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GUIDE

TERRAFORMING MARS STRATEGY GUIDE

Terraforming Mars is a card-driven engine builder in which rival corporations raise the temperature, oxygen, and ocean coverage of the red planet. The player who contributes most to making Mars habitable while scoring the highest total wins.

DIFFICULTYINTERMEDIATE
PLAYERS1-5
PLAY TIME120 min
AGE12+
STEP 1

SETUP

  1. 1Place the game board and set the global parameters to their starting values of -30 C temperature, 0 percent oxygen, and zero of the nine ocean tiles placed.
  2. 2Give each player a player board plus the cubes and markers in their color, with production set to its starting positions.
  3. 3Deal each player two corporation cards; keep one and return the other to the box.
  4. 4Deal each player 10 project cards, then keep any you want by paying 3 MC each and discard the rest.
  5. 5Place each player's terraforming rating marker on 20 of the TR track.
  6. 6Set out the ocean tiles, greenery and city tiles, and the nine milestones and five awards.
  7. 7Randomly choose a starting player and hand out the first player marker.
STEP 2

HOW TO PLAY

GENERATIONS

The game is played over a series of generations, each beginning with a research phase where every player draws four cards and buys the ones they want for 3 MC apiece. Players then alternate taking one or two actions until everyone has passed. Production is collected at the end of every generation, feeding your engine for the rounds ahead.

PLAYING PROJECTS

Project cards are the heart of the game. Green cards build permanent production and passive engines, blue cards grant repeatable actions and effects, and red event cards fire once for an immediate result. Many cards carry requirements tied to the current global parameters, so timing when you play them matters as much as which you buy.

GLOBAL PARAMETERS

Raising temperature, adding oxygen, and placing ocean tiles each increases your terraforming rating, which is both income and victory points. Placing greenery tiles raises oxygen and placing ocean tiles unlocks placement bonuses, so shaping the map deliberately compounds your advantage.

MILESTONES AND AWARDS

Milestones can be claimed for 8 MC when you meet their condition and are worth 5 points each, while awards are funded to be scored at game end based on who leads a category. Claiming milestones early and funding awards you already lead are efficient point swings when the board tightens.

★ WIN CONDITION

The game ends at the close of the generation in which all three global parameters are maxed out, meaning the temperature reaches +8 C, oxygen reaches 14 percent, and all nine ocean tiles are placed. Players then score final greenery and city points on top of their terraforming rating and card points, and the highest total wins.

STEP 3

QUICK TIPS

  • Prioritise raising your production early so later generations give you far more to spend.
  • Buy cards during research with restraint; every card kept costs 3 MC and unused cards drain your budget.
  • Match your corporation's strengths, since a mining, science, or card-tag focus should steer which projects you chase.
  • Watch the last generation carefully and pivot toward direct terraforming rating gains and greenery placement.
  • Claim milestones as soon as you qualify, because opponents can take them first and each is worth five points.
  • Place greeneries next to your own tiles to earn placement bonuses and to build toward city and adjacency scoring.
DEEP DIVE

STRATEGY NOTES

Terraforming Mars rewards players who think of the game as an engine first and a scoring race second. In the opening generations you have very little money and even less production, so the strongest openings pour resources into green cards that raise your output of megacredits, steel, titanium, plants, energy, and heat. A corporation that spends its first two or three generations building production will out-accelerate a rival who chases flashy point cards too early, because compounding income lets you play more projects every round.

Your terraforming rating deserves constant attention. It is not only the tiebreaker at the end of the game, it is also income every generation, so each step up the track pays you back repeatedly. Raising temperature, adding oxygen, and placing ocean tiles all bump your rating, and many of the best value plays do two useful things at once, such as an ocean placement that also grants a bonus of plants or cards from the space beneath it.

Card selection during the research phase is where quiet games are won and lost. It is tempting to keep everything, but at 3 MC per card that habit will starve your engine. Learn to fold cards whose requirements you will never reach and to hold high-impact cards until the global parameters make them cheaper or stronger. Card tags matter too, since science, building, and space tags unlock later projects, milestones, and awards.

As the parameters approach their limits, shift your mindset from building to cashing out. The final generations should convert stored heat into temperature, dump plants into greeneries for oxygen and points, and lock in any milestone or award you can reach. Adjacency bonuses from clustered greeneries and cities add up faster than newcomers expect.

Above all, read the pace of the table. If the parameters are filling quickly, a runaway engine may never get to fire, so a leaner point-focused plan can beat a beautiful but slow production build. Adjust your ambitions to the tempo of the specific game in front of you.

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