Terraforming Mars rules
Corporations racing to terraform Mars.
- Players
- 1–5
- Time
- about 2 hours
- Ages
- 12+
- Goal
- Run a corporation terraforming Mars. When temperature, oxygen and oceans are all maxed, the game ends and the most Victory Points wins.
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How to play Terraforming Mars
Setup
- Give someone the first-player marker (e.g. whoever won last time), and put the generation marker on 1.
- Each player picks a colour and takes its markers and a player board. Put every player's TR marker on 20 and each production track on 1, all other resources at 0.
- Corporate Era (optional, not for first games) starts everyone at 0 production and adds cards marked with its icon; standard games remove those cards from both decks.
- Set temperature to −30°C, oxygen to 0%, oceans to none.
- Decks & supply: shuffle the project cards into a deck beside the board, leaving room for a discard pile. Put the resource cubes and remaining tiles where everyone can reach them.
- First game: take a Beginner Corporation — 42 M€ and all 10 starting cards free.
- Otherwise: secretly pick 1 of 2 dealt Corporations and which of 10 dealt cards to keep. Reveal your corporation, take its starting M€/production, then pay 3 M€ per card kept; discard the rest face down (unchosen corporations go back in the box).
- Solo: always use Corporate Era. Start at TR 14 with 0 production except what your corporation gives.
- Solo neutral tiles: before picking your cards, reveal and discard the top 4 deck cards. City 1: count the 1st card's cost in land spaces from the top-left, left-to-right then row by row (skip illegal spaces).
- City 2: count the 2nd card's cost the same way, but backwards from the bottom-right.
- Solo neutral greeneries: using the 3rd and 4th cards' costs, count that many spaces clockwise around each city from its top-left neighbour (skip illegal spaces) to place its greenery. Neither city nor greenery raises oxygen, and neither is yours.
- Solo game length: skip Milestones/Awards and play exactly 14 generations. After gen 14 you may still convert plants to greeneries for VP (still no oxygen gain), but you must have finished terraforming by then or you lose.
Each generation
- Player order: the first-player marker moves one seat clockwise and the generation marker moves up 1 (skip in generation 1).
- Research: draw 4 cards; buy any at 3 M€ each (skip in generation 1).
- Actions: clockwise, take 1 or 2 actions a turn until everyone has passed. Taking no action is passing.
- Production: energy becomes heat; gain M€ equal to TR + M€ production, plus every other resource you produce.
Actions you can take
On your turn, take 1 or 2 of these (or pass for the rest of the generation):
- Play a card: meet its requirement and pay its cost. Green cards stay, red events go face down, blue cards give actions.
- Standard Project: Sell Patents (1 M€ per card), Power Plant 11 M€, Asteroid 14, Aquifer 18, Greenery 23, City 25.
- Milestone: claim one you qualify for, 8 M€, 3 in total. Award: fund one for 8, 14, then 20 M€.
- Blue card action: once per generation each.
- Convert 8 plants into a greenery, or 8 heat into a temperature step.
Steel pays 2 M€ toward Building-tag cards, titanium 3 M€ toward Space-tag cards.
Terraforming
- Global Parameters: temperature −30°C to +8°C in 2° steps, oxygen 0% to 14%, and 9 oceans.
- TR: each step you raise gives +1 TR, which is both your income and your points.
- Bonus steps on the temperature and oxygen tracks give extra rewards.
Placing tiles
- Placement bonus: take what's printed on the space, plus 2 M€ per adjacent ocean.
- Greenery goes next to one of your tiles if possible. A city never goes next to another city.
- At game end: 1 VP per greenery, and each city scores 1 VP per adjacent greenery (anyone's).
Example: Your city has three greeneries around it, two yours and one an opponent's. The city scores you 3 VP; each greenery also scores 1 VP for its owner.
Game end & scoring
Once all three parameters are maxed, finish the generation, then everyone may convert plants one last time.
- Final scoring: your TR, Awards, Milestones (5 VP each), tiles, and VP on your cards.
- Winner: most VP; a tie goes to the most M€ left.
Early on, production is worth more than points: it pays out every generation.
Expansion rules
Only needed if you play with the expansion named on each heading.
Prelude Prelude
Every player gets a fast start from two Prelude cards, played before the game proper begins.
- Setup: shuffle the 7 new project cards into the project deck and the 5 new corporations into the corporation deck. The 35 Prelude cards form their own deck.
- Setup: deal 4 Prelude cards to each player, who keeps 2 (free) when choosing their corporation and cards.
- Setup: once corporations are played and cards paid for, each player in turn plays their 2 Preludes and discards the others.
- Also: the wild tag, a Prelude corporation variant, and 12 generations instead of 14 in solo.
Venus Next Venus Next
Venus adds a fourth track, floaters and a Solar Phase after Production. Venus gives TR but isn't an end condition in multiplayer.
- Setup: shuffle the new cards and corporations into their decks before dealing. Put the Venus board beside the main board with the marker on 0%. Put the Hoverlord tile over the Milestones headline and the Venuphile tile over the Awards headline.
- Solar Phase: if temperature, oxygen and oceans are all maxed, the game ends. Otherwise the first player, as the World Government, raises one parameter a step, with no TR.
- New rules: the Venus track, Air Scrapping, floaters, and Hoverlord and Venuphile. In solo you must max Venus too.
Colonies Colonies
Settle moons and planets with colonies and visit them with trade fleets for resources.
- Setup: shuffle the new project cards and corporations into their decks. Draw Colony Tiles equal to the players plus 2, except 5 in a 2-player game (solo: draw 4, keep 3, and start with M€ production 2 steps lower). Put them beside the board.
- Setup: put a white cube on the highlighted second step of each track. Titan, Enceladus and Miranda start on the moon picture instead, closed until a card in play can collect their resource.
- Setup: place the Trade Fleets Tile beside the board; each player puts one trade fleet on it.
- Build a colony: a 17 M€ Standard Project.
- Trade: an action costing 9 M€, 3 energy or 3 titanium; move your fleet to a free Colony Tile.
- Solar Phase: fleets come home and each white marker moves up a step.
Turmoil Turmoil
Send delegates into six parties; the leading party rules each generation, and a Global Event hits everyone.
- Setup: put the Terraforming Committee and Global Event boards beside the main board. Pile the six Policy tiles on the committee board, Greens on top and ruling. Shuffle the 16 new project cards into the project deck and the 5 new corporations into the corporation deck.
- Setup: each player puts one delegate in the Lobby and six in their reserve. A neutral delegate takes the Chairman seat; the other neutrals go to the Neutral Reserve.
- Setup: turn up the Coming Global Event and put a neutral Party Leader in the party at its top left, which becomes Dominant. Turn up the Distant Global Event and add a neutral delegate to its top-left party.
- Lobbying: an action: move a delegate from your reserve (5 M€) or the Lobby (free) into a party.
- Party cards can be played if that party is ruling or you have 2+ delegates in it.
The Turmoil phase Turmoil
The last step of the Solar Phase. It isn't performed when the game ends.
- TR revision: everyone loses 1 TR.
- Global Event: resolve the Current Global Event, adjusted by influence.
- New Government: the Dominant party becomes ruling; its leader becomes Chairman (+1 TR).
- Changing times: each Global Event moves along one place and a new Distant event is turned up.
The ruling Policy tile is active only during the Action phase.
Hellas & Elysium maps Hellas & Elysium
Two alternate boards.
- Hellas and Elysium each have their own placement rules, Milestones and Awards, used instead of the Tharsis ones.
Prelude 2 Prelude 2
More corporations, Prelude cards and project cards.
- Contents: 5 corporations, 25 Preludes and 24 project cards; most work with Venus Next, Colonies or Turmoil.
- Setup: use only cards from expansions you play (or keep the others in and redraw when one turns up); the Extended Start variant deals 3 corporations and 6 Preludes.
- Prelude refund: an unplayable Prelude is discarded for 15 M€.
Milestones & Awards Milestones & Awards
Replaces the printed Milestones and Awards.
- Setup: before dealing any cards, choose 5 Milestone tiles and 5 Award tiles, randomly or not, to replace the ones printed on the board.
- Venus Next: if you play with it, always add Venuphile and Hoverlord as normal.
Turmoil at game end Turmoil
- Turmoil: no Turmoil phase at game end. Each Party Leader and the Chairman you own scores 1 VP.
All Terraforming Mars rules (89)
General
- Generation Structure
- Research Phase
- Action Phase — What Counts as an Action
- Production Phase
- Resources
- Terraform Rating (TR)
- Global Parameters
- Global Parameter Bonus Steps
- Converting Plants and Heat
- Tile Placement & Placement Bonuses
- Ocean Tiles
- Greenery Tiles
- City Tiles
- Playing Cards
- Card Types
- Blue Card Actions
- Tags
- Standard Projects
Clarification
- The First Player Marker Rotates
- What Passing Actually Locks You Out Of
- Production Has No Upper Limit
- Leftover Energy Becomes Heat
- Steel and Titanium Only Pay for Matching Tags
- Red-Bordered Icons Can Hit Any Player
- Raising a Maxed Parameter Does Nothing
- Placing Greenery After Oxygen Is Maxed
- City-to-City Adjacency
- When Card Requirements Are Checked
- Event Card Tags Only Count While Being Played
- Your Corporation Is Locked In For the Game
- Milestones Need Qualifying, Awards Don't
- Award Ties
- Milestones and Awards Are Shared by the Table
Variant
Scoring
Prelude expansion
- Prelude Cards
- When Preludes Are Played
- Wild Tag
- Prelude Corporations Variant
- Solo With Prelude and Buffer Gas
Venus Next expansion
- The Venus Scale
- Venus Is Not an End Condition
- Air Scrapping
- Floaters
- Venus Tag and Venus Cards
- Venus City Spaces
- Hoverlord and Venuphile
- Venus Fine Points
- Six Milestones and Awards With Venus
- Solar Phase
- World Government Terraforming
Colonies expansion
- Colony Tiles
- Build Colony
- Colony Limits Per Tile
- Trading With a Colony Tile
- Colony Tile Tracks in the Solar Phase
- Titan, Enceladus and Miranda Start Markers
Turmoil expansion
- Turmoil
- Delegates and the Lobby
- Lobbying
- Influence
- Party Leader and Chairman
- Dominant and Ruling Parties
- Global Events
- The Turmoil Phase
- Everyone Loses 1 TR in the Turmoil Phase
- New Government
- The Six Parties and Ruling Bonuses
- Party Policies
- Party Icon Requirements on Cards
- Global Event Fine Points
- Turmoil at Game End
- Turmoil's Terraformer Milestone
- Solo with Turmoil
Hellas & Elysium expansion
Prelude 2 expansion
Milestones & Awards expansion
Expansions covered
- Prelude
- Venus Next
- Colonies
- Turmoil
- Hellas & Elysium
- Prelude 2 5 corporations, 25 Preludes
- Milestones & Awards 30 milestones, 40 awards