Irish Setter

Terraforming Mars:  Ares Expedition, Crisis Expansion


Initial Card Selection

Christopher replaces 2 cards and selects Ecoline, gaining 27MC and 1 plant production.
Andy replaces 2 cards and selects Mining Guild, gaining 27MC and 1 steel capability.
Bill replaces 2 cards and selects Interplanetary Cinematics, gaining 46MC and 1 steel capability.
Kevin replaces 3 cards and selects Orbex United, gaining 38MC.

Round 1

Crisis Step

No detriment tokens are put into play.

There are no persistent effects.

Crisis card revealed is Barren Crater.  Oxygen level is reduced by 1 step.  Six crisis tokens are placed on Catastrophic Erosion.  These are removed by playing blue cards.

The Dummy Phase card is Construction.  That phase will not be played this round and cannot be chosen by players.

Phase Selection

Ecoline selects Development.
Mining Guild selects Production.
Interplanetary Cinematics selects Research.
Orbex United selects Research.

Development

Ecoline spends 7MC for Insects, gaining 1 plant production.
Mining Guild spends 14MC for New Portfolios, gaining 1MC production, 1 heat production, and 1 plant production.
Interplanetary Cinematics spends 29MC for Undersea Vents, gaining 1 card production and 4 heat production.
Orbex United passes.

Production

Ecoline gains 5MC and 2 plants.
Mining Guild gains 10MC, 1 plant, and 1 heat.
Interplanetary Cinematics gains 5MC, 1 card, and 4 heat.
Orbex United gains 5MC.

Research

Ecoline draws 2 cards and keeps 1.
Mining Guild draws 2 cards and keeps 1.
Interplanetary Cinematics draws 5 cards and keeps 2.
Orbex United draws 5 cards and keeps 2.

Round 2

Crisis Step

No detriment tokens are put into play.

Barren Crater:  temperature is reduced 1 step and one ocean tile is flipped.

Crisis card revealed is Catestrophic Erosion.  Each player reveals a phase card which they may not play during this round.  Ecoline reveals Construction.  Mining Guild reveals Research.  Interplanetary Cinematics reveals Construction.  Orbex United reveals Action.  Five crisis tokens are placed on Catastrophic Erosion.  These are removed by playing green cards.

The Dummy Phase card is Research.  That phase will not be played this round and cannot be chosen by players.

Phase Selection

Ecoline selects Production.
Mining Guild selects Construction.
Interplanetary Cinematics selects Development.
Orbex United selects Construction.

Development

Ecoline spends 5MC for Lichen, gaining 2 plant production.
Mining Guild passes.
Interplanetary Cinematics spends 1MC and 4 heat for Building Industries, gaining 2 steel capability and removing 1 crisis marker from Catestrophic Erosion.
Orbex United spends 11MC for Venture Capitalism, removing 1 crisis marker from Catestrophic Erosion.

Construction

Ecoline spends 8MC for Brainstorming Session, removing a crisis marker from Barren Crater.
Mining Guild spends 0MC for Asset Liquidation, 6MC for Interplanetary Conference, 3MC for a Research Grant, and 8MC for Media Group, drawing a card and removing 4 crisis markers from Barren Crater.
Interplanetary Cinematics spends 3MC for Business Contacts, drawing 4 cards and keeping 2.
Orbex United spends 10MC for Extended Resources, removing a crisis marker from Barren Crater and discarding it, and Subterranean Reservoir, gaining 1MC production and flipping an ocean tile, gaining 4MC and increasing its TR to 6.

Production

Ecoline gains 9MC and 4 plants.
Mining Guild gains 6MC, 1 plant, and 1 heat.
Interplanetary Cinematics gains 5MC, 1 card, and 4 heat, then discards a card for 3MC.
Orbex United gains 7MC.

Round 3

Crisis Step

No detriment tokens are put into play.

Catestrophic Erosion:  oxygen is reduced 1 step and one ocean tile is flipped.

Crisis card revealed is Emergency Shelters.  Temperature is reduced 1 step.  Ecoline passes a card to Interplanetary Cinematics.  Interplanetary Cinematics gives a card to Ecoline.  Mining Guild gives a card to Ecoline.  Orbex United gives a card to Interplanetary Cinematics.  Four crisis tokens are placed on Catastrophic Erosion.  These are removed by playing building tags.

The Dummy Phase card is Development.  That phase will not be played this round and cannot be chosen by players.

Phase Selection

Ecoline selects Action.
Mining Guild selects Production.
Interplanetary Cinematics selects Construction.
Orbex United selects Research.

Construction

Ecoline spends 5MC for Research, drawing 2 cards.
Mining Guild passes.
Interplanetary Cinematics spends 6MC for Ironworks, removing a crisis marker from Emergency Shelters, and draws a card.
Orbex United spends 11MC for United Planetary Alliance.

Action

Ecoline uses Brainstorming Session twice, drawing Soletta, gaining 1MC, and Balanced Portfolios, gaining 1MC.
Mining Guild uses Asset Liquidation to lose 1TR and gain 3 cards.
Interplanetary Cinematics spends 4 heat to use Ironworks, inreasing the oxygen level 1 step and its TR to 6.
Orbex United gains 2MC and causes Interplanetary Cinematics to gain 2MC.

Production

Ecoline gains 5MC and 4 plants.
Mining Guild gains 8MC, 1 plant, and 1 heat.
Interplanetary Cinematics gains 6MC, 1 card, and 4 heat, then discards a card for 3MC.
Orbex United gains 7MC.

Research

Ecoline draws 2 cards and keeps 1.
Mining Guild draws 2 cards and keeps 1.
Interplanetary Cinematics draws 2 cards and keeps 1, then discards 3 cards for 9MC.
Orbex United draws 6 cards and keeps 4.

Round 4

Crisis Step

No detriment tokens are put into play.

Catestrophic Erosion:  oxygen is reduced 1 step and one ocean tile is flipped.  Emergency Shelters:  temperature and oxygen are reduced 1 step each.

Crisis card revealed is Atmosphere Rupture.  Ecoline loses 5MC.  Mining Guild loses 5MC.  Interplanetary Cinematics loses 5MC.  Orbex United reduces its TR to 5.  Three crisis tokens are placed on Catastrophic Erosion.  These are removed by playing space tags.

The Dummy Phase card is Production.  That phase will not be played this round and cannot be chosen by players.

Phase Selection

Ecoline selects Development.
Mining Guild selects Construction.
Interplanetary Cinematics selects Research.
Orbex United selects Action.

Development

Ecoline spends 6MC and 2 plants for a Food Factory, gaining 4MC production, and removing 1 crisis marker each from Catestrophic Erosion and Emergency Shelters.
Mining Guild spends 7MC for Industrial Microbes, gaining 1 heat production, 1 steel capability, increases its TR to 5, and removes 1 crisis marker each from Catestrophic Erosion and Emergency Shelters.  Catestrophic Erosion is discarded.
Interplanetary Cinematics spends 9MC for an Industrial Center, gaining 3MC production and 1 steel capability, and removing a crisis marker from Emergency Shelters.  Emergency Shelters is discarded.
Orbex United passes.

Construction

Ecoline passes.
Mining Guild spends 0MC for an Investment Loan, reducing its TR to 4, gaining 10MC and a card, and adding 1VP to the pool, then spends 12MC for Deceloped Infrastructure, adding 1VP to the pool.
Interplanetary Cinematics spends 8MC for Progressive Polices.
Orbex United spends 21MC on an Ice Asteroid, gaining 1MC production, removing a crisi marker from Atmosphere Rupture, and flipping 2 ocean tiles, gaining 4MC, 2 plants, and increasing its TR to 7.

Action

Ecoline uses Brainstorming Session to draw Titanium Mine, gaining 1MC, then spends 7 plants for a forest tile, increasing oxygen level 1 step and adding 1VP to the pool.
Mining Guild adds a space tag to Research Grant, removing a crisis marker from Atmosphere Rupture, spends 5MC to use Developed Infrastructure to increase the temperature 1 step and its TR to 5, then uses Asset Liquidation to gain 3 cards, reducing its TR to 4.
Interplanetary Cinematics spends 4 heat with Ironworks to incrase the oxygen level 1 step and its TR to 7.
Orbex United gains 4MC and causes Mining Guild to gain 4MC.

Research

Ecoline draws 2 cards and keeps 1.
Mining Guild draws 2 cards and keeps 1.
Interplanetary Cinematics draws 5 cards and keeps 2.
Orbex United draws 3 cards and keeps 3, then discards a card for 3MC.

End Step

2VP are spent from the pool to remove 1 crisis marker from Atmosphre Rupture, dicarding the card.

Round 5

Crisis Step

No detriment tokens are put into play.

No continuing effects.

Crisis card revealed is Dust Clouds.  One ocean tile is flipped.  Each player discards 1 card, gaining 3MC.  Four crisis tokens are placed on Dust Clouds.  These are removed by either increasing the temperature or discarding 6 heat.

The Dummy Phase card is Development.  That phase will not be played this round and cannot be chosen by players.

Phase Selection

Ecoline selects Production.
Mining Guild selects Action.
Interplanetary Cinematics selects Production.
Orbex United selects Construction.

Construction

Ecoline passes.
Mining Guild passes.
Interplanetary Cinematics passes.
Orbex United draws a card and spends 6MC on an Atmospher Filtering, gaining 1MC production and increasing the oxygen 1 step and its TR to 8.

Action

Ecoline uses Brainstorming Session to draw Phobos Falls, keeping it.
Mining Guild spends 5MC twice with Developed Infrastructure twice, raising the temperature 2 steps, its TR to 6, and removing 2 crisis markers from Dust Clouds.
Interplanetary Cinematics passes.
Orbex United gains 2MC and causes Mining Guild to gain 2MC.

Production

Ecoline gains 14MC and 4 plants.
Mining Guild gains 7MC, 2 heat, and 1 plant.
Interplanetary Cinematics gains 14MC, 1 card, and 4 heat.
Orbex United gains 11MC.

Round 6

Crisis Step

No detriment tokens are put into play.

Dust Clouds:  Oxygen is reduced 2 steps.

Crisis card revealed is Disrupted Supply Lines.  Each player draws a card.  Ecoline gives a card to Interplanetary Cinematics.  Mining Guild passes a card to Ecoline.  Interplanetary Cinematics passes a card to Mining Guild.  Orbex United passes a card to Interplanetary Cinematics.  Oxygen level is reduced 1 step.  Three crisis tokens are placed on Disrupted Supply Lines.  These are removed by playing a card with an Earth or Jovian tag.

The Dummy Phase card is Research.  That phase will not be played this round and cannot be chosen by players.

Phase Selection

Ecoline selects Development.
Mining Guild selects Production.
Interplanetary Cinematics selects Construction.
Orbex United selects Action.

Development

Ecoline spends 7MC on Economic Growth, gaining 3MC production.
Mining Guild spends 2MC for Sponsors, gaining 2MC production and a card, and removing a crisis token from Disrupted Supply Lines.
Interplanetary Cinematics spends 8MC for the Import of Advanced GHG, gaining 2 heat production, and removing a crisis token from Disrupted Supply Lines.
Orbex United spends 13 for Lightning Harvest, gaining 3MC production and adding 1VP to the pool.

Construction

Ecoline spends 12MC for Farmers Markets, adding 1VP to the pool and gaining 1 plant production.
Mining Guild discards a card for 3MC and spends 8MC for Olympus Conference, gaining 2 cards and removing a crisis marker from Disrupted Supply Lines.   Disrupted Supply Lines is discarded.
Interplanetary Cinematics spends 6MC for Aquifer Pumping and 5MC for Wood Burning Stoves, gaining 4 plants.
Orbex United spends 6MC for Advanced Screening Technology, gaining 1MC production.

Action

Ecoline uses Brainstorming Session to draw Lava Flows, which they keep and spends 1MC to gain 2 plants from Farmers Market.
Mining Guild uses Asset Liquidation to draw 3 cards, reducing its TR to 5.
Interplanetary Cinematics spends 2MC with Aquifer Pumping to flip an ocean tile, gaining 4MC, 4 heat with Ironworks to increase the oxygen level 1 step, and 10MC with Progressive Policies to increase the oxygen level another step and its TR to 10.
Orbex United uses Advanced Screening Technology, drawing Soil Warming, Artificial Photosynthesis, and Hydro-Electric Energy, keeping Artificial Photosynthesis and gains 2MC and causes Mining Guild to gain 2MC, twice.

Production

Ecoline gains 14MC and 5 plants.
Mining Guild gains 12MC, 1 plant, and 2 heat, then discards 3 cards for 9MC.
Interplanetary Cinematics gains 13MC, 1 card, and 6 heat.
Orbex United gains 15MC.

End Step

4VP are spent from the pool to remove 2 crisis markers from Dust Clouds, dicarding the card.

Round 7

Crisis Step

No detriment tokens are put into play.

No continuing effects.

Crisis card revealed is Seismic Aftershocks.  Ecoline discards Economic Growth, losing 3MC production.  Mining Guild, Interplanetary Cinematics and Orbex United each flip an ocean tile.  Four crisis tokens are placed on Seismic Aftershocks.  These are removed by either flipping an ocean tile or discarding 3 cards during an Action phase.

The Dummy Phase card is Construction.  That phase will not be played this round and cannot be chosen by players.


Phase Selection

Ecoline selects Research.
Mining Guild selects Development.
Interplanetary Cinematics selects Action.
Orbex United selects Production.

Development

Ecoline passes.
Mining Guild spends 12MC for a Processing Plant, gaining 2 steel capability, increasing its TR to 7, adding 1VP to the pool, and drawing Local Heat Trapping, Laboratories, and Coal Imports, keeping Coal Imports and discarding the others.
Interplanetary Cinematics spends 1MC for Micro Mills, gaining 1 heat production and 1 steel capability.
Orbex United spends 15MC for Gene Repair, gaining 4MC and adding 2VP to the pool.

Action

Ecoline uses Brainstorming Session to draw Release of Inert Gasses, which they keep, spends 1MC to gain 2 plants from Farmers Market, and spends 7 plants for a forest tile, increasing oxygen 1 step, adding 1VP to the pool, and increasing its TR to 7.
Mining Guild uses Asset Liquidation to draw 3 cards, reducing its TR to 6.
Interplanetary Cinematics spends 0MC twice with Aquifer Pumping to flip 2 ocean tiles, gaining 4MC, 1 plant, and 1 card, removing 2 crisis markers from Seismic Aftershocks, and increasing its TR to 12.
Orbex United uses Advanced Screening Technology, drawing Volcanic Soil, Large Convoy, and Atmospheric Insulators, keeping Volcanic Soils and gains 2MC and causes Mining Guild to gain 2MC.

Production

Ecoline gains 14MC and 5 plants.
Mining Guild gains 9MC, 1 plant, and 2 heat.
Interplanetary Cinematics gains 15MC, 1 card, and 7 heat.
Orbex United gains 22MC.

Research

Ecoline draws 5 cards and keeps 2, then discards 2 cards for 6MC.
Mining Guild draws 2 cards, keeps 1, then discards 4 cards for 12MC.
Interplanetary Cinematics draws 2 cards and keeps 1, then discards 2 cards for 6MC.
Orbex United draws 3 cards and keeps 3, then discards 1 card for 3MC.

End Step

4VP are spent from the pool to remove 2 crisis markers from Seismic Aftershocks, dicarding the card.

Round 8

Crisis Step

No detriment tokens are put into play.

No continuing effects.

Crisis card revealed is Atmospheric Escape.  Ecoline, Mining Guild, and Interplanetary Cinematics each take a plant.  Orbex United takes a heat.  Four crisis tokens are placed on Atmopsheric Escape.  These are removed by playing an event tag.

The Dummy Phase card is Production.  That phase will not be played this round and cannot be chosen by players.

Phase Selection

Ecoline selects Construction.
Mining Guild selects Construction.
Interplanetary Cinematics selects Research.
Orbex United selects Development.

Development

Ecoline passes.
Mining Guild spends 5MC on Surface Mines, gaining 1 steel and 1 titanium capability, and increasing its TR to 7.
Interplanetary Cinematics spends 5MC and 2 plants for Biomass Combustors, gaining 5 heat produciton.
Orbex United spends 7MC for a Mine, gaining 2 steel capability.

Construction

Ecoline spends 32MC for Phobos Falls, increasing temperture 1 step, flipping an ocean tile, gaining 1MC and a card, increasing its TR to 9, drawing 2 cards, and removing a crisis marker from Atmospheric Escape, and adding 1VP to the pool, then spends 1MC for an Invention Contest, drawing 3 cards and keeping 1, and removing 1 crisis marker from Atmosphric Escape.
Mining Guild spends 0MC for Advanced Alloys, spends 0MC for Work Crews, removing a crisis marker from Atmospheric Escape, and 0MC for Solarpunk, adding 1VP to the pool.
Interplanetary Cinematics spends 5MC for a Lagrange Observatory, drawing a card, adding 1VP to the pool, and removing a crisis marker from Atmopheric Escape.  Atmospheric Escape is discarded.
Orbex United passes.

Research

Ecoline draws 2 cards and keeps 1, then discards 3 cards for 9MC.
Mining Guild draws 2 cards, keeps 1.
Interplanetary Cinematics draws 5 cards and keeps 2, then discards 1 cards for 3MC.
Orbex United draws 3 cards and keeps 3, then discards 2 cards for 6MC.

Round 9

Crisis Step

No detriment tokens are put into play.

No continuing effects.

Crisis card revealed is Greenhouse Gas Degredation.  Ecoline reveals Production.  Mining Guild reveals Construction.  Interplanetary Cinematics reveals Construction.  Orbex United reveals Production.  Those corporations may not play those phases.  Six crisis tokens are placed on Atmopsheric Escape.  These are removed by playing a blue card.

The Dummy Phase card is Development.  That phase will not be played this round and cannot be chosen by players.

Phase Selection

Ecoline selects Action.
Mining Guild selects Research.
Interplanetary Cinematics selects Production.
Orbex United selects Construction.

Construction

Ecoline spends 11MC for Nitrite Reducing Bacteria, gaining 3 microbes on the card and removing a crisis marker from Greenhouse Gas Degredation.
Mining Guild passes.
Interplanetary Cinematics spends 5MC for Steelworks, adding 1VP to the pool and removing a crisis marker from Greenhouse Gas Degredation.
Orbex United spends 18MC for Anti-Gravity Technolgy, gaining 1MC production, addding 3VP to the pool and removing a crisis marker from Greenhouse Gas Degredation, then spends 3MC for Interns, gaining 1MC production, 2 heat, and 2 plants, and removing a crisis marker from Greenhouse Gas Degredation.

Action

Ecoline uses Brainstorming Session to draw Nuclear Plants, which is discarded for 1MC, spends 1MC to gain 2 plants from Farmers Market, adds 2 microbes to Nitrite Reducing Bacteria, and spends 7 plants for a forest tile, increasing oxygen 1 step, adding 1VP to the pool, and increasing its TR to 10.
Mining Guild uses Asset Liquidation to draw 3 cards, reducing its TR to 6.
Interplanetary Cinematics spends 0MC twice with Aquifer Pumping to flip 2 ocean tiles, gaining 4MC, 1 plant, and 1 card, removing 2 crisis markers from Seismic Aftershocks, and increasing its TR to 12.
Orbex United uses Advanced Screening Technology, drawing CEO's Favorite Project, Vesta Shipyard, and Assorted Enterprises, discarding all and gains 2MC and causes Ecoline to gain 2MC.

Production

Ecoline gains 14MC and 5 plants.
Mining Guild gains 9MC, 1 plant, and 2 heat.
Interplanetary Cinematics gains 19MC, 1 card, and 12 heat.
Orbex United gains 18MC.

Research

Ecoline draws 2 cards and keeps 1.
Mining Guild draws 2 cards, keeps 1, then discards 4 cards for 12MC.
Interplanetary Cinematics draws 2 cards and keeps 1, then discards 1 card for 3MC.
Orbex United draws 5 cards and keeps 3, then discards 1 card for 3MC.

End Step

4VP are spent from the pool to remove 2 crisis markers from Greenhouse Gas Degredation, dicarding the card.

Round 10

Crisis Step

No detriment tokens are put into play.

No continuing effects.

Crisis card revealed is Biodiversity Loss.  Each player loses 2MC and temperature is reduced 1 step.  Four crisis tokens are placed on Biodiversity Loss.  These are removed by increasing oygen level or discarding 4 plants during an Action phase.

The Dummy Phase card is Research.  That phase will not be played this round and cannot be chosen by players.

Phase Selection

Ecoline selects Production.
Mining Guild selects Action.
Interplanetary Cinematics selects Construction.
Orbex United selects Development.

Development

Ecoline passes.
Mining Guild spends 10MC for Ganymede Shipyard, gaining a card and 2 titanium capability.
Interplanetary Cinematics spends 0MC for Windmills, gaining 3 heat production and adding 1VP to the pool.
Orbex United spends 1MC for a Power Grid, gaining 2 heat, 2 plants, and 2MC production.

Construction

Ecoline passes.
Mining Guild spends 0MC for a Development Center, drawing a card.
Interplanetary Cinematics spends 3MC for a Composting Factory, adding 1VP to the pool, and draws a card.
Orbex United spends 17MC for Volcanic Pools, gaining 2 heat, 2 plants, and adding 1VP to the pool.

Action

Ecoline uses Brainstorming Session to draw Comet, which is kept, spends 1MC to gain 2 plants from Farmers Market, and adds 1 microbe to Nitrite Reducing Bacteria.
Mining Guild spends 2 heat with Development Center to draw a card, spends 5MC with Developed Infrastructure to increase temperature one step and its TR to 7, and uses Asset Liquidation twice to draw 6 cards, reducing its TR to 5.
Interplanetary Cinematics spends 4 plants to remove a crisis marker from Biodiversity Loss.
Orbex United uses Advanced Screening Technology, drawing Nuclear Plants, Vesta Shipyard, and Viral Enhanceers, keeping Viral Enhancers, gains 2MC and causes Ecoline to gain 2MC, and discards 8 plants, removing 2 crisis tokens from Biodiversity Loss.

Production

Ecoline gains 18MC and 5 plants, and discards a card for 3MC.
Mining Guild gains 8MC, 1 plant, and 2 heat, and discards 7 cards for 21MC.
Interplanetary Cinematics gains 15MC, 1 card, and 15 heat.
Orbex United gains 22MC.

End Step

2VP are spent from the pool to remove 1 crisis marker from Biodiversity Loss, dicarding the card.

Round 11

Crisis Step

No detriment tokens are put into play.

No continuing effects.

Crisis card revealed is Impact Desert.  Each player must discard the most expensive green card from his tableau, adjusting production accordingly, or flip an ocean tile.  Ecoline, Mining Guild, and Interplanetary Cinematics each flip an ocean tile.  Orbex United discards Gene Repair, losing 3MC production.  Four crisis tokens are placed on Biodiversity Loss.  These are removed by playing a card with a science tag.

The Dummy Phase card is Construction.  That phase will not be played this round and cannot be chosen by players.

Phase Selection

Ecoline selects Development.
Mining Guild selects Production.
Interplanetary Cinematics selects Research.
Orbex United selects Action.

Development

Ecoline spends 22MC for a Commercial District, gaining 4MC production and adding 2VP to the pool.
Mining Guild spends 10MC for Political Influence, gaining 3MC production and placing a science tag on the card, gaining a card and removing a crisis marker from Impact Desert.
Interplanetary Cinematics spends 18MC for Glacial Evaporation, gaining 5 heat production.
Orbex United spends 3MC for a Fusion Power, gaining 2MC production and 1 card production, 2 heat, and 2 plants, and removing 1 crisis marker from Impact Desert.

Action

Ecoline uses Brainstorming Session to draw Tropical Resort, which is discarded for 1MC, spends 1MC to gain 2 plants from Farmers Market, and spends 3 microbes from Nitrite Reducing Bacteria to flip an ocean tile, gaining 2 plants and increasing its TR to 11.
Mining Guild spends 2 heat with Development Center to draw a card, places a science tag on Research Grant, gaining a card and removing a crisis marker from Impact Desert, and uses Asset Liquidation to draw 3 cards, reducing its TR to 4.
Interplanetary Cinematics spends 0MC with Aquifer Pumping to flip an ocean tile, gaining 1MC and 1 card and increasing its TR to 13.
Orbex United uses Advanced Screening Technology, drawing Soil Warming, Power Supply Consortium, and Interplanetary Relations, keeping Soil Warming, uses Advanced Screening Technology again to draw Satellite Farms, Impact Analysis, and Beam from a Thorium Asteroid, keeping Impact Analysis, gains 2MC and causes Ecoline to gain 2MC, and spends 9MC with Volcanic Pools to flip an ocean tile, gaining 4MC and increasing its TR to 9.

Production

Ecoline gains 19MC and 5 plants.
Mining Guild gains 14MC, 1 plant, and 2 heat.
Interplanetary Cinematics gains 16MC, 1 card, and 20 heat.
Orbex United gains 22MC and a card.

Research

Ecoline draws 2 cards and keeps 1.
Mining Guild draws 2 cards, keeps 1, then discards 6 cards for 18MC.
Interplanetary Cinematics draws 5 cards and keeps 2, then discards 3 cards for 12MC.
Orbex United draws 5 cards and keeps 3, then discards 4 cards for 12MC.

End Step

2VP are spent from the pool to remove 1 crisis marker from Impact Desert, dicarding the card.

Round 12

Crisis Step

No detriment tokens are put into play.

No continuing effects.

Crisis card revealed is Ionospheric Tear.  Temperature and Oxygen are both reduced by 3 and 3 ocean tiles are flipped.  Three crisis tokens are placed on Ionospheric Tear.  These are removed by playing a card with an earth or jovian tag.

The Dummy Phase card is Production.  That phase will not be played this round and cannot be chosen by players.

Phase Selection

Ecoline selects Research.
Mining Guild selects Development.
Interplanetary Cinematics selects Action.
Orbex United selects Construction.

Development

Ecoline passes.
Mining Guild spends 0MC for a Miranda Resort, gaining 6MC production, a card, a VP to the pool, and removes 2 crisis markers from Ionospheric Tear.
Interplanetary Cinematics spends 8MC for Imported GHG, gaining 5 heat, 1 heat production, and removing 1 crisis marker from Ionospheric Tear.  Ionospheric Tear is discarded.
Orbex United spends 0MC for Fueled Generators, reducing its TR to 7, gaining 2 heat production, 2 heat, and 2 plants, and adds 1VP to the pool.

Construction

Ecoline passes.
Mining Guild spends 7MC for Water Import from Europa, gaining a card and adding 3VP to the pool.
Interplanetary Cinematics spends 13MC for Assembly Lines.
Orbex United spends 2MC for a Plantation, gainnig 1MC production, 2 plants, 2 heat, increasing oxygen 2 step, its TR to 9, and adding 2VP to the pool, and 0MC for Power Infrastructure, gaining 1MC production, 2 plants, and 2 heat.

Action

Ecoline uses Brainstorming Session to draw Matter Generator, which is kept, spends 1MC to gain 2 plants from Farmers Market, and adds a microbe from Nitrite Reducing Bacteria.
Mining Guild spends 5MC with Developed Infrastructure to increase the temperature 1 step, 9MC with Solarpunk to increase oxygen 1 step and add 1VP to the pool, 8 heat to raise temperature 1 step, increasing its TR to 8, 2 heat with Development Center to draw a card, and uses Asset Liquidation to draw 3 cards, reducing its TR to 7.
Interplanetary Cinematics spends 0MC with Aquifer Pumping twice to flip two ocean tiles, gaining 7MC and 1 card, and 8 heat to raise the temperature 1 step, and increasing its TR to 16.
Orbex United uses Advanced Screening Technology, drawing Soil Warming, Power Supply Consortium, and Interplanetary Relations, keeping Soil Warming, uses Advanced Screening Technology again to draw Tectonic Stress Power, Restructured Resources, and Fuel Factory, discarding all three, gains 2MC and causes Ecoline to gain 2MC, and spends 7MC with Volcanic Pools to flip an ocean tile, gaining 2 plants and increasing its TR to 11.

Research

Ecoline draws 5 cards and keeps 2, then discards 3 cards for 9MC.
Mining Guild draws 2 cards, keeps 1, then discards 5 cards for 15MC.
Interplanetary Cinematics draws 2 cards and keeps 1.
Orbex United draws 5 cards and keeps 3.

Round 13

Crisis Step

No detriment tokens are put into play.

No continuing effects.

Crisis card revealed is Reglaciation.  All 3 red detriment tokens are put into play.  Oxygen is reduced 2 steps.  Five crisis tokens are placed on Reglaciation.  These are removed by playing a card with an event tag.

The Dummy Phase card is Research.  That phase will not be played this round and cannot be chosen by players.

Phase Selection

Ecoline selects Action.
Mining Guild selects Construction.
Interplanetary Cinematics selects Construction.
Orbex United selects Production.

Construction

Ecoline spends 19MC for the Release of Inert Gasses, increasing its TR to 13 and removing 1 crisis marker from Reglaciation.
Mining Guild spends 3MC for Mars University, discarding Protected Valley and drawing 3 cards, then spends 8MC for Towing a Comet, gaining 2 plants, increasing the oxygen level 1 step and its TR to 7, and removing 1 crisis marker from Reglaciation.
Interplanetary Cinematics spends 4MC for CEO's Favorite Project, adding 2 microbes to Nitrite Reducing Bacteria and removing a crisis marker from Reglaciation, and 29MC for Terraforming Ganymede, increasing its TR to 17, adding 2VP to the pool, and removing a crisis marker from Reglaciation.
Orbex United spends 11MC for Viral Enhancers, gaining 2 heat, 2 plants, and placing 2 micobes on Nitrite Reducing Bacteria, and adds 1VP to the pool.

Action

Ecoline uses Brainstorming Session to draw Earth Catapult, which is kept, spends 1MC to gain 2 plants from Farmers Market, and adds a microbe to Nitrite Reducing Bacteria twice.
Mining Guild uses Asset Liquidation to draw 3 cards, reducing its TR to 6.
Interplanetary Cinematics spends 6 heat with Steelworks, gaining 3MC and increasing the oxygen level 1 step and its TR to 18.
Orbex United uses Advanced Screening Technology, drawing Diemos Down, Smelting, and Io Mining Industries, discarding all three, and gains 2MC and causes Ecoline to gain 2MC.

Production

Ecoline gains 19MC and 5 plants.
Mining Guild gains 18MC, 1 plant, and 2 heat, then discards 3 cards for 9MC and adds an event tag to Research Grant, removing a crisis token from Reglaciation.  Reglaciation is discarded.
Interplanetary Cinematics gains 21MC, 1 card, and 21 heat.
Orbex United gains 30MC, 2 heat, and a card.

Round 14

Crisis Step

No detriment tokens are put into play.

No continuing effects.

Crisis card revealed is Crop Failures.  Three oceans are flipped and temperature is reduced by 2 steps.  Four crisis tokens are placed on Crop Failures.  These are removed by playing a card with a plant tag.

The Dummy Phase card is Production.  That phase will not be played this round and cannot be chosen by players.

Phase Selection

Ecoline selects Construction.
Mining Guild selects Development.
Interplanetary Cinematics selects Research.
Orbex United selects Action.

Development

Ecoline spends 15MC for Diversified Interest, gaining 3 heat, 3 plants, and 2 plant production, and removing a crisis marker from Crop Failures.
Mining Guild spends 2MC for Immigration Shuttles, gaining 1 card, 4MC production and adding 3VP to the pool.
Interplanetary Cinematics spends 14MC for Nitrophilic Moss, gaining 2 plant production and removing a crisis marker from Crop Failires.
Orbex United spends 24MC for Soil Warming, gaining 2 heat, 2 plants, 1 microbe on Nitrite Reducing Bactereia, 2 plant production, increasing temperature 1 step and its TR to 12.

Construction

Ecoline spends 10MC for Anaerobic Microorganisms, gaining a resouce on the card.
Mining Guild spends 0MC for Imported Hydrogen, gaining 3 plants and a card, flipping an ocean tile, gaining 1MC and a card, and increasing its TR to 8.
Interplanetary Cinematics spends 15MC for a Technology Demonstration, drawing 2 cards and flipping an ocean tile, gaining 4MC and increasing its TR to 19.
Orbex United spends 15MC for Farming Co-ops, gaining 2 heat, 5 plants, placing 1 micobe on Nitrite Reducing Bacteria, and removing a crisis marker from Crop Failures.  Crop Failures is discarded.

Action

Ecoline uses Brainstorming Session to draw Comet, which is kept, spends 1MC to gain 2 plants from Farmers Market, and adds a microbe to Nitrite Reducing Bacteria.
Mining Guild spends 2 heat with Development Center to draw a card, 5MC with Developed Infrastructure to increase the temperature 1 step, 9MC with Water Import from Europa to flip an ocean tile, gaining a card and increasing its TR to 9, and uses Asset Liquidation to draw 3 cards, reducing its TR to 8.
Interplanetary Cinematics passes.
Orbex United uses Advanced Screening Technology twice, drawing Decomposing Fungus, Power Supply Consortium, and Blueprints, discarding all three, and Adapted Lichen, Commercial Imports, and Artificial Jungle, keeping Adapted Lichen, uses Farmers Co-Op to discard a card for 3 plant, uses Power Infrastructure to convert 23 heat into 23MC, and gains 2MC and causes Ecoline to gain 2MC.

Research

Ecoline draws 2 cards and keeps 1.
Mining Guild draws 2 cards, keeps 1, then discards 7 cards for 21MC.
Interplanetary Cinematics draws 5 cards and keeps 2, then discards a card for 4MC.
Orbex United draws 5 cards and keeps 3, then discards 1 card for 3MC.


Round 15

Crisis Step

No detriment tokens are put into play.

No continuing effects.

Crisis card revealed is Collapsing Cities.  Temperature and oxygen are reduced 2 steps and 2 ocean tiles are flipped.  Four crisis tokens are placed on Collapsing Cities.  These are removed by playing a geeen card.

The Dummy Phase card is Construction.  That phase will not be played this round and cannot be chosen by players.

Phase Selection

Ecoline selects Development.
Mining Guild selects Action.
Interplanetary Cinematics selects Production.
Orbex United selects Research.

Development

Ecoline spends 16MC for a Toll Station, gaining 3MC production and removing a crisis marker from Collapsing Cities, and Monoculture, gaining 2 plant production, reducing its TR to 12, and removing a crisis marker from Collapsing Cities.
Mining Guild spends 0MC for a Vesta Shipyard, gaining a card and 1 titanium capability, adding 1VP to the pool, and removing a crisis marker from Collapsing Cities.
Interplanetary Cinematics spends 18 for Smelting, gaining 5 heat production, 2 cards, and removing a crisis marker from Collapsing Cities.
Orbex United spends 18MC for Biothermal Power, gaining 2 heat, 2 plants, 1 heat production, increasing oxygen 1 step and its TR to 13, and adds 1VP to the pool.  Collapsing Cities is discarded.

Action

Ecoline uses Brainstorming Session to draw Volcanic Soil, which is kept, spends 1MC to gain 2 plants from Farmers Market, and spends 3 microbes from Nitrite Reducing Bacteria to flip an ocean tile, gaining 4MC and increasing its TR to 13.
Mining Guild spends 5MC with Developed Infrastructure to increase the temperature 1 step, 7MC with Solarpunk to increase oxygen 1 step and add 1VP to the pool, 8MC with Water Import from Europa to flip an ocean tile, gaining a card, 1MC, and increasing its TR to 11, and uses Asset Liquidation to draw 3 cards, reducing its TR to 10.
Interplanetary Cinematics spends 8 heat to raise the temperature 1 step and its TR to 20.
Orbex United uses Advanced Screening Technology, drawing Community Gardens, Lunar Beam, and Heat Trapping, keeping Community Gardens, uses Power Infrastructure to convert 2 heat into 3MC, uses Farmers Co-Op to discard a card for 3 plant, and gains 2MC and causes Ecoline to gain 2MC.

Production

Ecoline gains 19MC and 5 plants.
Mining Guild gains 26MC, 1 plant, and 2 heat.
Interplanetary Cinematics gains 29MC, 1 card, 2 plants, and 26 heat.
Orbex United gains 28MC, 3 heat, 2 plants, and a card.

Research

Ecoline draws 2 cards and keeps 1.
Mining Guild draws 2 cards, keeps 1, then discards 5 cards for 15MC.
Interplanetary Cinematics draws 2 cards and keeps 1, then discards 3 cards for 12MC.
Orbex United draws 8 cards and keeps 4, then discards 5 cards for 15MC.


Round 16

Crisis Step

No detriment tokens are put into play.

No continuing effects.

Crisis card revealed is Dwindling Supplies.  Temperature and oxygen are reduced 3 steps and 3 ocean tiles are flipped.  VP tokens may now be exchanged for 1MC for each player.

The Dummy Phase card is Development.  That phase will not be played this round and cannot be chosen by players.

Phase Selection

Ecoline selects Production.
Mining Guild selects Construction.
Interplanetary Cinematics selects Action.
Orbex United selects Construction.

Construction

Ecoline spends 17MC for Lava Flows, increasing the temperature 2 steps and its TR to 15.
Mining Guild spends 9MC for Diemos Down, gaining 7MC and increasing the temperature 3 steps and its TR to 13, then spends 0MC for an Interstellar Colony Ship, gaining a card and adding 4VP to the pool.
Interplanetary Cinematics spends 34MC for a Giant Ice Asteroid, increasing the temperature 2 steps, flipping 2 ocean tiles, gaining 1MC and 2 cards, and increasing its TR to 24.
Orbex United spends 14MC for a Convoy from Europa, gaining a card, 2 heat, 2 plants, 1MC production, and flipping an ocean tile, gaining 4MC and increasing its TR to 14, then spends 15MC for Standard Technology, gaining 2 heat, 2 plants, 1MC production, and adding 1VP to the pool.

Action

Ecoline uses Brainstorming Session to draw Gene Repair, which is discarded for 1MC, spends 1MC to gain 2 plants from Farmers Market, adds 1 microbe to Nitrite Reducing Bacteria, and spends 14 plants to increase the oxygen level 2 steps, its TR to 17, and add 2VP to the pool.
Mining Guild spends 7MC with Solarpunk to increase oxygen 1 step and add 1VP to the pool and increase its TR to 14.
Interplanetary Cinematics passes.
Orbex United uses Advanced Screening Technology, drawing Great Escarpment Consortium, Hydro-Electric Energy, and Optimal Aerobraking, discarding all, spends 8 plants to increase the oxygen level 1 step and its TR to 15, and adds 1VP to the pool, uses Power Infrastructure to convert 7 heat into 7MC, uses Farmers Co-Op to discard a card for 3 plants, gains 2MC and causes Ecoline to gain 2MC, and discards 7 cards for 21MC.

End of Game

The global parameters are at maximum so the players have saved Mars!  Congratulations to all on their victory!

End of Game Statements

Kevin Wilson (Orbex United):  Well, that’s 2 games now that were won on the first opportunity without any real concern for the last 2 or 3 turns prior. I think with 4 players, having 4 tableaus to work with, the game is probably too easy at the standard (and probably expert) level. I’m not 100% certain of that. The last game we did have a couple of early turns cary over for persistent effects (I think) but a bit later that was addressed and that one, like this one, was essentially over with 2 or 3 turns to go before the victory window opened. Like this one, plenty of VP tokens, some really good cards to keep flipping oceans cheap and plenty of resources for temp and O2.  It may be tougher with fewer than 4 though.  Last time it seemed not overly challenging but 1 observation isn’t enough to make conclusions on. Neither is 2 but 2 this convincingly won maybe conclusions are OK.

Regardless, it does help see some cards in action that might not otherwise get a lot of play. Some of those cards that are a bit expensive to get into play but have cheap parameter improvements with a few steel or titanium really make all the difference.  That and 30 heat per production! (Way to go Bill).

Thanks to Chris for sunning the game and to the rest for having another go.

Christopher Hunt (Ecoline):  How many people played in the other game?  I think to more players the easier the game.  Very enjoyable especially early twine there was peril. Towards the end it was just a matter of organisation.  Suggestion for next time.  1 higher peril and the player at the end with most VPS (TR plus VPs) WINS [victory tokens given to remove tokens as used are not counted.  The player who removed most tokens and plus raises of temperature, oxygen and flipping ocean wins the moral victory and popular vote and is called Marsians' Friend.

Andy York (Mining Guild):  Either we're great at this game or we've been blessed with amazing card draws. It seems almost to easy.  Great job guys, and thanks to Chris for shepherding the game. On to the Nightmare Level!

Bill Scharf (Interplanetary Cinematics):  We did get great card draws, and we may be ready for the toughest level if there are four of us. I’m ready to give it a try!  In this game, getting two cards early that allowed me to exchange heat for oxygen gave me a lot more flexibility!

The Players

Player

Company

Color

Cards

Terraform Rating

Christopher Hunt
Ecoline
Green9
17
Andy York
Mining Guild
Yellow
9
14
Bill Scharf
Interplanetary Cinematics
Red
11
24
Kevin Wilson
Orbex United
Blue
9
15

Player

MegaCredits

Cards

Plants

Heat

Steel

Titanium

Production On Hand Production Production On Hand Prodcution On Hand Capability Capability
Christopher Hunt 11
10
0
9
40
0
3
0
0
Andy York 16
109
0
1
17
2
3
5
4
Bill Scharf 3
28
1
2
2
26
90
5
0
Kevin Wilson 15
81
1
2
25
3
0
2
0

Crisis Card
Crisis Markers
Removed By
Dwindling Supplies
N/A
VP tokens may now be exchanged for 1MC for each player.
Board

Crisis

Ecoline


Mining Guild

hu

Interplanetary Cinemaitcs

Orbex United