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Turmoil rules

ExpansionTerraforming Mars

Turmoil is an expansion for Terraforming Mars.

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How Turmoil changes play

Turmoil

Send delegates into six parties; the leading party rules each generation, and a Global Event hits everyone.

  1. 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.
  2. 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.
  3. 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.

The Turmoil phase

The last step of the Solar Phase. It isn't performed when the game ends.

  1. TR revision: everyone loses 1 TR.
  2. Global Event: resolve the Current Global Event, adjusted by influence.
  3. New Government: the Dominant party becomes ruling; its leader becomes Chairman (+1 TR). Tip: The ruling Policy tile is active only during the Action phase.
  4. Changing times: each Global Event moves along one place and a new Distant event is turned up.

Turmoil at game end

Terraforming Mars rules it changes

All Turmoil rules (17)

Other Terraforming Mars expansions

All Terraforming Mars expansions

All Terraforming Mars rules and how to play · More about Terraforming Mars