Labernese
Terraforming Mars: Ares Expedition, Crisis
Expansion
Initial Card Selection
Christopher
replaces 4 cards and selects Sharizen, gaining 44MC.
Keith replaces 1 card and
selects Teractor, gaining 51MC.
Andy replaces 1 card and selects Magna, Inc., gaining 40MC
and 1MC production.
Kevin replaces 2 cards and
selects Mai-Ni Productions, gaining 48MC, playing Economic Growth, gaining 3MC production, drawing a card and discarding a card.
Round 1
No detriment tokens are put into play.
There are no persistent effects.
Crisis card revealed is Catastrophic Erosion.
Christopher reveals Production. Keith reveals Research.
Andy reveals Action. Kevin reveals Construction. Those
phases may not be chosen by those plaeyrs. Six crisis tokens are
placed on
Catastrophic
Erosion. These are removed by playing green cards.
The Dummy Phase card is Development. That
phase will not be played this round and cannot be chosen by players.
Sharizen selects Research.
Teractor selects Construction.
Magna, Inc. selects Construction.
Mai-Ni Productions selects Production.
Sharizen spends 3MC for Interns.
Teractor spends 3MC for a Research Grant, 9MC for Advanced Alloys, and draws a card.
Magna, Inc. spends 16MC for an Orbital Outpost and 13MC for the Release of Inert Gasses, increasing its TR to 7.
Mai-Ni Productions passes.
Sharizen gains 5MC.
Teractor gains 5MC.
Magna, Inc. gains 8MC.
Mai-Ni Productions gains 12MC.
Sharizen draws 7 cards and keeps 2.
Teractor draws 2 cards and keeps 1.
Magna, Inc. draws 2 cards and keeps 1.
Mai-Ni Productions draws 2 cards and keeps 1.
Round 2
No detriment tokens are put into play.
Catastrophic Erosion reduces oxygen 1 step and flips an ocean tile.
Crisis card revealed is Emergency Shelters. Temperature is
reduced 1 step. Sharizen passes a card to Teractor.
Teractor passes a card to Sharizen. Magna, Inc. and Mai-Ni Productions do not pass cards. Five
crisis tokens are
placed on Emergency Shelters. These are removed by playing cards
with a building tag.
The Dummy Phase card is Construction. That
phase will not be played this round and cannot be chosen by players.
Sharizen selects Development.
Teractor selects Production.
Magna, Inc. selects Research.
Mai-Ni Productions selects Development.
Sharizen
spends 10MC for Lightning Harvest, gaining 2MC production and removing
a crisis marker from Catastrophic Erosion and adding 1VP to the pool.
Teractor
spends 19MC for a Processing Plant, gaining 2 steel capability, drawing
Fuel Facotry and keeping it, and removing a crisis marker from
Catastrophic Erosion and Emergency Shelters and adding 1VP to the pool.
Magna,
Inc. spends 8MC for Space Heaters, gaining 2 heat production, removing
a crisis marker from Catastrophic Erosion and Emergency Shelters,
gaining 4MC.
Mai-Ni
Productions spends 10MC for Surface Mines, gaining 1 steel capability,
1 titanium capability, removing a crisis marker from Catastrophic
Erosion and Emergency Shelters, drawing a card, and discarding a card.
Sharizen gains 7MC.
Teractor gains 9MC.
Magna, Inc. gains 8MC and 2 heat.
Mai-Ni Productions gains 10MC.
Sharizen draws 4 cards and keeps 1.
Teractor draws 2 cards and keeps 1.
Magna, Inc. draws 5 cards and keeps 2.
Mai-Ni Productions draws 2 cards and keeps 1.
Two VP are spent from the pool to remove a crisis marker from catastrophic Erosion.
Round 3
No detriment tokens are put into play.
Catastrophic Erosion reduces oxygen 1 step and flips
an ocean tile. Emergency Shelters reduces temperature and oxygen
1 step each.
Crisis card revealed is Atmosphere Rupture. Sharizen loses
5MC. Teractor loses 5MC. Magna, Inc. reduces its TR to 6. Mai-Ni
Productions loses 5MC. Four
crisis tokens are
placed on Emergency Shelters. These are removed by playing cards
with a space tag.
The Dummy Phase card is Research. That
phase will not be played this round and cannot be chosen by players.
Sharizen selects Construction.
Teractor selects Development.
Magna, Inc. selects Production.
Mai-Ni Productions selects Action.
Sharizen
spends 3MC for the Great Escarpment Consortium, gaining 1 steel
capability and removing a crisis marker from Catestrophic Erosion.
Teractor
spends 17MC for Ganymede Shipyard, gaining 2 titanium capability, and
removing crisis markers from Catastrophic Erosion and Atmosphere
Rupture.
Magna,
Inc. spends 4MC for an Underground City, gaining 1MC production, 1
steel capability, removing a crisis marker each from Catastrophic
Erosion and Emergency Shelters, gaining 4MC.
Mai-Ni
Productions spends 11MC for Vesta Shipyard, gaining 1 titanium capability, removing a crisis marker from Catastrophic
Erosion, Emergency Shelters, and Atmosphere Rupture, adding 1VP to the pool, drawing a card, and discarding a card.
Catastrophic Erosion and Emergency Shelters are discarded.
Sharizen spends 11MC for the United Planetary Alliance, gaining 1MC production, and 4MC for Redrafted Contracts.
Teractor spends 0MC for Power Infrastructure.
Magna,
Inc. spends 17MC for a Technology Demonstration, flipping an ocean
tile, gaining 4MC and increasing its TR to 7, gaining 2 cards, and
removing a crisis marker from Atmosphere Rupture, gaining 2MC.
Mai-Ni Productions spends 9MC for Matter Manufacturing.
Sharizen uses Redrafted Contracts to exchange 3 cards, then gives a card to Magna, Inc. and receives one in return.
Teractor adds a space tag to Research Grant, removing a crisis marker from Atmosphere Rupture.
Magna,
Inc. passes.
Mai-Ni Productions spends 1MC twice with Matter Manufacturing, gaining 2 cards.
Atmosphere Rupture is discarded.
Sharizen gains 8MC.
Teractor gains 5MC.
Magna, Inc. gains 13MC and 2 heat.
Mai-Ni Productions gains 8MC.
Round 4
The yellow oxygen detriment token is put into play -- the Development phase bonus is ignored.
There are no persistent effects.
Crisis card revealed is Barren Crater. Oxygen is reduced 1 step. Seven
crisis tokens are
placed on Barren Crater. These are removed by playing blue cards.
The Dummy Phase card is Production. That
phase will not be played this round and cannot be chosen by players.
Sharizen selects Research.
Teractor selects Action.
Magna, Inc. selects Development.
Mai-Ni Productions selects Construction.
Sharizen
spends 6MC for Adapted Lichen, gaining 1 plant production.
Teractor
discards a card for 3MC then spends 19MC for Processed Metals, drawing
2 cards, gaining 2 titanium capability, and adding 1VP to the pool.
Magna,
Inc. spends 9MC for a Lunar Beam, reducing its TR to 6 and gaining 4 heat production.
Mai-Ni
Productions passes.
Sharizen
spends 13MC for the Olympus Conference, gaining 1MC production, drawing
a card, removing 1 crisis marker from Barren Crater, and adding 1VP to
the pool.
Teractor
spends 0MC for Imported Hydrogen, gaining 3 plants and flipping an
ocean tile, gaining 2 plants and increasing its TR to 6.
Magna,
Inc. spends 10MC for a Think Tank, removing 1 crisis marker from Barren Crater and gaining 2MC.
Mai-Ni
Productions spends 9MC for Solarpunk, removing 1 crisis marker from
Barren Crater and adding 1VP to the pool, and Advanced Screening
Technology for 6MC, removing 1 crisis marker from Barren Crater.
Sharizen uses Redrafted Contracts to exchange 3 cards, then gives a card to Teractor and receives one in return.
Teractor adds a space tag to Research Grant, removing a crisis marker from Atmosphere Rupture.
Magna,
Inc. spends 2MC with Think Tank to draw a card.
Mai-Ni
Productions spends 11MC with Solarpunk, increasing the oxygen level 1
step, its TR to 6, and adding 1VP to the pool, spends 1MC with Matter
Manufacturing, gaining 1 card, and uses Advanced Screening Technology,
drawing Physics Complex, Beam from a Thorium Asteroid, and Geothermal
Power, keeping Physics Compex.
Sharizen draws 8 cards and keeps 3.
Teractor draws 2 cards and keeps 1.
Magna, Inc. draws 2 cards and keeps 1.
Mai-Ni Productions draws 2 cards and keeps 1.
Four VP are spent from the pool to remove 2 crisis markers from Barren Crater.
Round 5
The yellow oxygen detriment token is remains in play -- the Development phase bonus is ignored.
Barren Crater reduces temperature 1 step and flips an ocean tile.
Crisis card revealed is Seismic Aftershocks. Sharizen discards
Adapted Lichen, losing 1 plant production. Teractor flips an
ocean tile. Magna, Inc. flips
an ocean tile. Mai-Ni Productions discards Economic Growth,
losing 3MC production. Five
crisis tokens are
placed on Seismic Aftershocks. These are removed by either
flipping an ocean tile or discarding 3 cards from your hand during the
Action phase.
The Dummy Phase card is Production. That
phase will not be played this round and cannot be chosen by players.
Sharizen selects Construction.
Teractor selects Development.
Magna, Inc. selects Research.
Mai-Ni Productions selects Action.
Sharizen passes.
Teractor
spends 1MC for a Satellite Farm, gaining 5 heat production.
Magna,
Inc. spends 2MC for a Titanium Minem, gaining 1 titanium capability.
Mai-Ni
Productions passes.
Sharizen
spends 4MC for a Research Outpost, discarding a crisis marker from Barren Crater, then draws a card.
Teractor
spends 0MC for a Convoy From Europa, gaining a card and 1 heat
production, then flipping an ocean tile, gaining 1MC and 1 card,
increasing its TR to 7, and removing a crisis marker from Seismic Aftershocks.
Magna,
Inc. spends 1MC for an Invention Contest, drawing 3 cards and keeping 1.
Mai-Ni
Productions passes.
Barren Crater is discarded.
Sharizen
uses Redrafted Contracts to discard 1 card, gaining 3MC, and draw a
replacement card, then gives a card to Magna, Inc. and receives one in
return.
Teractor passes.
Magna,
Inc. spends 2MC with Think Tank to draw a card, then discards 3 cards,
gaining 9MC and removing a crisis marker from Seismic Aftershocks,
gaining 2MC.
Mai-Ni
Productions spends 1MC with Matter Manufacturing twice to gain 2 cards,
spends 11MC with Solarpunk, increasing the oxygen level 1
step, its TR to 6, and adding 1VP to the pool, and uses Advanced
Screening Technology,
drawing Deimos Down, Artificial Jungle, and Mine, discarding all 3.
Sharizen draws 5 cards and keeps 2, then discards 1 card for 3MC.
Teractor draws 2 cards and keeps 1.
Magna, Inc. draws 5 cards and keeps 2.
Mai-Ni Productions draws 2 cards and keeps 1, then discards 2 cards for 6MC.
Two VP are spent from the pool to remove 1 crisis marker from Seismic Aftershocks.
Round 6
The yellow oxygen detriment token is is removed from
play, but the yellow temperature token is put into play -- all cards
cost 1MC more to play.
Seismic Aftershocks reduces temperature 1 and oxygen 1 step each.
Crisis card revealed is Atmospheric Escape. Temperature is
reduced 1 step. Sharizen, Teractor, and Mai-Ni Productions each gain a plant.
Magna, Inc. gains a heat. Five
crisis tokens are
placed on Atmospheric Escape. These are removed by playing a card
with an event tag.
The Dummy Phase card is Development. That
phase will not be played this round and cannot be chosen by players.
Sharizen selects Research.
Teractor selects Production.
Magna, Inc. selects Action.
Mai-Ni Productions selects Construction.
Sharizen
spends 7MC for a Lagrange Observatory, gaining 1MC production, drawing
2 cards, adding 1VP to the pool, and removing a crisis marker from
Atmospheric Escape.
Teractor discards a card for 3MC and spends 4MC for an Interplanetary Conference.
Magna,
Inc. spends 10MC for Aquifer Pumping, adding 1VP to the pool.
Mai-Ni
Productions spends 0MC for Energy Subsidies, 6MC for Work Crews,
removing a crisis marker from Atmospheric Escape, and 0MC for Matter
Generator, drawing a card.
Sharizen
uses Redrafted Contracts to discard 2 cards, gaining 6MC, and draw 2
replacement cards, then gives a card to Teractor and receives one in
return.
Teractor adds a Jupiter tag to Research Grant, drawing a card.
Magna,
Inc. discards a card for 3MC, spends 8MC with Aquifer Pumping to flip
an ocean tile, gaining 4MC, increasing its TR to 7, removing a crisis
marker from Seismic Aftershocks, gaining 2MC, spending 2MC twice to
draw 2 cards with Think Tank, .
Mai-Ni
Productions spends 1MC with Matter Manufacturing to gain a card,
uses Advanced
Screening Technology,
drawing Volcanic Pools, Brainstorming Session, and Earth Catapult,
discarding all 3, then uses Matter Generator to discard a card and gain
6MC.
Sharizen gains 10MC.
Teractor gains 11MC and 6 heat.
Magna, Inc. gains 9MC and 6 heat.
Mai-Ni Productions gains 7MC.
Sharizen draws 8 cards and keeps 3, then discards 4 cards for 12MC.
Teractor draws 2 cards and keeps 1.
Magna, Inc. draws 2 cards and keeps 1.
Mai-Ni Productions draws 2 cards and keeps 1, then discards 2 cards for 6MC.
Two VP are spent from the pool to remove 1 crisis marker from Seismic Aftershocks, which is discarded.
Round 7
The yellow temperature token remains in play -- all cards
cost 1MC more to play.
Atmosphere Escape reducesoxygen 1 step and flips an ocean tile.
Crisis card revealed is Disrupted Supply Lines. Oxygen is
reduced 1 step. Each player draws a card. Sharizen passes a
card to Teractor. Teractor passes a card to Sharizen.
Magna, Inc. passes a card to Teractor. Mai-Ni Productions passes a
card to Teractor. Four
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 Construction. That
phase will not be played this round and cannot be chosen by players.
Sharizen selects Action.
Teractor selects Research.
Magna, Inc. selects Production.
Mai-Ni Productions selects Development.
Sharizen
spends 20MC for a Protected Valley, gaining 2MC production, increasing
oxygen level 1 step, its TR to 6, and adding 1VP to the pool.
Teractor
spends 0MC for a Immigration Shuttles, gaining 3MC production, 1 heat
production, 1 card, adding 2VP to the pool and removing a crisis marker
from Disrupted Supply Lines.
Magna,
Inc. spends 6MC for the Import of Advanced GHG, gaining 2 heat
production and removing a crisis marker from Disrupted Supply Lines,
gaining 2MC.
Mai-Ni
Productions spends 11MC for an Industrial Complex, gaining 3MC
production, 1 steel capability, drawing 1 card and discarding 1 card.
Sharizen
uses Redrafted Contracts to discard 2 cards, gaining 6MC, and draw 2
replacement cards, then gives a card each to Mai-Ni Production and Teractor, receiving one from Mai-Ni Productions in
return.
Teractor adds an Earth tag to Research Grant, drawing a card and removing a crisis marker from Disrupted Supply Lines.
Magna,
Inc. discards a card for 3MC, spends 8MC with Aquifer Pumping to flip
an ocean tile, gaining 4MC, increasing its TR to 8, spends 2MC to
draw a card with Think Tank, and spends 8 heat to raise the temperature 1 step and its TR to 9.
Mai-Ni
Productions spends 1MC with Matter Manufacturing to gain a card,
uses Advanced
Screening Technology,
drawing Balanced Portfolios, Interstellar Colony Ship, and Trading
Post, keeping Balanced Portfolios, then uses Matter Generator to
discard a card and gain
6MC.
Sharizen gains 13MC.
Teractor gains 10MC and 6 heat.
Magna, Inc. gains 15MC and 8 heat.
Mai-Ni Productions gains 10MC.
Sharizen draws 5 cards and keeps 2, then discards 1 card for 3MC.
Teractor draws 5 cards and keeps 2, then discards 5 cards for 15MC.
Magna, Inc. draws 2 cards and keeps 1.
Mai-Ni Productions draws 2 cards and keeps 1.
Two VP are spent from the pool to remove 1 crisis marker from Disrupted Supply Lines, which is discarded.
Round 8
The yellow temperature token is removed and the yellow oxygen token is put in play -- the Development bonus is not resolved.
Atmosphere Escape reduces oxygen 1 step and flips an ocean tile.
Crisis card revealed is Greenhouse Gas Degredation. Oxygen is
reduced 1 step. Sharizen may not play Production. Teractor
may not play Construction. Magna, Inc. may not play
Production. Mai-Ni Productions may not play Development.
Seven
crisis tokens are
placed on Greenhouse Gas Degredation. These are removed by
playing a
blue card.
The Dummy Phase card is Research. That
phase will not be played this round and cannot be chosen by players.
Sharizen selects Development.
Teractor selects Production.
Magna, Inc. selects Action.
Mai-Ni Productions selects Construction.
Sharizen
spends 17MC for a Mass Converter, gaining 1MC production, 3 heat
production, 1 titanium capability, 1 card, and adding 2VP to the pool.
Teractor
spends 9MC for Asteroid Mining, gaining 2 titanium capability, 1 heat production, a card, and adding 2VP to the pool.
Magna,
Inc. spends 13MC for a Mohole Area, gaining 4 heat production.
Mai-Ni
Productions spends 8MC for a Strip Mine, gaining 2 steel capability and
1 titanium capability, reducing its TR to 6, and drawing a discarding a
card.
Sharizen
spends 3MC for Atmosphere Filtering, increasing oxygen level 1 step,
its TR to 7, and removing a crisis marker from Atmosphere Escape.
Teractor
spends 0MC for Water Import from Europa, gaining a card, 1
heat production, removing a crisis marker from Greenhouse Gas
Degredation, and adding 4VP to the pool.
Magna,
Inc. spends 0MC for Asset Liquidation, removing a crisis marker from
Greenhouse Gas Degredation and gaining 2MC, then spends 7MC for
Ironworks, removing a crisis marker from Greenhouse Gas Degredation and
gaining 2MC.
Mai-Ni
Productions spends 0MC for Development Center and 3MC for Hydro-Electric Energy,
removing 2 crisis markers from Greenhouse Gas Degredation.
Sharizen
gives a card to Teractor, receiving one in return, and uses Redrafted
Contracts to discard 2 cards, gaining 6MC, and draw 2 new cards.
Teractor
spends 6MC with Water Import from Europa, flipping an ocean tile,
gaining 2 plants and increasing its TR to 8, spends 8 heat to increase
the temperature 1 step and its TR to 9, and 8 plants to increase the
oxygen 1 step, its TR to 10, and adding 1VP to the pool.
Magna,
Inc. uses Asset Liquidation, reducing its TR to 8 and gaining 3 cards,
spends 2MC with Think Tank to gain another card, discards 3 cards for
9MC, spends 8MC with Aquifer Pumping to flip an ocean tile, gaining 4MC
and increasing its TR to 9, and spends 4 heat twice with Ironworks,
increasing oxygen 2 steps and its TR to 11.
Mai-Ni
Productions spends 1MC with Hydro-Electric Energy to gain 2 heat,
spends 2 heat with Development Center to draw a card, 1MC with Matter
Manufacturing to gain a card,
uses Advanced
Screening Technology,
drawing Viral Enhancers, Industrial Microbes, and Deep Well Heating,
keeping Viral Enhanceers, uses Matter Generator to
discard a card and gain
6MC, and spends 9MC with Solarpunk to increase oxygen 1 step, its TR to 7, and add 1VP to the pool.
Sharizen gains 15MC.
Teractor gains 17MC and 9 heat.
Magna, Inc. gains 13MC and 12 heat.
Mai-Ni Productions gains 10MC.
Eight VP are spent from the pool to remove 2 crisis
markers each from Atmosphere Escape and Greenhouse Gas Degredation,
which are discarded.
Round 9
The yellow oxygen token is removed.
No persistent effects.
Crisis card revealed is Biodiversity Loss. Temperature is
reduced 1 step. Each player loses 2MC. Five
crisis tokens are
placed on Biodiversity Loss. These are removed by increasing the
oxygen level or discarding 4 plants during an Action phase.
The Dummy Phase card is Construction. That
phase will not be played this round and cannot be chosen by players.
Sharizen selects Research.
Teractor selects Development.
Magna, Inc. selects Production.
Mai-Ni Productions selects Action.
Sharizen
spends 8MC on Laboratories, gaining, 1 card, 1MC income and 2 card income.
Teractor
spends 4MC for Io Mining Industries, gaining 2MC production, 1 heat
production, 2 titanium capability, 1 card, and adding 6VP to the pool.
Magna,
Inc. spends 12MC for Gene Repair, gaining 2MC produciton and adding 2VP to the pool.
Mai-Ni
Productions spends 5MC for Microprocessors, gaining 3 heat production, drawing 4 cards, and discarding 2 for 6MC.
Sharizen
uses Redrafted Contracts to discard 2 cards, gaining 6MC, and draw 2
replacement cards, then gives a card to Teractor, receiving one in
return.
Teractor spends 8 heat to increase the temperature 1 step and its TR to 11.
Magna,
Inc. uses Asset Liquidation, reducing its TR to 10 and gaining 3 cards,
spends 2MC with Think Tank to draw a card, and 8 heat to increase the
temperature 1 step and its TR to 11.
Mai-Ni
Productions uses Advanced
Screening Technology,
drawing Large Convoy, New Portfolios, and Subterranean Reservoir,
keeping New Portfolios, spends 1MC with Matter Manufacturing to gain a
card, spends 1MC with Hydro-Electric Energy, gaining 3 heat, and uses
Matter Generator twice, discarding 2 cards and gaining 12MC.
Sharizen gains 16MC, 2 cards, and 3 heat.
Teractor gains 16MC and 10 heat.
Magna, Inc. gains 19MC and 12 heat.
Mai-Ni Productions gains 10MC and 3 heat.
Sharizen draws 8 cards and keeps 3, then discards 4 cards for 12MC.
Teractor draws 2 cards and keeps 1, then discards 1 card for 3MC.
Magna, Inc. draws 2 cards and keeps 1, then discards 1 card for 3MC.
Mai-Ni Productions draws 2 cards and keeps 1, then discards a card for 3MC.
Ten VP are spent from the pool to remove 5 crisis
markers from Biodiversity Loss,
which is discarded.
Round 10
No detriment tokens in play.
No persistent effects.
Crisis card revealed is Dust Clouds. One ocean tile is
flipped. Each player discards a card in hand, gaining 3MC.
Five
crisis tokens are
placed on Dust Clouds. These are removed by increasing the
temperature or discarding 6 heat during an Action phase.
The Dummy Phase card is Development. That
phase will not be played this round and cannot be chosen by players.
Sharizen selects Action.
Teractor selects Production.
Magna, Inc. selects Construction.
Mai-Ni Productions selects Research.
Sharizen
spends 10MC for Impact Analysis, gaining 1MC production, 1 card production, and 1 card.
Teractor
spends 0MC for Business Contacts, drawing 5 cards, then discarding 2 for 6MC.
Magna,
Inc. spends 15MC for Anti-Gravity Technology, adding 4VP to the pool,
and 8MC for a Composting Factory, gaining 2 heat and 2 plants and
adding 1VP to the pool.
Mai-Ni
Productions spends 8MC for Self-Replicating Bacteria.
Sharizen
uses Redrafted Contracts to discard 2 cards, gaining 6MC, and draw 2
replacement cards, then gives a card each to Teractor and Magna, Inc., receiving one from each in
return.
Teractor
spends spends 4MC with Water Import from Europa to flip an ocean tile,
gaining 4MC and increasing its TR to 12, then spends 12 heat to remove
2 crisis markers from Dust Clouds.
Magna,
Inc. uses Asset Liquidation, reducing its TR to 10 and gaining 3 cards,
spends 2MC with Think Tank to draw a card, 18 heat to remove 3 crisis
markers from Dust Clouds, gaining 6MC, and spends 8MC with Aquifer
Pumping to flip an ocean tile, gaining 4MC and increasing its TR to 11.
Mai-Ni
Productions adds a resource to Self-Replicating Bacteria, spends 1MC
with Hydro-Electric Energy to gain 2 heat, spends 1MC with Matter
Manufacturing to draw a card, uses Advanced Screening Technology to
draw Astrofarm, Recycled Detritus, and Fueled Generators, discarding
all 3, spends 2 heat with Development Center to draw a card, and uses Matter Generator to discard a card for 6MC.
Dust Clouds is discarded.
Sharizen gains 17MC, 3 cards, and 3 heat.
Teractor gains 21MC and 10 heat.
Magna, Inc. gains 15MC and 12 heat.
Mai-Ni Productions gains 10MC and 3 heat.
Sharizen draws 8 cards and keeps 3, then discards 4 cards for 12MC.
Teractor draws 2 cards and keeps 1, then discards 1 card for 3MC.
Magna, Inc. draws 2 cards and keeps 1, then discards 2 cards for 8MC.
Mai-Ni Productions draws 5 cards and keeps 2, then discards a card for 3MC.
Round 11
No detriment tokens in play.
No persistent effects.
Crisis card revealed is Reglaciation. All red detriment tokens
are put into play, reducing temperature by 2 steps. Six
crisis tokens are
placed on Dust Clouds. These are removed by playing a card with
an event tag.
The Dummy Phase card is Production. That
phase will not be played this round and cannot be chosen by players.
Sharizen selects Research.
Teractor selects Construction.
Magna, Inc. selects Research.
Mai-Ni Productions selects Action.
Sharizen
spends 4MC for Research, gaining 2MC, production, 1 card production,
and 4 cards, and removing a crisis marker from Reglaciation.
Teractor
spends 12MC for a Giant Ice Asteroid, gaining 1 heat production and
removing a crisis marker from Reglaciation, increasing temperature 2 steps and its TR to 14, then spends 0MC for Ice
Asteroid, gaining 1 heat production and removing a crisis marker from
Reglaciation.
Magna,
Inc. spends 14MC for Lava Flows, gaining 2 heat and 2 plants, increasing temperature 2 steps and its
TR to 13, removing a crisis marker from Reglaciation and gaining 2MC.
Mai-Ni
Productions spends 5MC for Wood Burning Stoves, gaining 4 plants.
Sharizen
uses Redrafted Contracts to discard 2 cards, gaining 6MC, and draw 2
replacement cards, then gives a card to Teractor.
Teractor passses.
Magna,
Inc. uses Asset Liquidation, reducing its TR to 12 and gaining 3 cards and
spends 2MC with Think Tank to draw a card.
Mai-Ni
Productions adds a resource to Self-Replicating Bacteria twice, spends
1MC
with Hydro-Electric Energy to gain 3 heat, spends 1MC with Matter
Manufacturing to draw a card, uses Advanced Screening Technology to
draw Food Factory, Geothermal Power, and Diversified Interests, keeping
Diversified Interests, spends 2 heat with Development Center to draw a
card, and uses Matter Generator to discard a card for 6MC.
Sharizen draws 8 cards and keeps 3, then discards 5 cards for 15MC.
Teractor draws 2 cards and keeps 1.
Magna, Inc. draws 5 cards and keeps 2, then discards 5 cards for 20MC.
Mai-Ni Productions draws 2 cards and keeps 1, then discards 2 cards for 6MC.
Four VP are spent from the pool to remove 2 crisis
markers from Reglaciation,
which is discarded.
Round 12
All detriment tokens removed.
No persistent effects.
Crisis card revealed is Impact Desert. Sharizen discards Protected Valley, losing 2MC production.
Teractor, Magna, Inc., and Mai-Ni Productions each flip an ocean tile. Five
crisis tokens are
placed on Impact Desert. These are removed by playing a card with
a science tag.
The Dummy Phase card is Research. That
phase will not be played this round and cannot be chosen by players.
Sharizen selects Construction.
Teractor selects Development.
Magna, Inc. selects Action.
Mai-Ni Productions selects Production.
Sharizen
spends 14MC for a Quantum Extractor, gaining 3 heat production, 1MC
production, adding 2VP to the pool, and removing 1 crisis marker from
Impact Desert.
Teractor
spends 9MC for Commercial Imports, gaining 1 card production, 2 heat production, and 2 plant production.
Magna,
Inc. spends 5MC for a Mine, gaining 2 steel capability.
Mai-Ni
Productions spends 7MC for a Medical Lab, gaining 5MC production,
adding 1VP to the pool, and drawing and discarding a card, gaining 3MC.
Sharizen
spends 7MC for Progressive Policies, gaining 1MC production, drawing a
card, and removing a crisis marker from Impact Desert, and 19MC for AI
Central, gaining 1MC production, drawing a card, removing a crisis
marker from Impact Desert, and adding 2VP to the pool.
Teractor
spends 9MC for Steelworks, adding 1VP to the pool.
Magna,
Inc. spends 11MC for Volcanic Pools, gaining 2 heat, 2 plants, and adding 1VP to the pool.
Mai-Ni
Productions passes.
Sharizen
uses Redrafted Contracts to discard 3 cards, gaining 9MC, and draw 3
replacement cards, then gives a card to Teractor, receiving one in
return, and uses AI Central to draw 2 cards.
Teractor
spends spends 4MC with Water Import from Europa to flip an ocean tile,
gaining 1 card, 1 plant, and increasing its TR to 15.
Magna,
Inc. uses Asset Liquidation twice, reducing its TR to 11 and gaining 6
cards,
spends 2MC with Think Tank to draw a card, and spends 4MC with Aquifer
Pumping to flip an ocean tile, gaining 4MC and increasing its TR to 12,
11MC with Volcanic Pools to flip an ocean tile, gaining 1MC, 1 card,
and increasing its TR to 13.
Mai-Ni
Productions adds a resource to Self-Replicating Bacteria, spends 1MC
with Hydro-Electric Energy to gain 2 heat, spends 1MC with Matter
Manufacturing to draw a card, uses Advanced Screening Technology to
draw Decomposing Fungus, Brainstorming Session, and Blueprints, discarding
all 3, spends 2 heat with Development Center to draw a card, and uses Matter Generator to discard a card for 6MC.
Sharizen gains 20MC, 4 cards, and 6 heat, then discards 5 cards for 15MC.
Teractor gains 20MC, 1 card, 2 plants, and 14 heat.
Magna, Inc. gains 17MC and 12 heat, then discards 6 cards for 24MC.
Mai-Ni Productions gains 19MC and 3 heat.
Four VP are spent from the pool to remove 2 crisis
markers from Impact Desert,
which is discarded.
Round 13
No detriment tokens in play.
No persistent effects.
Crisis card revealed is Crop Failures. Temperature is reduced 3 steps and oxygen is reduced 2 steps. Five
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.
Sharizen selects Research.
Teractor selects Action.
Magna, Inc. selects Construction.
Mai-Ni Productions selects Development.
Sharizen
spends 17MC for Tectonic Stress Power, gaining 3 heat production and adding 1VP to the pool.
Teractor
spends 0MC for a Beam from a Thorium Asteroid, gaining 1 plant
production, 3 heat production, a card, and adding 3VP to the pool.
Magna,
Inc. spends 22MC for a Smelting, gaining 2 cards, 2 heat, 2 plants and 5 heat production.
Mai-Ni
Productions spends 7MC for New Portfolios, gaining 1MC production, 1
plant production, and 1 heat production, drawing 2 cards, discarding 1
for 3MC, and removing a crisis marker from Crop Failures.
Sharizen
spends 7MC for Mars University, gaining 1MC produciton, 1 card
production, drawing a card, discards a card for 3MC and draws another
card.
Teractor
spends 0MC for Terraforming Ganymede, increasing its TR to 22, gaining 1 card, 1 heat production, and adding 4VP to the pool.
Magna,
Inc. draws a card then spends 11MC for Nitrite Reducing Bacteria, gaining 3 microbes on the card, 2 heat, and 2 plants.
Mai-Ni
Productions spends 4MC for Optimal Aerobraking.
Sharizen
uses AI Central to draw 2 cards, discards 3 cards with Redrafted
Contracts, gaining 9MC and drawing 3 more, passes a card to Teractor, who passes one back.
Teractor
spends spends 6 heat with Steelworks, gaining 2MC and increasing the
oxygen level 1 step and its TR to 23, then spends 8 heat to raise the
temperature 1 step and its TR to 24.
Magna,
Inc. uses Asset Liquidation, reducing its TR to 12 and gaining 3
cards,
spends 2MC with Think Tank to draw a card, discards a card for 4MC, 5MC
with Developed Infrastructure to increase the Temperature 1 step and
its TR to 12, 4 heat with Ironworks to increase the oxygen level 1 step
and its TR to 14, and 8 heat to raise the temperature 1 step and its TR
to 15.
Mai-Ni
Productions adds a resource to Self-Replicating Bacteria, spends 1MC
with Hydro-Electric Energy to gain 2 heat, spends 1MC with Matter
Manufacturing to draw a card, uses Advanced Screening Technology to
draw Heather, Soletta, and Soil Warming, keeping Heather, spends 2
heat with Development Center to draw a card, and uses Matter Generator
to discard a card for 6MC.
Sharizen draws 8 cards and keeps 3, then discards 4 cards for 12MC.
Teractor draws 2 cards and keeps 1, then discards a card for 3MC.
Magna, Inc. draws 2 cards and keeps 2, then discards 4 cards for 16MC.
Mai-Ni Productions draws 2 cards and keeps 1, then discards 2 cards for 6MC.
Eight VP are spent from the pool to remove 4 crisis
markers from Crop Failures,
which is discarded.
Round 14
No detriment tokens in play.
No persistent effects.
Crisis card revealed is Ionospheric Tear. Temperature and oxygen
are reduced 3 steps and 3 ocean tiles are flipped. Four
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 Research. That
phase will not be played this round and cannot be chosen by players.
Sharizen selects Construction.
Teractor selects Development.
Magna, Inc. selects Production.
Mai-Ni Productions selects Action.
Sharizen
spends 22MC for a Commercial District, gaining 4MC production and adding 2VP to the pool.
Teractor
spends 0MC for Miranda Resort, gaining 5MC production, 1 heat
production, 1 card, removing a crisis marker from Ionospheric Tear, and
adding 1VP to the pool.
Magna,
Inc. spends 4MC for Windmills, gaining 3 heat production, 2 heat, and 2 plants, and adding 1VP to the pool.
Mai-Ni
Productions spends 6MC for Monocultures, gaining 2 plant production, drawing a card, discarding 1
for 3MC, reducing its TR to 6.
Sharizen
spends 24MC for a Large Convoy, gaining 2 cards, 5 plants, and flipping
an ocean, gaining 4MC and increasing its TR to 8, and adding 2VP to the
pool, and removing a crisis marker from Ionospheric Tear, then spends
16MC for an Interstellar Colony Ship, adding 4VP to the pool and
removing a crisis marker from Ionospheric Tear.
Teractor
spends 0MC for Terraforming Ganymede, increasing its TR to 22, gaining 1 card, 1 heat production, and adding 4VP to the pool.
Magna,
Inc. spends 8MC for a Media Group, gaining 2 heat and 2 plants,
removing a crisis marker from Ionospheric Tear, gaining 2MC, and adding
1VP to the pool.
Mai-Ni
Productions passes.
Ionospheric Tear is discarded.
Sharizen
uses AI Central to draw 2 cards, discards 3 cards with Redrafted
Contracts for 9MC, drawing 3 new cards, passes a card to Teractor,
gaining one in return, and spends 5MC with Progressive Policies to
increase the oxygen level 1 step and its TR to 9.
Teractor
spends 6 heat with Steelworks to increase the oxygen level 1 step,
gaining 2MC, 4MC with Water Import from Europa to flip an ocean tile,
gaining 1MC and 1 card, and increasing its TR to 26.
Magna,
Inc. uses Asset Liquidation, reducing its TR to 14 and drawing 3 cards,
spends 2MC with Think Tank to draw a card, 4 heat with Ironworks to
increase the oxygen level 1 step and its TR to 15, spends 4MC with
Aquifer Pumping to flip an ocean tile, gaining 1MC, 1 card, and
increasing its TR to 16, discards
a card for 4MC, spends 5MC with Developed Infrastructure to increase
the temperature 1 step, and 8 heat to increase the temperature 1 step
and its TR to 18.
Mai-Ni
Productions spends 5 resources from Self-Replicating Bacteria and 1MC
to play Phobos Falls, increasing temperature 1 step, flipping an ocean,
gaining 3 plants, 2 heat, and 3 cards, and adding 1VP to the pool,
spends 9MC with Solarpunk, increasing oxygen level 1 step and its TR to
9, adding 1VP to the pool, spends 1MC with Hydro-Electric Energy to
gain 2 heat, spends 2 heat with Development Center to gain 1 card, uses
Advanced Screening Technology to draw Synthetic Catastrophe, Fueled
Generators, and Blueprints, discarding all 3, spends 1MC with Matter
Manufacturing to draw a card, and discards a card with Matter Generator for 6MC.
Sharizen gains 27MC, 5 cards, and 9 heat, then discards 6 cards for 18MC.
Teractor gains 37MC, 1 card, 3 plants, and 19 heat.
Magna, Inc. gains 26MC and 21 heat, then discards 2 cards for 8MC.
Mai-Ni Productions gains 18MC, 3 plants, and 4 heat, then discards 1 card for 3MC.
Round 15
No detriment tokens in play.
No persistent effects.
Crisis card revealed is Collapsing Cities. Temperature and oxygen
are reduced 2 steps and 2 ocean tiles are flipped. Five
crisis tokens are
placed on Collapsing Cities. These are removed by playing a green card.
The Dummy Phase card is Construction. That
phase will not be played this round and cannot be chosen by players.
Sharizen selects Research.
Teractor selects Production.
Magna, Inc. selects Action.
Mai-Ni Productions selects Development.
Sharizen
spends 14MC for Callisto Penal Mines, gaining 1 card production,
removing a crisis marker from Collapsing Cities, and adding 1VP to the
pool.
Teractor
spends 10MC for Automated Factories, gaining 1 card production and
removing a crisis marker from Collapsing Cities, then plays Cartel,
gaining 9MC production, a card, and removing another crisis marker from
Collapsing Cities.
Magna,
Inc. spends 16MC for a Protected Valley, gaining 2MC production, 2
heat, and 2 plants, increasing the oxygen level 1 step and its TR to
19, adding 1VP to the pool, removing 1 crisis marker from Collapsing
Cities, and gaining 2MC.
Mai-Ni
Productions spends 2MC for Biothermal Power, gaining 1 heat production,
increasing oxygen level 1 step and its TR to 10, adding 1 VP to the
pool, removing 1 crisis marker from Collapsing Cities, and drawing 2
cards and discarding 1 for 3MC.
Collapsing Cities is discarded.
Sharizen
uses AI Central to draw 2 cards, uses Redrafted Contracts to discard 3
cards, gaining 9MC, and draw 3 more, gives a card to Teractor, who gives one in return,
Teractor
spends 4MC with Water Import from Europa to flip an ocean tile, gaining
4MC, and 8 heat to riase the temperature 1 step and its TR to 28.
Magna,
Inc. uses Asset Liquidation to twice reduce its TR to 17 and gain 6
cards, spends 2MC with Think Tank to gain 1 card, adds a microbe to
Nitrite Reducing Bacteria, spends 4MC to use Aquifer Pumping to flip an
ocean, gaining 1MC and 1 card, and spends 5MC to use Developed
Infrastructure to increase the temperature 1 step and its TR to 19.
Mai-Ni
Productions spends 1MC with Hydro-Electric Power to gain 2 heat, 2 heat
with Development Center to draw a card, uses Advanced Screening
Technology to draw Diverse Habitats, Solar Trapping, and Recycled
Detritus, keeping Diverse Habitats, spends 1MC with Matter
Manufacturing to draw a card, adds a microbe to Self-Replicating
Bacteria, and uses Matter Generator to discard a card for 6MC.
Sharizen gains 27MC, 6 cards, and 9 heat.
Teractor gains 47MC, 2 cards, 3 plants, and 19 heat.
Magna, Inc. gains 25MC and 21 heat.
Mai-Ni Productions gains 19MC, 3 plants, and 5 heat.
Sharizen draws 5 cards, keeping 2, then discards 9 cards for 27MC.
Teractor draws 2 cards, keeping 1, then discards 2 cards for 6MC.
Magna, Inc. draws 2 cards, keeping both, and disccards 9 cards for 36MC.
Mai-Ni Productions draws 2 cards and keeps 1, then discarrds 3 cards for 9MC.
Round 16
No detriment tokens in play.
No persistent 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. Game ends when Mars is
fully terraformed.
The Dummy Phase card is Development. That
phase will not be played this round and cannot be chosen by players.
Sharizen selects Construction.
Teractor selects Action.
Magna, Inc. selects Construction.
Mai-Ni Productions selects Action.
Sharizen
spends 21MC for a Comet, increasing the temperature 1 step, flipping an
ocean tile, gaining 1 plant and 2 cards, and spends 21MC for a
Plantation, increasing the oxygen level 2 steps, gaining a card, and
adding 2 VP to the pool, then increasing its TR to 13.
Teractor
spends 4MC for Deimos Down, gaining 1 heat production and increasing the temperature 3 steps and its TR to 31.
Magna,
Inc. spends 3MC for a Subterranean Reservoir, flipping an ocean tile,
gaining 1MC and 1 card and increasing its TR to 21, then draws a card.
Mai-Ni
Productions spends 13MC for Towing a Comet, increasing oxygen level 1
step, flipping an ocean tile, gaining 4MC, 2 heat, and 4 plants and
increasing its TR to 12.
Mars has been fully re-terraformed, thus ending the game. Congratulations to the players on their victory!
Kevin Wilson (Mai-Ni Productions):
Impressive! Mars is saved even before we had a chance to spend all the
plants, heat and ocean flipping actions waiting for us in the Action
phase. Perhaps we should just continue and turn Mars into a paradise
and not just a colony world!
OK, I’m convinced. Next time bring on the Nightmare Scenario. I
admit, early in this game things looked tougher. We had a couple of
turns when the dummy draw precluded the color of card we needed to
address the crisis tokens, including the extra token, and it appeared
we could have persistent effects to worry about. But, once we survived
those and those impressive heat engines kicked in it was pretty obvious
we were going to be OK. The Nightmare Scenario will make those
turns where the same happens riskier so we’ll see. We may still succeed
but the odds of Detriment Tokens showing up is higher as is the odds of
compounded Persistent Effects so it will likely be much more of a
challenge.
I wonder if part of the ease with which we’ve dispatched the crises in
the games we’ve play so far is because there are 4 of us? Is that just
too many paths and even if someone’s target doesn’t fully develop
others do. I guess we’ll learn next time.
As always, thanks to Chris for running the game and to the others for again saving Mars from catastrophe.
Keith Marple (Teractor):
Fun game, and I too would like to try Nightmare mode. I think all
the card passing really helped; I had a lot of initial space and
titanium synergy in my opening hand, but getting passed synergistic
cards regularly really took it to another level, I could never create
an engine that strong in the normal competitive game. Great job
everyone!
Christopher Hunt (Sharizen):
THanks to chris for running the game. Yes I think we should
go to nightmare.. Dislike that we can predict the crisis
cards suggest the are taken radomly. Liked the Corpoartion I had the ability to pass cars I found very useful.
Andy York (Magna, Inc.):
We all were able to get card combos that easily, and immediately, dealt
with things fairly early on. There were a few bumps starting out, but
nothing too challenging. I think we're ready for the Nightmare!
The Players
|
|
|
|
|
Christopher Hunt
|
Sharizen
|
Green |
11
|
13
|
Keith Marple
| Teractor
| Red
| 9
| 31
|
Andy York
|
Magna, Inc.
|
Yellow
|
11
|
21
|
Kevin Wilson
|
Mai-Ni Productions
|
Blue
|
9
|
12
|
|
|
|
|
|
|
|
Production |
On Hand |
Production |
Production |
On Hand |
Prodcution |
On Hand |
Capability |
Capability |
Christopher Hunt |
18
|
65
|
6
|
0
|
7
|
9
|
33
|
1
|
1
|
Keith Marple
|
19
|
149
|
2
|
3
|
9
|
20
|
38
|
2
|
8
|
Andy York |
6
|
71
|
0
|
0
|
18
|
21
|
61
|
3
|
1
|
Kevin Wilson |
9
|
85
|
0
|
3
|
16
|
5
|
24
|
4
|
3
|
Dwindling Supplies
|
N/A
|
N/A
|