Bossie


Terraforming Mars:  Ares Expedition


Initial Card Selection

Kevin C. replaces 1 card and selects Interplanetary Cinematics, gaining 46MC and 1 steel capability.

Kevin W. replaces 1 card and selects Celestior, gaining 50MC.

Bill replaces 2 cards and selects Mining Guild, gaining 27MC and 1 steel capability.

Christopher replaces 3 cards and selects Teractor, gaining 51MC.

Round 1

Phase Selection

Interplanetary Cinematics selects Construction.

Celestior selects Development.

Mining Guild selects Construction.

Teractor selects Construction.

Development Phase

Interplanetary Cinematics spends 14MC on Nitrophilic Moss, gaining 2 plant production.

Celestior spends 10MC for Coal Imports, gaining 3 heat production.

Mining Guild spends 5MC for an Underground City, gaining 1MC production, 1 steel capability, and increasing its TR to 6.

Teractor spends 9MC for Micro-Mills, gaining 1 heat production and 1 steel capability.

Construction Phase

Interplanetary Cinematics spends 3MC for Work Crews, 17MC for Deimos Down, gaining 7MC and increasing the temperature 3 steps and its TR to 8, and finally 3MC for Business Contacts, drawing 4 cards and keeping 2.

Celestior spends 12MC for Ironworks.

Mining Guild spends 10MC for Decomposing Fungus, gaining 2 microbes on the card, and draws a card.

Teractor spends 8MC for Progressive Policies and draws a card.

Round 2

Phase Selection

Interplanetary Cinematics selects Production.

Celestior selects Production.

Mining Guild selects Research.

Teractor selects Action.

Action Phase

Interplanetary Cinematics passes.

Celestior draws Livestock, Food Factory, and Permafrost Extraction, keeping Permafrost Extraction.

Mining Guild spends a microbe from Decomposing Fungus to gain 3 plants.

Teractor spends 10MC twice for Progressive Policies, increasing the oxygen level 2 steps and its TR to 7.

Production Phase

Interplanetary Cinematics gains 12MC and 2 plants.

Celestior gains 9MC and 3 heat.

Mining Guild gains 6MC.

Teractor gains 7MC and 1 heat.

Research Phase

Interplanetary Cinematics draws 2 cards and keeps 1.

Celestior draws 2 cards and keeps 1.

Mining Guild draws 5 cards and keeps 2.

Teractor draws 2 cards and keeps 1.

Round 3

Phase Selection

Interplanetary Cinematics selects Development.

Celestior selects Development.

Mining Guild selects Development.

Teractor selects Construction.

Development Phase

Interplanetary Cinematics spends 3MC on an Asteroid Mining Consortium, gaining 1 titanium capability.

Celestior spends 10MC on a Giant Space Mirror, gaining 3 heat production.

Mining Guild spends 8MC on an Industrial Center, gaining 3MC production, 1 steel capability, and increasing its TR to 7

Teractor passes.

Construction Phase

Interplanetary Cinematics spends 20MC for a Comet, flipping an ocean tile, gaining 2 plants, increasing the temperature 1 step, and increasing its TR to 10.

Celestior spends 17MC for Imported Hydrogen, gaining 3 plants and flipping an ocean tile, gaining a card and increasing its TR to 6.

Mining Guild discards 2 cards for 6MC and spends 7MC for Restructured Resources.

Teractor spends 16MC on a Release of Inert Gasses, increasing its TR to 9 and drawing a card.

Round 4

Phase Selection

Interplanetary Cinematics selects Production.

Celestior selects Production.

Mining Guild selects Research.

Teractor selects Production.

Production Phase

Interplanetary Cinematics gains 14MC and 2 plants.

Celestior gains 10MC and 6 heat.

Mining Guild gains 11MC.

Teractor gains 7MC and 1 heat.

Research Phase

Interplanetary Cinematics draws 2 cards and keeps 1.

Celestior draws 2 cards and keeps 1.

Mining Guild draws 5 cards and keeps 2.

Teractor draws 2 cards and keeps 1.

Round 5

Phase Selection

Interplanetary Cinematics selects Research.

Celestior selects Action.

Mining Guild selects Development.

Teractor selects Action.

Development Phase

Interplanetary Cinematics spends 10MC on a Strip Mine, losing 1TR but gaining 2 steel capability and 1 titanium capability.

Celestior spends 20MC on Tectonic Stress Power, gaining 3 heat production.

Mining Guild spends 1 plant and 10MC on Energy Storage, gaining 2 card income.

Teractor passes.

Action Phase

Interplanetary Cinematics passes.

Celestior draws Brainstorming Session, Power Grid, and Acquired Company, discarding all, spends 4 heat twice with Ironworks to increase the oxygen level 2 steps and its TR to 8.

Mining Guild spends a microbe from Decomposing Fungus to gain 3 plants.

Teractor discards a card for 3MC and spends 10MC twice for Progressive Policies, increasing the oxygen level 2 steps and its TR to 11.

Research Phase

Interplanetary Cinematics draws 5 cards and keeps 2.

Celestior draws 2 cards and keeps 1.

Mining Guild draws 2 cards and keeps 1.

Teractor draws 2 cards and keeps 1.

Round 6

Phase Selection

Interplanetary Cinematics selects Production.

Celestior selects Production.

Mining Guild selects Production.

Teractor selects Production.

Production Phase

Interplanetary Cinematics gains 13MC and 2 plants.

Celestior gains 12MC and 9 heat.

Mining Guild gains 15MC and 2 cards.

Teractor gains 15MC and 1 heat.

Round 7

Phase Selection

Interplanetary Cinematics selects Development.

Celestior selects Action.

Mining Guild selects Construction.

Teractor selects Construction.

Development Phase

Interplanetary Cinematics spends 0MC for Geothermal Power, gaining 2 heat production.

Celestior passes.

Mining Guild spends 17MC for Blueprints, gaining 2MC production and 1 card production.

Teractor passes.

Construction Phase

Interplanetary Cinematics passes.

Celestior discards 2 cards for 6MC and spends 6MC for Tardigrades.

Mining Guild spends 8MC for Viral Enhancers, gaining 2 microbes on Decomposing Fungus, and draw a card.

Teractor spends 12MC for Aquifer Pumping and draws a card.

Action Phase

Interplanetary Cinematics spends 8 plants for a forest tile, increasing the oxygen level 1 step and its TR to 10.

Celestior draws Energy Subsidies, Solar Trapping, and Media Group, discarding all, spends 4 heat twice with Ironworks to increase the oxygen level 2 steps and its TR to 10, and adds a resource to Tardigrades.

Mining Guild passes.

Teractor discards 2 cards for 6MC and spends 8MC for Aquifer Pumping, flipping an ocean tile, gaining 2MC and 1 plant and inreasing its TR to 12.

Round 8

Phase Selection

Interplanetary Cinematics selects Production.

Celestior selects Production.

Mining Guild selects Production.

Teractor selects Production.

Production Phase

Interplanetary Cinematics gains 14MC, 2 heat, and 2 plants.

Celestior gains 15MC and 9 heat.

Mining Guild gains 17MC and 3 cards, then discards a card for 3MC.

Teractor gains 15MC and 1 heat.

Round 9

Phase Selection

Interplanetary Cinematics selects Development.

Celestior selects Development.

Mining Guild selects Development.

Teractor selects Action.

Development Phase

Interplanetary Cinematics spends 21MC for a Soletta, gaining 5 heat production.

Celestior spends 12MC for Diversified Intrests, gaining 3 plants, 3 heat, and 1 plant production.

Mining Guild spends 1 plant and 11MC for a Toll Station, gaining 3MC production and playing Lunar Beam, losing 1TR and gaining 4 heat production.

Teractor spends 4MC and 4 heat for Building Industries, gaining 2 steel capability.

Action Phase

Interplanetary Cinematics passes.

Celestior draws Optimal Aerobraking, Fuel Factory, and Power Supply Consortium, discarding all, spends 4 heat with Ironworks to increase the oxygen level 1 step and its TR to 12, spends 8 heat to raise the temperature 1 step and its TR to 13, and adds a resource to Tardigrades.

Mining Guild spends 1 microbe from Decomposing Fungus to gain 3 plants.

Teractor discards a card for 3MC and spends 4MC twice to flip 2 oceans using Aquifer Pumping, gaining 1MC and 3 plants and increasing its TR to 14, and 10MC with Progressive Policies to increase the oxygen level 1 step and its TR to 15.

Round 10

Phase Selection

Interplanetary Cinematics selects Research.

Celestior selects Research.

Mining Guild selects Production.

Teractor selects Production.

Production Phase

Interplanetary Cinematics gains 10MC, 7 heat, and 2 plants.

Celestior gains 11MC, 1 plant, and 9 heat.

Mining Guild gains 19MC,  3 cards, and 4 heat.

Teractor gains 19MC and 1 heat.

Research Phase

Interplanetary Cinematics draws 5 cards and keeps 2.

Celestior draws 5 cards and keeps 2.

Mining Guild draws 2 cards and keeps 1, then discards 2 cards for 6MC.

Teractor draws 2 cards and keeps 1.

Round 11

Phase Selection

Interplanetary Cinematics selects Development.

Celestior selects Action.

Mining Guild selects Construction.

Teractor selects Action.

Development Phase

Interplanetary Cinematics spends 2MC on Archaeobactereia, gaining 1 plant production.

Celestior spends 7MC for a Titanium Mine, gaining 1 titanium capability.

Mining Guild spends 1 plant and 27MC for Methane from Titan, gaining 2 plant production and 2 heat production.

Teractor spends 2MC for a Great Escarpment Consortium, gaining 1 steel capability.

Construction Phase

Interplanetary Cinematics discards a card for 3MC then spends 24MC for Phobos Falls, gaining 2 cards, raising the temperature 1 step, flipping an ocean tile, gaining 1MC and a card, and increasing its TR to 12.

Celestior passes.

Mining Guild spends 4MC for Redrafted Contracts, and drawing a card.

Teractor passes.

Action Phase

Interplanetary Cinematics spends 8 heat to raise the temperature 1 step and its TR to 13.

Celestior draws Slash and Burn Agriculture, Convoy from Europa, and Low-Atmo Shields, keeping Convoy from Europa, spends 4 heat twice with Ironworks to increase the oxygen level 2 step and its TR to 15, and adds a resource to Tardigrades.

Mining Guild uses Redrafted Contracts to exchange 3 cards, spends 1 microbe on Decomposing Fungus for 3 plants, and spends 8 plants for a forest tile, increasing the oxygen level 1 step and its TR to 7.

Teractor spends 2MC twice to flip 2 oceans using Aquifer Pumping, gaining 4MC and 1 card and increasing its TR to 17, and 10MC with Progressive Policies to increase the oxygen level 1 step and its TR to 18.

Round 12

Phase Selection

Interplanetary Cinematics selects Production.

Celestior selects Construction.

Mining Guild selects Production.

Teractor selects Production.

Construction Phase

Interplanetary Cinematics passes.

Celestior discards 2 cards for 6MC and spends 27MC for a Nitrogen-Rich Asteroid, gaining 2 plants, increasing the temperature 1 step, and its TR to 18 and draws a card.

Mining Guild spends 4MC for Extended Resources.

Teractor discards 3 cards for 9MC and spends 15MC for Solarpunk.

Production Phase

Interplanetary Cinematics gains 17MC, 7 heat, and 3 plants.

Celestior gains 18MC, 1 plant, and 9 heat.

Mining Guild gains 20MC, 3 cards, 2 plants, and 4 heat, and discards a card for 3MC.

Teractor gains 22MC and 1 heat.

Round 13

Phase Selection

Interplanetary Cinematics selects Development.

Celestior selects Action.

Mining Guild selects Construction.

Teractor selects Research.

Development Phase

Interplanetary Cinematics spends 4MC on Surface Mines, gaining 1 steel capability and 1 titanium capability.

Celestior passes.

Mining Guild spends 1 plant for Solar Power, gaining 1 heat production.

Teractor passes.

Construction Phase

Interplanetary Cinematics passes.

Celestior spends 15MC for Birds.

Mining Guild discards 3 cards for 9MC and spends 1 plant and 21MC for Interplanteary Relations and draws a card.

Teractor passes.

Action Phase

Interplanetary Cinematics spends 8 heat to raise the temperature 1 step and its TR to 14.

Celestior draws Regolith Eaters, Recycled Detritus, and Decomposers, discarding all, spends 8 heat to increase the temperature level 1 step and its TR to 19, 8 plants for a forest tile, adds a resource to Tardigrades, and 2 resources to Birds.

Mining Guild uses Redrafted Contracts to exchange 2 cards and spends 8 heat to raise the temperature 1 step and its TR to 8.

Teractor spends 2MC to flip an ocean using Aquifer Pumping, gaining 1 plant and 1 card and increasing its TR to 19, and 15MC with Solarpunk to gain a forest tile.

Research Phase

Interplanetary Cinematics draws 2 cards and keeps 1.

Celestior draws 2 cards and keeps 1.

Mining Guild draws 3 cards and keeps 3.

Teractor draws 5 cards and keeps 2.

Round 14

Phase Selection

Interplanetary Cinematics selects Production.

Celestior selects Production.

Mining Guild selects Production.

Teractor selects Production.

Production Phase

Interplanetary Cinematics gains 18MC, 7 heat, and 3 plants.

Celestior gains 23MC, 1 plant, and 9 heat.

Mining Guild gains 23MC, 3 cards, 2 plants, and 7 heat, and discards 2 cards for 6MC.

Teractor gains 23MC and 1 heat.

Round 15

Phase Selection

Interplanetary Cinematics selects Development.

Celestior selects Action.

Mining Guild selects Construction.

Teractor selects Action.

Development Phase

Interplanetary Cinematics spends 4MC and 2 plants on Biomass Combustors, gaining 5 heat production.

Celestior spends 5MC on the Import of Advanced GHG, gaining 2 heat production.

Mining Guild spends 12MC for a Mohole Area, gaining 4 heat production.

Teractor passes.

Construction Phase

Interplanetary Cinematics passes.

Celestior passes.

Mining Guild spends 17MC for Lava Flows, increasing the temperature 2 steps and its TR to 10, and 0MC for Synthetic Catastrophe, returning Lava Flows to its hand.

Teractor spends 7MC on a Lagrange Observatory, gaining 1 card.

Action Phase

Interplanetary Cinematics spends 8 plants for a forest tile.

Celestior draws Laboratories, Adaptation Technology, and Gene Repair, discarding all, spends 8 heat to increase the temperature level 1 step and its TR to 20, adds a resource to Tardigrades, and 2 resources to Birds.

Mining Guild uses Redrafted Contract to exchange 2 cards and spends 8 heat to raise the temperature 1 step and its TR to 11.

Teractor spends 15MC to use Solarpunk to gain a forest tile.

Round 16

Phase Selection

Interplanetary Cinematics selects Production.

Celestior selects Development.

Mining Guild selects Production.

Teractor selects Production.

Development Phase

Interplanetary Cinematics spends 11MC on Immigration Shuttles, gaining 3MC production.

Celestior spends 8MC for a Space Station, gaining 1 titanium capability.

Mining Guild discards 2 cards for 6MC and spends 1 plant and 6MC for Artificial Photosynthesis, gaining 1 heat production and 1 plant production.

Teractor discards 2 cards for 6MC and spends 12MC for Tundra Farming, gaining 2MC production, 1 plant production, and 1 plant.

Production Phase

Interplanetary Cinematics gains 21MC, 12 heat, and 3 plants.

Celestior gains 20MC, 1 plant, and 11 heat.

Mining Guild gains 24MC, 3 cards, 3 plants, and 12 heat.

Teractor gains 25MC, 1 plant, and 1 heat.

Round 17

Phase Selection

Interplanetary Cinematics selects Action.

Celestior selects Action.

Mining Guild selects Construction.

Teractor selects Research.

Construction Phase

Interplanetary Cinematics passes.

Celestior spends 15MC for Steelworks.

Mining Guild discards 4 cards for 12MC, spends 20MC for Imported Nitrogen, gaining 4 plants and 3 microbes on Decomposing Fungus and increasing its TR to 12, then spends 17MC on Lava Flows, increasing the temperature 2 steps and its TR to 14.

Teractor spends 9MC on Small Animals.

Action Phase

Interplanetary Cinematics spends 16 heat to raise the temperature 2 steps, discards 5 cards for 15C, and spends 42MC to raise the temperature 3 more steps and its TR to 19.

Celestior draws Medical Lab, Microprocessors, and Ganymede Shipyard, discarding all, spends 8 heat to increase the temperature level 1 step and its TR to 21, 6 heat with Steelworks to gain 2MC, adds a resource to Tardigrades, and 2 resources to Birds.

Mining Guild uses Redrafted Contract to exchange 2 cards, spends 8 heat to raise the temperature 1 step and its TR to 15, and spends 8 plants for a forest tile.

Teractor spends 15MC to use Solarpunk to gain a forest tile and a resource on Small Animals.

Final Scoring

As all global parameters are at maximum, the game proceeds to final scoring after the end of the phase in which that happens.


Interplanetary Cinematics
Celestior Mining Guild
Teractor
TR
19
21
15
19
Forests
2
1
2
3
Cards
4
11
7
3
Total
24
33
24
25
Congratulations to Kevin Wilson on his victory!

End of Game Statements

Kevin Wilson (Celestior):  Took a lucky combo of lots of heat that I could convert to O2 with Ironworks then a delay for the temp long enough to get some Birds in the action but I’ll take it.  Production/Action/Production/Action kept the heat flowing and the Birds growing. Without the temp lagging behind O2, the Birds would not have been so valuable.  That was the break that made the difference.

Seems like this one may the longest game so far at 17 rounds. All the others the parameters really accelerated toward the end. This one seems like temp took a while to get going, which worked out good for me, while the other two closed out quickly. I only got one ocean tile but the rest made up for it.  I’m also willing to bet that 8 forests is a lower number than usual.  An interesting round.

As always, thanks to Chris for running the game and to the rest for playing.  Let's go again soon.

Let’s hope that it doesn’t take too long for Fryx to get the new expansion out. Since it’s mostly cards with a few items I hope they can be quick.  I’m generally not into the co-op version of games but maybe we try one time just to check it out once the expansion is available. But some of the other options look interesting. At least, based on a first pass of the current drafts of the rules.

Bill Scharf (Mining Guild):  Congrats to Kevin on his win, and thanks Chris for running it.

As for me, some cards I had worked out, others not so much….it seemed a bit random. I’m not whining about getting bad cards…because I was within one point of two other players, nothing wrong with my strategy overall …but…. hmm, maybe I am whining. Thanks for playing guys, always a blast.

Christopher Hunt (Teractor):  A great game.  Thanks to Chris for his GMimg.  Congratulations to Kevin on his decisive win.  Boy does it move fast. Spent too much on getting TRs.

Kevin Croskery (Interplanetary Cinematics):  Nice win Keven and thanks to Chris for running the game.

Ironworks is powerful if you have enough Heat generation - as KW says produce / action and repeat will generate a lot of points. Can't fault my play, never got sight of a playable blue card.

Anyone miss Geggus?!

The Players

Player

Company

Color

Cards

Terraform Rating

Kevin Croskery
Interplanetary Cinematics
Blue 0
19
Kevin Wilson
Celestior
Green 1
21
Bill Scharf
Mining Guild
Red 2
15
Christopher Hunt
Teractor
Yellow
1
19

Player

MegaCredits

Cards

Plants

Heat

Steel

Titanium

Production On Hand Production Production On Hand Prodcution On Hand Capability Capability
Kevin Croskery
0
13
0
3
3
12
3
4
3
Kevin Wilson
0
20
0
1
4
11
16
0
1
Bill Scharf
9
1
3
3
9
12
13
3
0
Christopher Hunt
2
17
0
1
7
1
4
4
0

Board

Interplanetary Cinematics

Celestior

Mining Guild

Teractor