How to play TINYforming Mars Official Rules

By: Dennis B. B. Taylor

Welcome to the TINYforming Mars Game!

Objective:

In the TINYforming Mars Game, the goal is to transform the red planet into a habitable and sustainable environment. Your mission, should you choose to accept it, is to guide the colonization and development of Mars, creating a new home for humanity.

Game Flow:

Now, let’s dive into the gameplay. Each player will take turns performing actions to progress the game. These actions include:

  • Acquiring Resources: Collecting cards that represent different resources like energy, plants, and heat.
  • Playing Cards: Using the acquired cards to develop cities, greenery, and other infrastructures on Mars.
  • Generating Resources: Utilizing energy and plants to produce heat, which in turn can raise the temperature of the planet.
  • Raising the Temperature: Increasing the temperature is crucial to making Mars more habitable for humans.

The ultimate goal is to increase the three global parameters: Oxygen Level, Temperature, and Ocean Coverage. Achieving a high enough level of these parameters will lead to the successful terraforming of Mars.

Game Components:

Before we start playing, let’s get familiar with the game components:

  • Cards: These cards represent different actions, resources, and buildings that players can use.
  • Player Boards: Each player has their own board to keep track of their resources, money, and progress.
  • Generation Tracker: This tracks the game rounds and generation number.
  • Temperature Tracker: This indicates the current temperature on Mars.
  • Oxygen and Ocean Trackers: These keep track of the oxygen level and ocean coverage on the planet.

Winning the Game:

Now that you know the basics, you might be wondering how to emerge victorious in this grand space adventure. To win the game, you’ll need to terraform Mars by increasing its oxygen level, raising the temperature, and covering the planet with oceans.

So gear up, space explorers, and prepare yourselves for an exciting journey of colonization and transformation. The fate of humanity rests in our hands as we embark on this daring mission to TINYform Mars!

How to play TINYforming Mars Official Rules UltraFoodMess

TINYforming Mars is a game that takes place in the future. It can be played by 1 or 2 players. In this game, humanity has reached a point where we have the knowledge and skills to transform Mars, a barren planet, into a place where people can live and thrive.

How to play TINYforming Mars Official Rules UltraFoodMess

Components

  • There are 7 Project Cards
  • 2 Map Cards
  • Credits
  • You’ll get 3 White Player Cubes and 3 Black Player Cubes
  • You’ll also receive 11 Heat (Red) Parameter Cubes, 7 Greenery (Green) Parameter Cubes, and 4 Water (Blue) Parameter Cubes
  • Lastly, there are 2 Nature Resource Tokens, 1 Production Resource Token, and 1 Science Resource Token

Object of the Game

I’m trying to make Mars a habitable place by completing projects that meet Mars’ requirements for life which include Heat, Oxygen (provided by Greenery), and Water.

If I can complete more projects and build cities on the best Martian land, I’ll be the winner.

Game Flow

In the game, we go through several rounds, which we call Generations. Each round, we take turns making decisions. First, we choose Project Cards, which tell us about the different Projects we can work on.

During our turn, we have a few options. We can complete one of our own Projects, work on a Standard Project, or decide to pass. Once both players have passed, the Generation ends, and we earn income to start the next Generation.

There are three important things we need to keep in mind: Heat, Greenery, and Water. We represent these with Red, Green, and Blue Cubes. We earn or place these Cubes when we finish Projects or Standard Projects.

Getting Started

How to play TINYforming Mars Official Rules UltraFoodMess

1. So, you have two map options: the Tharsis Map or the Elysium Map. You’ll set it up in the middle of the table.

2. Now, let’s randomly decide who will be the White player and who will be the Black player. The White player goes first in the odd rounds, like rounds 1, 3, 5, and so on. The Black player goes first in the even rounds, like rounds 2, 4, 6, and so on. Each player gets 3 cubes of their color.

3. Each player starts with 5 yellow credit cubes.

4. We’ll put the 3 types of Parameter Cubes (Red, Green, and Blue) on the side to make a supply.

5. Lastly, we’ll place the 4 Resource Tokens (Nature, Production, and Science) on the side to make a supply.

How to play TINYforming Mars Official Rules UltraFoodMess

First, let’s start by shuffling the 7 Project cards. Once we’re done, we’ll place them on the side of the board to create a Draw Deck.

  • Now, it’s time for the White player to draw and flip over the first Project card. They will need to decide which side will face them and which side will face the Black player. Next, the Black player will do the same with the second Project card. Finally, the White player will repeat the process with the third Project card.
  • The game begins with the Black player choosing a hex for their first city, where they place one of their Black Cubes. The White player then selects a hex for their first city, where they place one of their White Cubes. These cities must not be located in water hexes and should be placed apart from each other.
  • Terraforming Mars: The Three Vital Parameters

    Did you know that there are three crucial parameters that determine the success of terraforming Mars? These parameters are Heat, Greenery, and Water, and they play a vital role in transforming the barren planet into a habitable one. Let’s take a closer look at each of these parameters:

    Heat:

    Heat is represented by Red Cubes. It is an essential element required to warm up the planet, making it suitable for human colonization. The higher the heat level, the closer we get to achieving a hospitable climate on Mars. To acquire Heat Cubes, you need to activate specific Card Projects and Standard Projects.

    Greenery:

    Greenery is represented by Green Cubes. It signifies the successful growth of plant life on the planet. Greenery not only helps in oxygen production but also aids in creating a sustainable ecosystem for future inhabitants. To acquire Greenery Cubes, you must complete various Card Projects and Standard Projects.

    Water:

    Water is represented by Blue Cubes. It is a vital resource required for the survival of life on Mars. The availability of water determines the suitability of the planet for sustaining human life. Acquiring Water Cubes involves activating specific Card Projects and Standard Projects.

    It’s important to note that when at least two out of the three parameter Cube types have been completely used from the supply, it triggers the end of the game. This milestone marks the final generation, signifying that we are close to completing the terraforming process.

    So, as we work towards terraforming Mars, we must carefully balance and manage these three parameters – Heat, Greenery, and Water. By doing so, we can transform the red planet into a thriving new home for humanity.

    How to play TINYforming Mars Official Rules UltraFoodMess

    So, here’s the deal. When you get your hands on a Heat Bl Cube, you grab a Red Cube from the stash and keep it for yourself. Each Heat Cube you collect is worth 1 victory point when it’s all said and done. But remember, if there’s a Heat Cube on the map next to a city, that city loses a point. Ouch!

    About Greenery:

    How to play TINYforming Mars Official Rules UltraFoodMess

    When you want to place a Greenery Cube, you need to choose a vacant hex on the map. Take a Green Cube from the supply and add it to that hex. Just remember, you can’t place the cube on a hex that is reserved for water.

    If you place a Greenery Cube next to a city, the owner of that city will earn 1 victory point. And if the Greenery Cube is only next to the owner’s city, and not the opponent’s city, they will earn an additional victory point during end game scoring.

    Water

    How to play TINYforming Mars Official Rules UltraFoodMess

    So, here’s what you need to do: when you want to put a Water Cube on the map, just grab a Blue Cube and place it on an empty hex that’s designated for water. You’ll know it’s the right hex because it has a nice light blue background.

    Now, here’s the cool part: if the hex already has a Tag, you get a matching Resource Token from the supply (if there are any left, that is). And that’s not all! If you place the Water Cube next to any other Water Cubes, you earn 1 Credit for each adjacent Water Cube. Nice way to score some extra points, right?

    During the Income Phase, each Water Cube boosts the income of all the nearby cities by 1. That’s pretty awesome! But here’s the real kicker: if a Water Cube is only adjacent to one of the two players, that player gets 1 victory point at the end of the game. Gotta love those victory points!

    Map

    How to play TINYforming Mars Official Rules UltraFoodMess

    Did you know that each map of Mars is divided into 19 hexes? That’s right! These hexes are the building blocks of the map. But here’s the interesting part: out of the 19 hexes, 14 of them can contain either Greenery Cubes or City Cubes. These cubes represent the development and progress of human civilization on the planet. The remaining 5 hexes, which are distinguished by a cool blue tint, are specifically reserved for Water Cubes. These Water Cubes symbolize one of the most crucial resources on Mars. They play a vital role in sustaining life and supporting the delicate balance of the planet’s ecosystem.

    Now, let’s talk about the Bonus Hex:

    How to play TINYforming Mars Official Rules UltraFoodMess

    Guess what? I’ve got something pretty cool to tell you about. It’s called a Bonus Hex, and it’s a special kind of hex that has a Tag in the center. Not only that, but it also has a thick border that matches the color of the Tag. Pretty neat, huh?

    Now, here’s where things get interesting. If you happen to have a city in one of these Bonus Hexes, something awesome happens. It actually counts as having one of that Tag for as long as your city remains there. So, you can think of it as a double whammy – you get both the benefits of your city and the bonus from the Tag. How cool is that?

    Oh, and just in case you were wondering, there are a total of 5 Bonus Hexes to discover. So, keep your eyes peeled and try to snag one for yourself. Trust me, it’s totally worth it!

    Empty Hex:

    How to play TINYforming Mars Official Rules UltraFoodMess

    Did you know that there are 9 Hexes in the game that don’t offer any extra benefits? It’s fascinating to think about!

    The Water Hex:

    How to play TINYforming Mars Official Rules UltraFoodMess

    If you place a ~ Parameter Cube in a Water Hex with a Resource Token icon, you get that token right away.

    During your turn, if you meet all the requirements of one of your Project cards (the ones facing you), you can activate the Project and use its ability. Most abilities let you get a Heat Cube or put a Greenery or Water Cube on the Map.

    Using Project cards well is key to winning. Each of your Project cards can only be activated once per Generation.

    How to play TINYforming Mars Official Rules UltraFoodMess

    1. Project Name

    2. Cost in Credits: When it comes to paying for a Project, you’ll need to take into account the Cost in Credits. If you see an * after the number, it means that the cost can be reduced by an effect of the Project. To pay for a Project, place 1 Credit Cube on the Project card to show that you’ve used it during this Generation. Any additional Credits used to pay the cost will be returned to the supply.

    However, if you gain Credits during an Action Phase, you won’t be able to take any Credits that have been placed on Project cards.

    3. Requirements: Understanding the Requirements of a Project is crucial. Each Project will require you to have a certain number and type of Tags. You can get these Tags from a combination of your Project Cards, the cities you’ve built on bonus hexes, and by spending (discarding) Resource Tokens.

    When it comes to Tags, some Projects need Parameter Cubes too. The Heat requirement is the total Heat Cubes that both players have plus any Heat Cubes on the map. For the Greenery or Water Cube requirement, it’s the blue or green Cubes on the Map.

    4 Effect Icons: These show the Project’s ability for quick reference. The card’s background color indicates which of the three parameters the project will help with. Red is for Heat, Green is for Greenery, Blue is for Water. There’s also Grey, which doesn’t help with parameters but has another ability.

    5 Effect: This describes the ability of the Project card in words, matching the Effect Icons. If there are no Parameter Cubes available that match the Project, you can’t activate it.

    6 Tags: When you look at each Project card, you’ll see 2 Tags right away. These Tags can be used to fulfill the needs of your other Project cards or a Standard Project.

    You don’t have to finish the Project to get the Tags it offers. You automatically have them as soon as you choose the cards at the start of each Generation. There are 5 types of Tags:

    How to play TINYforming Mars Official Rules UltraFoodMess

    The Standard Projects: A Fifth-Grade Guide

    Hey there! Did you know that every generation, a special opportunity presents itself to players like you? It’s called a Standard Project, and today I’ll tell you all about it.

    When you decide to activate a Standard Project, you can’t choose another one until the next generation. It’s like putting a marker on the project, showing that it’s taken. Each Standard Project has its own requirements and costs, just like those Project cards you’re familiar with.

    1. Sell Patent: This one’s simple. By completing this Standard Project, you gain 1 Credit. Easy peasy! No requirements or costs, but remember, if there are no Credits left in the supply, you can’t choose this project.

    2. Build City: Now things are getting exciting! With this Standard Project, you get to place or move one of your Player Cubes on the map as a city. But wait, there are rules to follow:

    1. You can only have a maximum of 2 cities, so keep that in mind.
    2. Cities have to be placed in empty hexes on the map. No squeezing into occupied spaces!
    3. You cannot place a city in a hex that is reserved for water (light blue background).
    4. You cannot place a city next to another city.

    If you have already placed your cities, you can use this Standard Project to move one of your cities to a new hex. Just make sure to follow the same placement rules.

    3. Import Water: Take a Water Cube from the supply and place it on a vacant hex reserved for water.

    4. Greenhouses: Take a Greenery Cube from the supply and place it on a vacant hex that is not reserved for water.

    5. Energy Farms: You gain a Heat Cube from the supply.

    Resource Tokens

    If you place a Parameter Cube in a space reserved for a Water Cube with a Tag icon, you gain a Resource Token that matches that icon from the supply.

    When you don’t have any Resource Tokens, you won’t get anything. You can use a Resource Token by giving it back to the supply when you need that specific Tag for a Project or Standard Project.

    For certain Projects, you get to choose which Resource Token you want. In this case, the Resource Token comes from the supply. There are three types of Resource Tokens: Nature (x2), Production, and Science:

    How to play TINYforming Mars Official Rules UltraFoodMess

    Generations (Gameplay)

    Hey there! Let’s dive into the exciting world of Generations gameplay. In this game, we have two players – the White Player and the Black Player. What makes it even more interesting is that the White Player begins in odd-numbered Generations, while the Black Player starts in even-numbered Generations.

  • 1. Research Phase

  • Now, let’s talk about the first phase of each Generation – the Research Phase. This is where things get strategic! During this phase, you and your opponent will be making important decisions and planning your moves.

  • 2. Action Phase

  • After the Research Phase, it’s time for the Action Phase. This is where the excitement kicks in! You and your opponent will take turns making your moves, exploring different strategies, and outsmarting each other.

  • 3. Income Phase

  • Lastly, we have the Income Phase. Here’s where you can reap the rewards of your smart decisions and successful actions. You’ll earn valuable resources and strengthen your position in the game.

    Are you ready to dive into the world of Generations gameplay? It’s time to strategize, make your moves, and seize victory!

    How to play TINYforming Mars Official Rules UltraFoodMess

    The first step in each Generation is the Research Phase, where I get to explore and uncover the Project cards that will shape my journey. It’s like flipping through a deck of possibilities.

    To begin, I draw a card from the pile, revealing its Project. Now, it’s decision time. I must choose which Project will face me and which will face my opponent. The strategy starts to form as I make this choice.

    Next, it’s my opponent’s turn to repeat the process with the second Project card. They too must decide which Project will benefit them the most while considering what they are leaving for me.

    Finally, it’s back to me for the third and final Project card. The anticipation builds as I reveal the last piece of the puzzle. Now, I have access to only the three Projects that are facing me, and my opponent has their own set too.

    The Research Phase comes to an end, and the stage is set for the next exciting phase – the Action Phase. This is where the real fun begins!

    How to play TINYforming Mars Official Rules UltraFoodMess

    When we start playing the game, each player will have a turn to do one of three things: complete a Project card, complete a Standard Project, or Pass. After I take my turn, it will be your turn to take an action.

    We will continue taking turns, one at a time, until one of us decides to Pass. Once a player has passed, they cannot take any more actions during that turn. However, the player who hasn’t passed can keep taking actions until they decide to Pass as well.

    In order to play a Project card or a Standard Project, you need to have the required Tags, Credits, and meet any listed Parameters. If you can’t meet all the requirements, you won’t be able to activate the Project or Standard Project.

    Note: Even if you can’t activate a Project, you still have access to the Tags listed on the bottom of the card.

    Just a friendly reminder: You can’t do the same Project twice in one round.

    You can only do one Standard Project per round.

    If you earn Credits for something but there aren’t enough in the supply, you only get as many as there are and the rest disappear. By the way, you can’t take back Credits that you’ve already put on Projects during the Action Phase.

    When both players pass, any Credits on Projects go back to the supply. The Project cards for that round go back to the bottom of the Draw Deck in the same order they were drawn, face up.

    3. Time to Get Paid!

    How to play TINYforming Mars Official Rules UltraFoodMess

    When I start the game, I gather 1 Credit for every city I own. On top of that, I earn 1 Credit for each Water Cube that’s next to my cities. If a Water Cube touches both of my cities, I get credits for each city individually.

    After I add up all the Credits I earned during the Income Phase, I have to take into account the heavy Martian taxes. If I have more than 5 Credits, I have to return the excess to the supply. The second player follows the same rules for collecting income.

    Checking for the End Game: To see if the game is over, we need to check if there are at least 2 types of Parameter Cubes left in the supply and if there’s at least one empty hex on the map. If these conditions are met, the next Generation starts, and the start player will be the player who didn’t start the previous Generation.

    Once at least 2 out of the 3 types of Parameter Cubes have run out, or there are no more empty hexes on the map, the game ends and it’s time for final scoring.

    Wrapping Up the Game

    The game will reach its conclusion when there are no empty hexes left on the map or when the supply of at least 2 out of the 3 types of Parameter Cubes has been depleted. This will be the last Generation of the game.

    After the final Generation is complete, it’s time to tally up everyone’s scores:

    • Each City scores 1 point for every Greenery Cube next to it and loses 1 point for every Heat Cube next to it.
    • Greenery & Water Cubes score: The owner of a city next to a Greenery or Water Cube receives 1 point if the Cube is only next to one of their cities, not both.
    • Heat Cubes score: Each Heat Cube in a player’s personal supply is worth 1 point.

    So here’s the deal, folks. If me and another player end up with the same score in this game, we gotta figure out who’s the real champ. And we do that by comparing a few things in a specific order:

    1. First, we look at the points we’ve racked up from our Cities. That’s an important way to gauge how well we’re doing.
    2. Next up is the points we’ve earned from our Greenery Cubes. Those little green guys scattered around the board can really boost our score.
    3. Then we consider our points from Water Cubes. Yeah, water doesn’t seem so exciting, but trust me, it counts.
    4. And finally, we take into account the points we’ve gained from Heat Cubes. Heat might not be everyone’s cup of tea, but it can really heat things up, score-wise.

    And here’s the kicker: the one of us who ends up with the highest score is the winner. That’s right, folks. Victory goes to whoever can hustle their way to the most points. Time to bring your A game and show ’em what you’re made of!

    But Wait, There’s More!

    If you want to make the game more intense, here’s what you can do: When setting up the game, place the Parameter Cubes in a straight line, grouped by type.

    For the first row, put the 7 Greenery Cubes in a line, and add 1 Heat Cube next to the 4th Greenery Cube. In the second row, place the remaining 10 Heat Cubes in a line, and add 1 Water Cube next to the 8th Heat Cube. Finally, in the third row, put the remaining 3 Water Cubes in a line.

    Whenever you take a Parameter Cube from the supply, make sure to take the leftmost available cube of that type. If you place the 4th Greenery Cube, you’ll also receive a Heat Cube. And if you collect the 8th Heat Cube, you’ll also get to place a Water Cube.

    Note: If you need the 11th Heat Cube or 4th Water Cube for a Project or Standard Project and it’s still attached to a Greenery Cube or Heat Cube, remove the needed Cube. The bonus placement won’t apply to that Parameter anymore.

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