OK, this is a not a new game, but one that I was on the fence on for quite a few years now. It is very popular on several board game groups and one whose theme appeals to me. I watched several reviews and even a how-to-play video, but it always seemed very intimidating. On the first appearance, it looks like a heavy number crunching calculation game, and maybe a bit too much. Recently, Asmodee, the publisher overseeing Stronghold Games, had the app version on sale, so I figured I would finally give this beast a try.
What I discovered is a fascinating engine-building game that has kept me hooked since my first try. I will tell you right off, expect to lose A LOT, but each loss will get you to play better, smarter, and more efficient. Being so drawn to the game, I went and bought the actual tabletop version to review. I am pleased to introduce you to Terraforming Mars!
In Terraforming Mars, (TM) 1-5 players are a corporation with the task to tame the red planet and make it a home for humanity. Each corporation brings certain expertise in making the planet safe for colonization. Players take turns spending mega credits to use project cards or basic projects to change the 3 parameters on the planet; raise the temperature to 8 degrees celsius, the oxygen levels to 14 percent, and create 9 oceans (aquifers). In addition, players build cities, mine steel or titanium, and conduct other actions. Each player starts with a base Terraform rating (TR) of 20. When a player takes an action to change a global parameter, they increase their TR. After all 3 parameters have been completed, the players add up their TR, victory points, greeneries, cities, awards, and milestones. Whoever has the most points wins. More on scoring later.
To start, give each player a player mat, cubes of their color and have them pick a corporation to play. There is a beginner corporation which is recommended for new players. Each corporation will detail how many mega credits (MC) and additional production levels they will start at beyond the base level of 1. Players can produce, energy, heat, plants, mega credits, steel or titanium, (more on these later) Next each player starts with a hand of cards that they will have the option to purchase for their starting hand. Each card costs 3 MC and a player may choose some or none. After each player has purchased their project cards, the game begins.
The game is played in a series of generations, consisting of 4 phases; player order phase, research phase, actions phase, and production phase.
The player order phase is when the first player marker is shifted to the next player clockwise and the generation marker is moved up one. In the research phase, each player draws 4 cards and has the option to purchase any or all the cards at a cost of 3 MC each. Players then pay for the cards and add them to their hands. During the action phase, players take up to 2 actions; use one of the 6 standard projects, play a project card, convert a resource, fund an award, claim a milestone, or use an action on a card. A player will take 2 actions on their turn and this continues until all players have passed.
There are 6 standard projects a player can use: sell patents, power plant, asteroid, aquifer, greenery, or city. Selling patents allows a player to sell any number of project cards for 1 MC each. Sending an asteroid will increase the temperature on the planet, an aquifer builds one of the 9 water spaces, a greenery places a greenery tile, and increases the oxygen level of the planet, and a city will place a city on Mars and increase that players MC. Each action that changes a global parameter will also increase that player’s TR rating as well. To use a standard project, the player pays the MC cost and performs that action.
Another action a player can do is to play a project card from their hand. Like a standard project, each project card has an MC cost. Pay the cost and take the action. Some cards will change a parameter, increase a resource production level, or other actions that will benefit the corporation (increase the TR rating or assist with completing an achievement or milestone. An achievement or milestone will provide 5 VP at the end of the game.
A player may also opt to convert a resource. When a player produces 8 heat, they can increase the temperature on Mars, increasing their TR rating. In addition, 8 forests can be converted into a greenery tile, also gaining 1 TR increase.
There are awards that can be purchased, generating 5 VP at the end of the game. Unlike claiming an achievement, which is paid for at the time the requirements are met, an award is funded. There are 5 awards, and only 3 can be funded, and the one who funds the award may not achieve it. In addition, the cost to fund an award will increase for the second and the third.
The last action a player can perform is to take a card action. There are certain blue cards that allow players to generate animals, insects, microbes each turn. These in turn can generate VP points or additional resources when used.
Players continue taking actions until they have no more MC to purchase actions with or conversions to make, which at that point they pass. Once a player passes, they are no longer allowed to take actions during that generation. Once all players have passed, the production phase begins.
In the production phase, each player increases their resources based on their production level. A key strategy in TM is to get an engine going that will continue to produce resources each turn for you. The more MC earned, the more projects you can use, the more projects that change a parameter, the higher the TR rating.
Once all 3 parameters are achieved, the players complete that generation and move on to the final production phase. During this phase, each player has one last chance to convert plants to a greenery. Once all players have made their final plant conversions the scores are calculated.
A player’s final score is made up of their TR rating, plus the number of greenery tiles, any cities adjacent to any greenery tile, any awards or milestones achieved, and any VP points awarded from cards. Each greenery is worth 1 VP and each city adjacent to a city is also worth a VP. The player who has the highest VP is the winner.
As I said earlier, this game seemed intimidating at first, but after the first few turns, it began to come together and I realized that it is nowhere as complex as it appears. I absolutely enjoy the engine building mechanics in it, it is very rewarding to generate resources each turn and in turn, use those to achieve points. The game can be a bit slow, especially if you have passed for the generation and are waiting for the other players to pass. I found using that time to review my projects and plan for my next turn as well as analyzing the other players and seeing what awards or achievements they may fund.
The player interaction is not as much as other games. While you are cooperatively working to terraform the planet, you are also striving to use projects that will give you the highest score. For example, raising the temperature at a certain point will award that player a free aquifer, which allows a 1 VP action to actually become 2. Strategizing when to change a parameter can be a big benefit.
The theme of TR is not just pasted on, it is a crucial part of the game. Jacob Fryxelius, the designer, is a science teacher and the actions are based in real science as to how the planet can be shifted by shifting the global parameters. While the game takes place in a science fiction universe, it is interesting to note the steps that can be done to make this a reality.
I highly recommend anyone that is interested in science and likes a strong engine-building game, to give TM a try. I don’t think it will disappoint you.
Written by Ed Carter