emphasize the importance of focusing on cards that increase production and contribute directly to terraforming goals [2:2][2:3]. Cards that allow you to draw more cards are particularly valuable as they increase your chances of getting useful cards [1:2][5:4]. Avoid purchasing victory point (VP) cards unless they meet tag requirements or provide significant benefits [4:1].

Resource Management

Efficient resource management is key to success in solo play. Assign a value to each resource generation increase based on standard project costs, and focus on maximizing resource production [2:1]. Steel and titanium production can be powerful, especially when paired with card cost reductions and rebates [2:7][5:5]. Be cautious not to over-invest in heat production, which can lead to waste [1:6].

Expansions and Variants

Expansions like Prelude and Colonies can enhance solo play by providing additional resources and starting advantages [1:3][2:6]. However, Prelude reduces the number of generations, making it more challenging to achieve terraforming goals [4:4][4:6]. Some players prefer alternative solo modes that focus on points rather than strict win/lose conditions [1:9].

Strategic Focus

Prioritizing certain strategies can significantly impact your success rate. Investing heavily in card-draw, discounts, rebates, and science can lead to high scores and efficient play [5:3]. The ground game offers easy points through strategic tile placements [5:4]. Some corporations, like Mining Guild and Phobolog, excel in solo play due to their ability to synergize with powerful cards [5:5].

General Advice

Solo play in Terraforming Mars can be luck-dependent, but strategic decisions make a difference. Focus on building an engine early, and use standard projects wisely to complement card play [1:1][3:1]. Experiment with different strategies without worrying about stakes, and learn from each game to refine your approach [5:2].

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POST SUMMARY • [1]

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Any Tips for Terraforming Mars solo play? It seems like all that matters is if you get the right cards.

Posted by rob132 · in r/boardgames · 6 years ago
20 upvotes on reddit
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ORIGINAL POST

I find I only win 1 out 5 or so games. It seems like my choices make little difference.

I wish hitting all the objectives was a score bonus instead of a flat win/lose.

Do any expansions help with this?

10 replies
JonesyOC · 6 years ago

Are you just not getting at all close? Are you achieving 1/2/3 parameters?

Prelude technically helps because you start off with more, but you also have to complete the game in 2 fewer generations. Fwiw the only time I've played solo with Prelude, I won fairly easily.

I think one general thing that helps is to keep cards that allow you to draw more cards. Getting more cards for free or for just a couple ME over the course of the game means you have a lot higher chance of having useful cards in hand. Also, you can obviously ignore a lot of cards that are outright points or microbe/science/animal point cards.

Also, just be aware that you have to do everything competently. You can't just leave a parameter for late game, so if you even have a couple production early on, it will make it substantially easier to complete.

If you still feel like you aren't getting good cards, I would say to do a standard project here and there just to get your TR up and to fulfill card requirements.

I think I've played about 8 games solo (many many more non-solo) and won 7 of them. The one I lost, I lost by literally like 2 plants. So, it's definitely doable.

9 upvotes on reddit
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rob132 · OP · 6 years ago

Oh, I get very close every time, usually 1 to 2 steps away each time.

My general strat is to raise temp as fast a possible, then try and get Megacredits to +10 so I can buy the the standard projects in 12-14 when I have an income around 70.

2 upvotes on reddit
BionicBeans · 6 years ago

Do you end up with waste heat at the end? It's easy to invest too much in heat and end up with heat you can't use at the end, which represents time/money that could have been spent other places, often early in the game so it could have been something quite valuable like a few steel or titanium production for example.

3 upvotes on reddit
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an0mn0mn0m · 6 years ago

Try not focusing on MCs. You automatically get more money as your Terraforming Rating increases, so you can focus on getting closer to winning instead of the cash.

3 upvotes on reddit
Megalith1263 · 2 years ago

Prelude gets you going, and Colonies is excellent for added resources - just get your Energy Prod to 3 so you can trade. Even Turmoil provides a lot of extra resources.

1 upvotes on reddit
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rob132 · OP · 2 years ago

This post is 4 years old? How on earth did you find it??

1 upvotes on reddit
calizythosisda1 · 1 year ago

Same way I did, by buying the game, sucking at the solo mode, and googling for advice <3

2 upvotes on reddit
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Briartell · 6 years ago

Try not buying more than 1 or 2 cards from your original 10. Make sure the ones you do buy are playable right away. Don’t be scared to not buy any cards from the four you are offered each round.

2 upvotes on reddit
adoptedlondoner · 6 years ago

I think prelude has an alternative solo mode which is just points based. it's less brutal

3 upvotes on reddit
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Inconmon · 6 years ago

First, you are correct as in the score and potentially ability to successfully terraform is fully based on luck of the draw.

Second, that being said - you should be able to win almost all games with the right decisions.

Basically the cards are balanced for competitive play and you could draw just useless cards and be unable to win. It's unlikely to constantly happen. Some cards by themselves guaranteed you succeed at solo each time. I did a breakdown of this on bgg ages ago. Basically you need MC equal go all the standard projects for ocean, greenery, and asteroids in order to win the game. Each resource and production can then be costed against it reducing the cost by additional income. So 1 heat is 1/8th of asteroid in value reduced by the remaining rounds. If there's 8 rounds remaining, it's worth additional +8 MC.

For example: The +7 heat production card by itself is 50% of the money needed to win solo. If you have it in your starting hand you will have a great game and can't really lose. All you need to do is build it ASAP.

I don't like TM solo because it's the complex equivalent of rolling the die and being excited about the number it shows. It's a great game with 4-5 players, but there's just much better experiences for solo play.

1 upvotes on reddit
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r/soloboardgaming • [2]

Summarize

Can anyone here beat Terraforming Mars' solo consistently?

Posted by aka_Foamy · in r/soloboardgaming · 3 years ago

I've only played a couple of games on table, and a handful of games on the digital version. I'm getting closer each time but can never quite make it to the Terraforming goal.

It seems to me with so many cards that are so varied there's at least some element of the luck of the draw. Is it beatable consistently?

Of course any tips are welcome. I like the game, just can't beat it.

4 upvotes on reddit
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Dbthespian · 3 years ago

I win around 2 out of 3 times. It takes really focusing on building production and events that Terraform the planet.

3 upvotes on reddit
DerpyEMT · 3 years ago

I feel like I win about 60% of the time. You have to ignore tons of cards and only buy ones that increase your production. If I won every time, I don't think I'd like the game as much! It's challenging and different every time due the number of cards in the game, but it is a tad luck based of you never get and useful cards.

3 upvotes on reddit
suckmacaque06 · 3 years ago

Yeah I'd say I win 99% of the time. The trick I found is to give each resource generation increase a value. I use the cost of standard projects as a reference. I multiply the resource increase by the number of generations left, which tells me how much of that resource it will produce, and then I multiply it by the value of that resource I got from the standard projects (for example, if a heat increase costs 14 and it takes 8 heat for an equivalent increase, then each heat has a standard value of 14/8, so if I will net 10 heat by playing a card over the course of the game then that card is generating a value of (14/8)*10). Then I subtract the cost of playing the card, and if there's a net positive impact of buying and paying for the card then I do that, since by the end of the game the move is guaranteed to net me money.

I literally cannot lose the game since using this strategy. So I kind of stopped playing lol.

7 upvotes on reddit
aka_Foamy · OP · 3 years ago

I've certainly improved since thinking along those lines, but actually calculating it out just feels extreme for me. I'm terrible at mental maths as well so it would just kill my enjoyment.

2 upvotes on reddit
suckmacaque06 · 3 years ago

Exactly, that's why I don't play it. I guess you have two choices, you either ignore the best strategies or you utilize them. And if the best strategies in a game are incredibly tedious and boring, then I think that's moreso a flaw with the game than the strategy.

This same strategy exists in pretty much any game where there's a numbered cost involved with a move and a numbered net gain from that cost. I think all games need to be more abstract to avoid this issue.

1 upvotes on reddit
trygvii13364 · 3 years ago

This is why this game is not great solo for me anymore.

1 upvotes on reddit
Wu_Khi · 3 years ago

Around 70% winrate i think, mostly app. Don’t underestimate the power of steel and titanium production. And card draw. And card cost reductions.

Edit: winrate could be a little higher even, but i usually try to get a good/decent score as well. (I’d say everything 100+ is good, 120+ is great)

3 upvotes on reddit
Wu_Khi · 3 years ago

Also: the cards that let you transform energy into oxygen are really strong, if you’re trying to Terraform and don’t care about your final score.

1 upvotes on reddit
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TensioneConcettuale · 3 years ago

Base game + preludes?

Like 90% of games, when I lose it's usually because I try to push on the score too much.

I play the physical boardgame, don't like apps and computers versions.

3 upvotes on reddit
aka_Foamy · OP · 3 years ago

I haven't got any expansions yet. Very tempted by Prelude.

1 upvotes on reddit
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TensioneConcettuale · 3 years ago

It's a must have imo.

Get it as soon as you can, fellow terraformer

2 upvotes on reddit
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r/boardgames • [3]

Summarize

Terraforming mars solo

Posted by breakingd4d · in r/boardgames · 2 years ago

Curious about playing cities .. I normally play this and TF AE as a win/lose (don’t count VP).. besides just raising credit production by 1 when I place a city.. if I’m playing Solo - shouldn’t I just avoid placing cities since they’re expensive ?

5 upvotes on reddit
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RomanStashkov · 2 years ago

Depends on what Corp and other cards you have. More money is always useful and if you've got say the metro card that gives you money based on the number of cities on Mars then it can be really useful for your engine.

There's a solo campaign in the files for TM on bgg BTW. I found it fun

3 upvotes on reddit
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Inconmon · 2 years ago

The answer is no - only for points.

Terraforming Mars played solo is an almost pointless exercise of luck of the draw. Bear with me before hating:

You know the terraforming steps provided and their cost in MC as standard projects. You need some 700+ MC to terraform it. Each card you play reduces that amount. If you play a card for 15 MC that places a greenery you have a cost of 18 (3 to buy card) and save 23 (cost of greenery standard project) + 1 per turn left for TR income. So if there's 3 turns left you look at 26-18=8 MC gain over standard projects and 26 off the total amount needed.

Given that the cards aren't balanced around solo challenge there's simply good and bad cards. If you have a basic understanding of card value (see previous paragraph) it's purely luck of the draw how many points you will get and you're almost guaranteed to succeed. Losing becomes a consequence of pushing your luck - keeping cards or building cities purely to score points at the detriment of terraforming in time.

For example if you start with Soletta (35 MC, Space Tag, +7 heat prod) in your starting hand you are guaranteed to have an exceptional solo game. The card alone is worth like 1/3+ of your total terraforming target in MC. A city on the other hand played in turn 1 says you back 25-13-(placement bonus) total and obviously there's opportunity costs.

3 upvotes on reddit
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breakingd4d · OP · 2 years ago

Wow … thanks ! Honestly got the game for free but love terraforming mars ares expedition .. I get hate but liked it better for solo (esp since I like race for the galaxy).

1 upvotes on reddit
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r/boardgames • [4]

Summarize

I wrote a strategy guide for the Terraforming Mars Solo variant

Posted by ErikTwice · in r/boardgames · 5 years ago
post image
eriktwice.com
18 upvotes on reddit
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ErikTwice · OP · 5 years ago

People have been asking me to write about the Terrafoming Mars solo game for ages and now that we are all locked in our houses, I think it's time to do it. After all, I must have played a dozen games during the last few weeks so why not?

I know many people struggle a bit with the solo mode, because it's very different from the normal game so I hope my article can help people do a little bit better. Just let me know if I can help you in any way, I love to talk about this game :)

5 upvotes on reddit
[deleted] · 5 years ago

I love this game. I almost always win with the base game, sometimes early in. I find it more of a struggle to win with prelude added.

I played two games last night back to back. I barely scraped a win, with every last penny in the final action with Aphrodite. I was using prelude, Venus and Colonies.

My highest score was with the mining guild, at 140.

4 upvotes on reddit
suckmacaque06 · 5 years ago

I haven't lost once with prelude. In fact, I think I've only lost one time ever in TM and it was my first or second game (just the base game). I find that its very difficult to lose with prelude if I focus on a certain build from the beginning (all space cards, building cards, etc.) But I also don't play for points, which is sounds like you do, so maybe that's why you're just scraping by sometimes. I think my highest score ever is around 97 in solo.

2 upvotes on reddit
[deleted] · 5 years ago

It's funny because I can win in 12 or less rounds without prelude.

1 upvotes on reddit
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ErikTwice · OP · 5 years ago

Wow now that you mention it must have been years since I last played with the Mining Guild. Not sure why, they are fun to play!

1 upvotes on reddit
Ranhert · 5 years ago

This was a really good read. I have played twice solo with Prelude (haven't played multi-player yet due to quarantine) and have always been 1 objective shy (1 heat one game and 1 ocean the other). I think I just needed to be smarter about what cards I buy and what they contribute to the solo game.

Can you expound a bit on why Prelude makes it harder and what a good expectation for a score with Prelude is? I really enjoy Prelude and hesitate to take it out but would like to get a win here at some point.

4 upvotes on reddit
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ErikTwice · OP · 5 years ago

Thank you! It is indeed very common to be a bit short with Prelude. Seems like a normal play pattern always falls short instead of above the terraforming line.

I'm not fully sure what makes Prelude harder. I think the main reason is that cutting the lenght two generations short makes all cards much worse. Sure, you are always assured a good start but you have to hit the ground running or fail. Those extra two generations can easily mean a lot of terraforming. The TR target is also pretty high and I haven't found the flexibility in how to reach it all that helpful.

As for score, I don't know. I realized after playing Prelude so much that I no longer have a good grasp on what a good score is. I keep comparing myself to my previous scores but they don't translate well.

2 upvotes on reddit
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Varianor · 5 years ago

I would agree with this. In the typical 14 generation solo game, a significant percent of the victory points arrive because you've got your engine going strong. (=Not to mention that income being based in part on TR means that as you increase income you have a lot of it coming in those last few generations.

2 upvotes on reddit
ckalmond · 5 years ago

Nice write up. I have played the game about ten times now and did not know about the placement bonus when playing a tile adjacent to an ocean. Don’t know how I skipped over that in the rule book

2 upvotes on reddit
READMYSHIT · 3 years ago

I'm the exact same. Honestly the rule book for TM is horrifically poorly laid out. Rules randomly just mentioned off hand or buried in walls of text.

1 upvotes on reddit
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Varianor · 5 years ago

Good, basic guide to solo. Concur that you shift your focus. Except to have a card to meet tag requirements, purchasing any of the "VP" cards is right out in solo. And Standard Projects to get heat started as early as possible, especially if you don't get a card like Mohole Area or Methane From Titan, are a very good idea.

I've played over 60 or 70 games, although I have yet to try it with Turmoil. Mars is a lot of fun solo - just different enough from the multiplayer version to be it's own experience. The first rule of thumb I developed for solo play was to evaluate cards by their total purchase price and "return on investment". So if a card costs 3 to buy, and 8 to place, that's 11 MC. If I buy this card in Generation 1, when is that going to return either in terraforming or MC or resources that help me terraform? What is my return? If I do this in a later Generation, say Generation 11, will it help me with a required parameter by game end?

The value proposition is a lot different in 1 than 10, or even 1 vs 7. What if the card costs 28, like Methane From Titan? Do I need it? Am I in Gen 8? Do I have the funds? If so, I'll get either 4 or 6 generations out of it. That's 8 plants (1 forest) and 8 heat or 12 plants/12 heat. Can I then use that 28 more effectively on other things, or is this what I need to ensure that I hit that benchmark by the required Generation (12 or 14)?

Solo really encourages you to think like a business owner. :)

2 upvotes on reddit
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r/TerraformingMarsGame • [5]

Summarize

Solo tips?

Posted by Jilian8 · in r/TerraformingMarsGame · 3 years ago

Hello! I've been playing more solo games on the app lately (so on the original Tharsis map) and I would love some tips to upgrade my score. I never lose but I also never go beyond 95-96 points, with most games ending slightly under 90 points.

I know that one of my flaws is to focus too much on titanium, which really only pays off every other game. I've been trying to have fun with the science tags but I often find myself lacking megacredits.

What are some of your solo strategies?

13 upvotes on reddit
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GriIIedCheeseSammich · 3 years ago

It's interesting that you're much better at solo than mp, since most players experience the opposite. You probably have a good sense of which cards will help most with terraforming, and filtering everything else out.

Multiplayer is different, especially with just 2-3 players. The strongest strategy in a 2p (or slow 3p) game is to ignore terraforming for the most part and just build a mammoth economy so you can vomit project cards all over the table the last few generations. The holy trinity of this strategy is 1) card draw, 2) discount/rebate blue cards, and 3) money/steel/titanium production (especially the cards that increase production by 1 per X tag you have). AI Central, Earth Catapult, and Mars University are maybe the best cards for this strategy (certainly in the top 5). By lategame you'll be able to play (and draw) so many cards for free it gets to be pretty ridiculous. With enough luck, you will also accumulate enough Jovian tags that they will become a large chunk of your card-based VPs at the end (like 30-40 points).

The best way to crack 100 VPs in a solo game is to use this strategy (sort of). You still have to terraform everything in 14 gens, so don't pass up something like Mohole Area or the cards that spend 4 energy to raise the oxygen. You have to risk not being able to terraform everything in time and hope you get the right cards in time. It takes a lot of luck and repeated attempts, but you should be able to tell within maybe 5-8 generations if you hit the tipping point where your economy is growing exponentially and you're going to score big. Hope this helps!

3 upvotes on reddit
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Jilian8 · OP · 3 years ago

Yeah it does, cheers! It's very fun trying out new strategies in solo because there are no stakes - I can be a sore loser. And it's great news if the skills I gather doing so could be useful against my brother, whom I explained the game to and who has never lost a game since for reasons I can't quite fathom...

Thanks to the comments here I'm starting to take more risks, it may lose me a few games but hopefully I'll get a better sense of how to modulate them!

1 upvotes on reddit
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Tupptupp_XD · 3 years ago

If you want to absolutely steamroll the game (150+ VP) there is no other way than by investing heavily in card-draw, discounts, rebates, and science.

It's because cards get better when you have lots of effects, and the only way to get more effects is by drawing more cards. Eventually the synergies get so good that you can play 10-15 cards per turn racking in lots of VP, 1-point animal stacks, jovian tags, or bio-synergy tags.

Most production cards trigger once per turn. Which can be good in the early game, to be able to afford the cards.

But in the end game, discounts and rebates trigger multiple times per turn making your scores shoot up exponentially in the last few turns. Also, cards like cartel, satellites, and insects scale with the number of cards played.

3 upvotes on reddit
ThereIsNoLadel · 3 years ago

High scores are largely going to be draw dependent.

An early tag-based economy card like cartel or satellites for 6+ is going to pay huge dividends and allow you to play a bunch of point cards.

Speaking of point cards, look for combos: Jovians can be big points. Any card that adds animals is amazing with the 1 point/animal cards.

The ground game is easy points because no one else will interfere with your perfect tile placements.

Lastly, prioritizing card draw enables you to find all these good cards.

8 upvotes on reddit
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Jilian8 · OP · 3 years ago

Jovians are so expensive though, I rarely can invest in them in solo... And by the time I can play some animals, I'm scrambling to install the last temperature points or whatnots.

Ground game wise, what is considered the best area around the Equator: East or West?

3 upvotes on reddit
Jefferson1960 · 3 years ago

It's a risk/reward issue. . .you have to prioritize card-drawing and the card-drawing cards, recognizing that if you're going for a high score you may end up not terraforming and losing some games. Some corps are better than others for high scores- I do best with Mining Guild, Phobolog, Tharsis, Ecoline, and Point Luna, roughly in that order. If you can snag Advanced Alloys in your initial draw with Mining Guild or Phobolog you're golden. I always grab Large Convoy and look for the 1-point animal cards to synergize with it (Birds, Fish, Predators)- you can get 7 VP from a single card play that way!

6 upvotes on reddit
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Jilian8 · OP · 3 years ago

Wow, Tharsis really? I only build cities in the very last turn with my last money, to capitalise on my forests. Where do you find the time to make Tharsis useful?

2 upvotes on reddit
Jefferson1960 · 3 years ago

A good score with Tharsis is dependent on 1)having good steel and energy production and 2) drawing a lot of city cards. You can get your money production up nicely that way, especially if you draw Immigrant City early. Research Outpost also helps.

3 upvotes on reddit
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riddler1225 · 3 years ago

Don't forget that the 2 pre-placed neutral cities count towards Tharsis' ability.

3 upvotes on reddit
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ObiVanDamme · 3 years ago

To be fair, if you win every game you already know a lot about how to play solo. Getting points, too is based on having cards that are good for solo anyways but in addition give you points. If you can reliably score 90 points, reaching 100 is just card luck. Try to grab more drawing to just have more cards. That's basically it

6 upvotes on reddit
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Jilian8 · OP · 3 years ago

Yeah fair... I'm terrible at multiplayer though, but they're arguably two very different games. Solo felt easy from the start so I was hoping there was more to it. Still fun though

3 upvotes on reddit
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r/boardgames • [6]

Summarize

Terraforming Mars strategies?

Posted by infinitum3d · in r/boardgames · 4 months ago

I’ve played TM on BGA at least a dozen times and I’ve never broken 100 points. I’m getting crushed every game, like 138 - 93, and that’s my high score.

What strategy should I try next?

I’ve tried always choosing cards that increase my MC but I didn’t get many points.

I’ve tried focusing on cards that increase my terraforming rating. Didn’t work.

I’ve tried focusing on cards that score points directly. No bueno.

How do I build an ever increasing scoring engine?

Plants/greenery?

Animals?

Should I change strategy around generation 7?

Something else?

Help!!

I love TM and I don’t need to win to enjoy the game, but I also feel like I’m missing something.

Thanks!

14 upvotes on reddit
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olusatrum · 4 months ago

I don't think I win as much as my friends think I do, but I do ok and always have fun. A few guidelines I use:

  • It's better to have money now, than a card you might use eventually. Try to only draft projects you have a plan to put in play immediately, unless they're crazy good

  • Points from temperature, oxygen and oceans are the best because they're zero-sum - every ocean you place is a point you denied someone else from scoring. Pushing to the end of the game also denies everyone else the time to make their engines go nuts.

  • MC production is a bit of a trap in my opinion. It's nice when you can get it, but I would be wary of spending any significant resources to up your MC production. Sometimes I do the math: how many generations until this MC production card pays for itself? Does it do anything else for me?

  • Greeneries are worth a point, and cities are worth points for adjacent greeneries, and that can be big points. You may benefit from placing a city in a good spot a little earlier than you might otherwise be comfortable with

  • Sometimes it helps me compare the cost of the card ($3 to draft it, plus the cost, plus anything it costs to activate) vs. the relevant standard project. Is it any cheaper than just buying the thing I want? Do I get any additional benefits?

12 upvotes on reddit
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infinitum3d · OP · 4 months ago

Sometimes I do the math…

That’s something I recently started paying attention to. If a card increases my MC one, but costs 15 (+3 to buy), it’ll never break even. Even if it costs 0 to play, it still takes 3 gen to break even. Not great late game.

I’m learning. It’s just taking longer than I thought to get good.

4 upvotes on reddit
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Farts_McGee · 4 months ago

I very much agree with your post.  I went on a year long winning streak following those rules.  I agree with pretty much everything you say.  I think more than city play though is the milestones and awards.  

2 upvotes on reddit
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warpspeed100 · 4 months ago

TM, like Catan, has a player defined game length. The key to success is to watch how fast the parameters are rising and to switch from engine building to points scoring as you predict the game coming to an end with you in the lead at that moment.

35 upvotes on reddit
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infinitum3d · OP · 4 months ago

Good point. Unfortunately I’m never in the lead at any point.

I have started to reduce my actions that increase parameters, hoping to give myself more turns.

I used to go all in on increasing the temperature and oxygen as fast as possible. That was a mistake.

6 upvotes on reddit
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Farts_McGee · 4 months ago

Going all in on terraforming really shouldn't be a mistake.  Those points come faster than tableu points by a wide mile.  

2 upvotes on reddit
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plorb001 · 4 months ago

Two general things I strive for: lean into the corporate advantage, and try to only spend money on 1 or 2 new cards every generation

Two specific things I’ve found is that space/titanium cards are usually more expensive than they’re worth points-wise unless titanium production is really humming along; and that plant-based engines are almost always worth it, as they both increase rating through oxygen and give city points, as well as more board presence, which usually wins some milestones or awards

24 upvotes on reddit
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infinitum3d · OP · 4 months ago

This is great advice.

I have recently started only buying 1 card on a turn.

I’ll try focusing on plants again with more buildings.

5 upvotes on reddit
Methwurstmann · 4 months ago

One of the common starting mistakes is building too many cities.

7 upvotes on reddit
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jayron32 · 4 months ago

Unless you're getting them on cheap cards, standard project cities give 1) zero VP 2) 1 MC production 3) basically nothing else. 25 is a LOT to spend on that. Look at the 25 value cards: they are almost ALWAYS a better deal in terms of engine building or end game scoring. If you can get a city down next to 2-3 other forests and/or some oceans, maybe it's worth it. If you can get multiple of your own cities around a cluster of forests, MAYBE it's worth it. But just building cities to build cities rarely works out unless you have a specific plan on how you're going to make them work for you. Even among standard projects, every other standard project is a better deal.

7 upvotes on reddit
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plorb001 · 4 months ago

Your starting corporation’s special abilities

5 upvotes on reddit
DJGrawlix · 4 months ago

I found my game drastically improved after playing solo for a while. completely terraforming the planet in 14 rounds was challenging but really taught me to show a little more discipline in card selection and helped me build my production engine. You can get a lot done in round 13 when you have 80 MC!

7 upvotes on reddit
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r/soloboardgaming • [7]

Summarize

Terraforming Mars Solo

Posted by FractalInfo · in r/soloboardgaming · 4 months ago
post image

I am sure I made mistakes. I have never played solo variant before and only played with other people once about 5 years ago. I didn't think I would get close on oxygen but the iron works card helped a lot. Perhaps I will succeed next time. Love this game.

i.redd.it
46 upvotes on reddit
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Johnny_pickle · 4 months ago

Get the new solo automa, it’s supposed to be a huge improvement.

6 upvotes on reddit
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halforange1 · 4 months ago

I second this. Automa is a really good TM expansion for solo. The rules can get convoluted (all existing expansions are compatible), but if you have just the base game it should straightforward.

3 upvotes on reddit
zigzag86 · 4 months ago

Ooo hadn't considered Terraforming Mars having a solo mode, great game!

1 upvotes on reddit
FractalInfo · OP · 4 months ago

I played the solo rules included in the base game. Basically you get 14 turns to do all water, temperature, and oxygen. If successful you win. You then score your victory points as a bench mark for future plays. I don't have any of the expansions.

1 upvotes on reddit
raereigames · 4 months ago

I love Ares expedition solo, someday will have to come back to the original now that it's more soloable!

2 upvotes on reddit
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r/boardgames • [8]

Summarize

First Game of Terraforming Mars Solo last night

Posted by Ranhert · in r/boardgames · 5 years ago

I was one of many that picked up Terraforming Mars on sale a couple weeks ago. I finally got around to playing it last night and played solo so I could make sure I was comfortable with the rules and game before teaching it to my wife (she doesnt normally game but said she would try TM with me). I did not win but I got close, 2 oceans, 2 oxygen, 1 temp from Terraform. I think I only screwed up one rule but it was a doozy I didnt catch/correct until Generation 13, I was paying 4MC instead of 3MC for research cards kept. I had also picked up Prelude for cheap but opted not to include that for the first playthrough. Going to order overlays or trays as soon as this pesky pandemic lets up. So far for a first playthrough it was a lot of fun and can't wait to give it some more tries both solo and multiplayer.

18 upvotes on reddit
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Witzman · 5 years ago

Give this one a try: https://boardgamegeek.com/filepage/150779/solo-variant

Much better solo mode

2 upvotes on reddit
Ranhert · OP · 5 years ago

Wow that's pretty cool, more of an automa AI then the wide open sandbox of the base solo.

1 upvotes on reddit
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Fairyology · 5 years ago

Ooooh didn’t know you could play on solo mode! I know what I’m doing tomorrow :D

2 upvotes on reddit
theatomictruth · 5 years ago

I play a lot of solo games and this is one of my favorites

2 upvotes on reddit
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Sidnv · 5 years ago

It's a good solo game. There's a lot of variety in it due to the different corps, preludes and of course the card randomization.

2 upvotes on reddit
Ranhert · OP · 5 years ago

Yeah there is a solo mode printed in the base game and Prelude includes a different solo mode that is based on TR instead of Terraforming.

3 upvotes on reddit
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Fairyology · 5 years ago

Amazing! I don’t have prelude (yet!) but I will definitely be getting the base game out tomorrow to have a go! So glad you posted this!!!

1 upvotes on reddit
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ErikTwice · 5 years ago

Note that Prelude will make the solo game more difficult. It is not a problem at all to start with if you have it at hand, though it is not at all necessary.

1 upvotes on reddit
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persoanlabyss · 5 years ago

The prelude helps alot but makes for a faster game

1 upvotes on reddit
plumwell · 5 years ago

Once you add Prelude, you’ll likely never play without it. The starting perks it gives you adds a lot to the game and shortens playtime a bit, without adding any complexity.

7 upvotes on reddit
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Inconmon · 5 years ago

Actually you might. It adds more randomness. My group is thinking to going back to base game only for best balance.

1 upvotes on reddit
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flyliceplick · 5 years ago

It's fine for teaching. Easiest thing to do is deal out cards for an extra player, and show them how it works, one corp, two preludes, and their starting hand, look for synergies, etc.

2 upvotes on reddit
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r/soloboardgaming • [9]

Summarize

Terraforming Mars solo!

Posted by sonam812 · in r/soloboardgaming · 2 years ago

I just played my first proper solo game of Terraforming Mars. I cannot understand how someone can reach all global parameter levels in only 14 generations! Also, I have a couple of questions:

  1. Do blue cards have immediate benefit or are they all used in future plays? Say, I play a blue card in a turn and pay 18 coins for Aquifier pumping - do I get to place an ocean tile immediately or do I need to pay 8 more to place an ocean tile or can I only pay 8 later to place ocean tiles in subsequent turn?

  2. I think I know the answer to this, but still - Can I only exchange 8 plants/heat for greenery tile/temperature in one turn or can I do it in multiples of 8 (say pay 16 and place 2 greenery tiles)?

  3. Apart from VP points, what is the point of placing city tiles? As I understand, unless I reach optimum levels of temperature, oxygen and place 9 ocean tiles in 14 generations, I lose the game - so what would be the benefit of winning VP points in solo play?

Lastly, any tips for future plays?

4 upvotes on reddit
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sepia_undertones · 2 years ago
  1. Blue cards are ongoing effects or actions. You can always use an ongoing effects; but you can only use an action once a round. You don’t ever get to use the action for free, but blue cards (actions or ongoing effects) are available right after you play them. So with one action, you pay the cost to play Aquifer Pumping; and with any action in the future you can then use its action (paying the cost), as long as it is not more than once per round.

  2. You can always take an action to spend 8 heat or plants to raise temp/plant a greenery. If you have 16 heat, you can take 2 actions, spending 8 heat each time and raising temp once each time.

  3. I’m good enough now (I’ve managed hundreds of plays thanks to the app) that I can most times win any given solo match; now I try to win with higher scores. I’ve cracked 100 a few times, just got my all-time high score of 117 last week. Points are a good measure of how well you did, and scoring VPs is critical if you want higher scores. Winning is a threshold; there is a minimum score (which if I remember correctly is 56; 14 steps oxygen, 9 oceans, 19 temperature steps, and 14 starting TR). Your winning score is usually going to be higher because greeneries are worth 1 point and also are usually the way you increase oxygen. Starting out though, don’t worry so much about cities or VPs; try to get them after you’ve made sure you can complete terraforming.

Some advice:

  • As I mentioned, I can win most games if I play to win now, but I lose most of my games now because I take big risks for higher scores. It’s perfectly fine to play it safe and focus on winning starting out, once you get to where you feel like it’s not challenging enough, start pushing for VPs and cities.

  • Like others have pointed out, it’s not two actions a round. It’s one or two actions a turn, and after it’s your turn is over it’s your turn again. So basically in solo you play as many turn each round as you want until you can’t or don’t want to do more. That’s a classic solo rookie mistake! You definitely can’t win with 28 actions, probably even with perfect card draws.

  • Some games are not winnable. The cards you get play a big role, so don’t get down if you don’t win.

-Some cards should probably never be played solo; you’ll learn which ones eventually. Likewise, some should almost always be taken (always buy Standard Technology, it’s always worth it!). You’ll figure those out too.

  • My strategy for success: I try early to get as much heat production as I can. That also means trying to get those first five steps of the temperature track, since they give you two heat production. You want to do that because it’s the cheapest standard project, but there’s a lot of steps. I also tend to grab every card that gives plant production, even if it’s prerequisite is something I likely won’t meet until much later in the game. That’s because greeneries are expensive, and even a few extra plants later in the game can give you that extra boost you need to complete the oxygen track. I also try to pick up every plant placement bonus for the same reason. Finally, try to take advantage of the ocean tile bonuses as best you can. I try to always play oceans next to each other, and I avoid placing anything in a spot next to an empty ocean spot I know I want to fill later. It’s not a lot of money, but it’s important; lots of times the difference between winning and losing comes down to a few bucks.
2 upvotes on reddit
sonam812 · OP · 2 years ago

Super helpful - thank you so much for the detailed response - I'm a lot more clear now!

1 upvotes on reddit
sepia_undertones · 2 years ago

No problem! It’s one of my favorite games, I go back to it all the time.

One thing I forgot to mention about cities that’s important - except for not being able to place a city next to another city usually (a few cards that place cities on specific spaces can break this rule, like Noctis City), you can build cities anywhere. Since greeneries have to be placed adjacent to a tile you already own (unless you don’t own any tile yet), playing a city can help you setup so you can start placing those greeneries somewhere else. You might want to do that if you have some placement bonuses you want, but you don’t want to build a huge daisy-chain of greeneries to get there.

Happy terraforming!

1 upvotes on reddit
RepresentativeTrue60 · 2 years ago

After playing and failing a bunch, I didn’t realize you were allowed to take Multiple turns in one round. I enjoy the game.

1 upvotes on reddit
sonam812 · OP · 2 years ago

Manual says 1 or 2 tutns per generation

1 upvotes on reddit
Bar_ki · 2 years ago

1 or 2 actions per turn, turns continue until no more actions can be done and then generation ends.

2 upvotes on reddit
RepresentativeTrue60 · 2 years ago

1 or 2 actions on your turn. Playing by yourself is multiple turns in a row until you pass to finish the round. I interpreted this In solo to be run out of actions then end round.

4 upvotes on reddit
sonam812 · OP · 2 years ago

Omg that makes it so much easier! I was limiting myself to 2 actions per turn and found myself running out of time very soon

3 upvotes on reddit
RepresentativeTrue60 · 2 years ago

It must be clarity in the rule because I did the same thing also. LOL. Glad I could help, enjoy the game!

3 upvotes on reddit
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r/soloboardgaming • [10]

Summarize

Terraforming Mars: Solo Variant

Posted by Inconmon · in r/soloboardgaming · 2 years ago

I put a TFM variant together that more closely aligns the solo mode in TFM with the 4-5p experience. It also includes a bot that is easy to manage and quick to resolve. It's all low on rule changes and components.

I know many enjoy the TFM solo mode out of the box, but as someone who played lots of 4-5p games it was an underwhelming experience for me whenever I tried. This variant captures the way you evaluate cards in the full game and allows for more different engines.

The files and details are on bgg: https://boardgamegeek.com/thread/3047985/alternative-solo-mode-supports-all-expansions-turm

17 upvotes on reddit
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treeonwheels · 2 years ago

Neat! You may want to consider submitting this to BGG’s 2023 Solo Mode Contest.

3 upvotes on reddit
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Inconmon · OP · 2 years ago

Sure! I checked the rules and need someone to test and feedback first.

3 upvotes on reddit
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GimmetheGr33n · 2 years ago

I’m gunna try this, thanks for sharing!

2 upvotes on reddit
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Inconmon · OP · 2 years ago

Please do, keen to hear some feedback.

2 upvotes on reddit
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Related

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AI Answer

🤖

Terraforming Mars solo play tips

Here are some helpful tips for solo play in Terraforming Mars:

  1. Understand the Rules: Familiarize yourself with the solo rules, which differ slightly from multiplayer. You have a set number of generations (14) to reach specific terraforming goals.

  2. Focus on Terraforming Rating (TR): Your primary goal is to increase your TR as much as possible. Prioritize actions that raise TR, such as placing greenery tiles, increasing oxygen, and raising the temperature.

  3. Resource Management: Efficiently manage your resources (MegaCredits, Steel, Titanium, Plants, Energy, and Heat). Balance your spending between immediate needs and long-term investments.

  4. Card Synergy: Choose cards that complement each other. Look for combos that can maximize your resource generation and TR increase. For example, cards that generate resources based on the number of cities or greenery tiles you have can be very effective.

  5. Use Milestones and Awards: Aim to achieve milestones (like "Landlord" or "Builder") and fund awards (like "Best Builder") to gain additional points. These can be crucial in a solo game where every point counts.

  6. Plan Your Actions: Think several turns ahead. Consider how your current actions will affect future turns, especially in terms of resource generation and TR increases.

  7. Adapt Your Strategy: Be flexible and adapt your strategy based on the cards you draw. Sometimes, pivoting to a different strategy can yield better results than sticking to your original plan.

  8. Practice Makes Perfect: The more you play, the better you'll understand the nuances of the game and how to optimize your strategy for solo play.

Recommendation: Consider using the "Solo Variant" rules from the official Terraforming Mars rulebook, which provide a structured way to challenge yourself and track your progress. This can help you set personal goals for improvement in future games.

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