Terraforming Mars Variants

By: Dennis B. B. Taylor

Terraforming Mars Variants

Do you enjoy playing Terraforming Mars? If so, you’re in luck! There are several variants available that can enhance your gaming experience and introduce new challenges. Let’s explore some popular variants and what they have to offer.

Corporate Era

The Corporate Era variant adds new corporations to the game, each with its unique abilities and advantages. These corporations offer different strategies for players to explore, allowing for even more diverse gameplay. By playing with the Corporate Era variant, you can test your skills with different corporate powers and discover new ways to succeed on Mars.

Prelude

The Prelude variant is designed to speed up the early game and make it more engaging. With Prelude cards, players can shape the early stages of the game by jump-starting their civilizations. These cards provide additional resources, funding, and even extra production capabilities. By using the Prelude variant, you can establish a stronger foundation for your colony and set yourself up for future success.

Venus Next

The Venus Next variant introduces the planet Venus as a new terraforming goal. In addition to Mars, players can now strive to transform Venus into a habitable planet. This variant adds new projects, cards, and milestones that are specifically related to Venus. By including the Venus Next variant in your game, you can expand your horizons and venture into the challenges of a dual-planet terraforming endeavor.

Colonies

The Colonies variant focuses on the colonization of Mars’ moons and other celestial bodies. Players can establish colonies on these moons to gain additional resources and benefits. These colonies provide new opportunities for interaction and competition among players as they strive to establish the most successful outposts. By incorporating the Colonies variant, you can explore the dynamics of lunar colonization and expand your influence beyond Mars.

Turmoil

The Turmoil variant adds political struggles and global events to the game. Players must navigate through various political crises and manage the effects of global events. This variant introduces a new layer of complexity and decision-making, as players must consider the actions of the governing body and deal with the consequences of political unrest. By playing with the Turmoil variant, you can experience the challenges of political leadership and adapt your strategies accordingly.

These are just a few examples of the many Terraforming Mars variants available. Each variant offers its unique twist on the game, providing new strategic possibilities and enhancing the overall gameplay experience. So, if you’re a fan of Terraforming Mars, why not give one of these variants a try? It’s time to elevate your gaming experience and embark on a new terraforming adventure!

Hey there! Want to take your Terraforming Mars game to the next level? Then you’ve got to try the extended version, known as Corporate Era!

When setting up the game, just include all the cards with a red and white icon () on the lower left border, along with two new corporations. But here’s the catch – you won’t start with any extra production of resources. Corporate Era can be combined with any other game variants you fancy!

Now, the focus of Corporate Era is all about economy and technology. These projects won’t directly help with terraforming, but they’ll supercharge your corporations and give you some exciting strategic choices!

But, fair warning! Corporate Era makes the game longer and more complex, so it’s not recommended for new players. Once you’re a seasoned pro, though, you’ll love adding this extra layer of depth to your gameplay.

Solo Variant For Corporate Era

If you’re playing solo, just follow the regular rules, but keep these exceptions in mind:

  • Before you choose your cards, you’ll need to place two neutral city tiles on the map. Each tile should be adjacent to a greenery tile. These tiles don’t belong to any player and won’t increase the oxygen level. To determine where the tiles should go, reveal and discard the top four cards from the deck. Use the numbers on the cards to determine the positions of the tiles. The first city will be placed from the top left, moving right and then down, like reading a book. If there are any areas reserved for the ocean, skip those spots. For the second city, start from the bottom right and move backwards using the same pattern. Next, place the two greenery tiles by counting the cost numbers and moving clockwise around each city. Start from the top left and skip any illegal placements. Special case: If you’re playing as the Tharsis Republic this game, you’ll get additional M� production for the two neutral cities, even though they are placed before you reveal your corporation.
  • For a more accessible experience, start with a terraform rating of 14 instead of 20 (marked ‘solo’ on the track) and without the extra production of resources decribed for the standard game.
  • You won’t be using Awards and Milestones.
  • There’s a neutral opponent that you can steal from, or reduce any kind of resources and production from.
  • You’ll play for a total of 14 generations (marked ‘solo’). To win, you need to complete terraforming before the end of generation 14. That means you have to reach the goals for all three global parameters. After generation 14, you can convert plants into greenery tiles following the normal rules, but without raising the oxygen. Finally, you score victory points (VPs) to get the highest score possible. If you haven’t completed terraforming by the end of generation 14, you lose.

The Exciting Draft Variant

Ready for a more interactive twist? Enter the wonderful world of the Exciting Draft Variant! In this version, instead of just drawing 4 cards to buy from, you get to draft them. Let me explain how it works:

First, each player receives 4 cards. Take a good look at them and choose one to keep. Put it aside and pass the remaining cards to the next player.

Now, you have 3 cards in front of you. Choose one to set aside and pass the other two to the left. Keep going like this until you have just one card left.

Next, take a peek at the 4 cards you set aside (the ones you drafted) and decide which ones you want to buy, each worth 3 M�. You can also choose which cards you want to discard.

Just a little heads up: we don’t use the drafting method during the first generation because the first Research phase is skipped (check out the setup for more details). Also, during even-numbered generations, cards are passed clockwise, while during odd-numbered generations, they’re passed counter-clockwise.

Hey there! Have you heard about the Draft Variant in Terraforming Mars? It’s a super cool feature that lets you have an impact on the cards other players can use. Plus, it gives you more control over your own strategy and helps you predict which parameter will increase first. How awesome is that?

But hold on a sec! The Draft Variant does come with a bit of a trade-off. It adds some extra time to the game, so it might not be the best choice if you’re new to Terraforming Mars. It’s more suited for players who have a good understanding of the game and want an extra challenge. So, keep that in mind when deciding whether to give it a try.

Leave a Comment