Labrador Retriever
Terraforming Mars: Ares Expedition, Discovery
Expansion
Initial Card Selection
Keith swaps 3 cards and selects Helion, gaining 28MC and 3 heat production.
Kevin swaps 2 cards and selects Teractor, gaining 51MC.
Christopher swaps 4 cards and selects Hyperion Systems, gaining 30MC and upgrading his Phase III caard.
Andy swaps 4 cards and selects Exocorp, gaining 26MC and upgrading his Phase V card.
Round 1
Helion selects Production.
Teractor selects Development.
Hyperion Systems selects Action.
Exocorp selects Research.
Helion spends 15MC for Designed Microorganisms, gaining 2 plant production.
Teractor spends 2MC for Tourism, gaining 2MC production.
Hyperion Systems spends 14MC for Blast Furnaces, gaining 1 steel capability and upgrading its Phase V card.
Exocorp spends 10MC for Perfluorocarbon Production, gaining 1 heat production and upgrading its Phase I card.
Helion passes.
Teractor passes.
Hyperion Systems gains 2MC twice, then reveals Circuit Board Factory, Balanced Portfolios, and Decomposers, keeping Decomposers.
Exocorp passes.
Helion gains 9MC, 3 heat, and 2 plants.
Teractor gains 7MC.
Hyperion Systems gains 5MC.
Exocorp gains 5MC and 1 heat.
Helion draws 2 cards and keeps 1.
Teractor draws 2 cards and keeps 1.
Hyperion Systems draws 2 cards and keeps 1.
Exocorp draws 4 cards and keeps 3.
Round 2
Helion selects Research.
Teractor selects Research.
Hyperion Systems selects Research.
Exocorp selects Development.
Helion spends 13MC for Surface Mines, gaining 1 steel capability and 1 titanium capability.
Teractor spends 6MC for an Asteroid Mining Consortium, gaining 1 titanium capability.
Hyperion Systems passes.
Exocorp spends 6MC for a Martian Museum, gaining 1MC production and upgrading its Phase II card.
Helion draws 5 cards and keeps 2.
Teractor draws 5 cards and keeps 2.
Hyperion Systems draws 4 cards and keeps 3, then discards 2 cards for 6MC.
Exocorp draws 2 cards and keeps 1.
Round 3
Helion selects Production.
Teractor selects Development.
Hyperion Systems selects Production.
Exocorp selects Research.
Helion spends 8MC for a Mine, gaining 2 steel capability.
Teractor spends 6MC for a Lunar Beam, dropping its TR to 4 but gaining 4 heat production.
Hyperion Systems spends 5MC for Sponsors, gaining 2MC production.
Exocorp spends 11MC for an Acquired Company, gaining 1 card production.
Helion gains 9MC, 3 heat, and 2 plants.
Teractor gains 6MC and 4 heat.
Hyperion Systems gains 11MC.
Exocorp gains 6MC, 1 card, and 1 heat.
Helion draws 2 cards and keeps 1.
Teractor draws 2 cards and keeps 1.
Hyperion Systems draws 2 cards and keeps 1.
Exocorp draws 4 cards and keeps 3, then discards 3 cards for 12MC.
Round 4
Helion selects Research.
Teractor selects Research.
Hyperion Systems selects Research.
Exocorp selects Development.
Helion spends 7MC for Coal Imports, gaining 3 heat production.
Teractor spends 9MC and 3 heat for a Fuel Factory, gaining 1MC production and 1 titanium capability.
Hyperion Systems passes.
Exocorp spends 4MC for Economic Growth, gaining 3MC production.
Helion draws 5 cards and keeps 2.
Teractor draws 5 cards and keeps 2.
Hyperion Systems draws 4 cards and keeps 3, then discards 3 cards for 9MC.
Exocorp draws 2 cards and keeps 1.
Round 5
Helion selects Production.
Teractor selects Development.
Hyperion Systems selects Construction.
Exocorp selects Research.
Helion spends 3MC and 1 heat for Solar Power, gaining 1 heat production.
Teractor spends 0MC for the Import of Advanced GHG, gaining 2 heat production.
Hyperion Systems spends 27MC for Processed Metals, gaining 1 card and 2 titanium capability.
Exocorp spends 12MC for a Power Supply Consortium, gaining 2MC production and 1 heat production.
Helion
spends 2 heat for Assorted Enterprises, then spends 0MC for an
Underground City, gaining 1MC production and 1 steel capability.
Teractor passes.
Hyperion Systems spends 11MC for a Matter Generator.
Exocorp spends 1MC on an Invention Contest, drawing 3 cards and keeping 1.
Helion gains 10MC, 7 heat, and 2 plants.
Teractor gains 7MC and 6 heat.
Hyperion Systems gains 7MC.
Exocorp gains 11MC, 1 card, and 2 heat.
Helion draws 2 cards and keeps 1.
Teractor draws 2 cards and keeps 1.
Hyperion Systems draws 2 cards and keeps 1, then discards 1 card for 3MC.
Exocorp draws 4 cards and keeps 3, then discards 3 cards for 12MC.
Round 6
Helion selects Research.
Teractor selects Construction.
Hyperion Systems selects Research.
Exocorp selects Production.
Helion
spends 7MC for Steelworks.
Teractor spends 6MC for Tardigrades and 7MC for Assembly Lines.
Hyperion Systems spends 14MC for an Orbital Outpost.
Exocorp spends 10MC on Topographic Mapping, placing a science tag on it and upgrading its Phase IV card.
Helion gains 6MC, 7 heat, and 2 plants.
Teractor gains 7MC and 6 heat.
Hyperion Systems gains 7MC.
Exocorp gains 18MC, 1 card, and 2 heat.
Helion draws 5 cards and keeps 2.
Teractor draws 2 cards and keeps 1.
Hyperion Systems draws 4 cards and keeps 3, then discards 2 cards for 6MC.
Exocorp draws 2 cards and keeps 1, then discards 1 card for 4MC.
Round 7
Helion selects Development.
Teractor selects Production.
Hyperion Systems selects Action.
Exocorp selects Research.
Helion spends 1MC for a Strip Mine, gaining 2 steel capability, 1 titanium capability, and reducing its TR to 4.
Teractor spends 3MC for a Cartel, gaining 5MC production.
Hyperion Systems spends 10MC for an Industrial Center, gaining 3MC production and 1 steel capability.
Exocorp spends 31MC for Undersea Vents, gaining 1 card production and 4 heat production.
Helion
spends 6 heat with Steelworks, gaining 2MC and increasing the oxygen 1
step, 8 heat to raise the termperature 1 step, and 8 plants for a
forest tile, increasing the oxygen level 1 step and its TR to 7.
Teractor adds a resrouce to Tardigrades, gaining 1MC, and spends 8 heat to increase the temperature 1 step and its TR to 5.
Hyperion
Systems gains 2MC twice, then reveals Nitrogen Rich Asteroid, Impact
Analysis, and Building Industries, keeping Nitrogen Rich Asteroid.
Exocorp passes.
Helion gains 8MC, 7 heat, and 2 plants.
Teractor gains 17MC and 6 heat.
Hyperion Systems gains 10MC.
Exocorp gains 11MC, 2 cards, and 6 heat.
Helion draws 2 cards and keeps 1.
Teractor draws 2 cards and keeps 1.
Hyperion Systems draws 2 cards, keeping 1, and discards 1 card for 3MC.
Exocorp draws 4 cards, keeps 3, then discards 4 cards for 16MC.
Round 8
Helion selects Production.
Teractor selects Construction.
Hyperion Systems selects Research.
Exocorp selects Construction.
Helion
spends 11MC for a Media Group.
Teractor
spends 10MC for a Colonizer Training Camp and 10MC for a Subterranean
Reservoir, flipping an ocean tile, gaining 1 card and increasing its TR
to 6.
Hyperion Systems spends 4MC for Restructured Resources.
Exocorp
spends 17MC for a Technology Demonstration, gaining 2 cards, flipping
an ocean tile, gaining 1 plant and 2MC and increating its TR to 7,
draws a card, then spends 8MC for Progressive Policies.
Helion gains 12MC, 2 plants, and 7 heat.
Teractor gains 15MC and 6 heat.
Hyperion Systems gains 10MC.
Exocorp gains 12MC, 2 cards, and 6 heat.
Helion draws 2 cards and keeps 1.
Teractor draws 2 cards and keeps 1.
Hyperion Systems draws 4 cards, keeps 3, then discards 3 cards for 9MC.
Exocorp draws 2 cards, keeps 1, then discards 4 cards for 16MC.
Round 9
Helion selects Research.
Teractor selects Production.
Hyperion Systems selects Construction.
Exocorp selects Development.
Helion spends 0MC for Slash and Burn Agriculture, gaining 2 plant production and claiming the Magnate milestone.
Teractor spends 12MC for a Heat Reflective Glass, gaining 1 heat production and upgrading its Phase IV card.
Hyperion Systems passes.
Exocorp
spends 12MC for Automated Factories, gaining 1 card production and
playing Geothermal Power, gaining 2 heat production and claiming the
Magnate milestone.
Helion
spends 11MC for Towing a Comet, increasing oxygen 1 step, flipping an ocean tile, gaining 4 plants, and increasing its TR to 9.
Teractor
spends 16MC for Gas-Cooled Reactors.
Hyperion Systems spends 9MC for Advanced Alloys and draws a card.
Exocorp
spends 5MC on Energy Subsidies.
Helion gains 10MC, 7 heat, and 4 plants.
Teractor gains 20MC and 7 heat.
Hyperion Systems gains 10MC.
Exocorp gains 12MC, 3 cards, and 8 heat.
Helion draws 5 cards and keeps 2.
Teractor draws 2 cards and keeps 1.
Hyperion Systems draws 2 cards and keeps 1.
Exocorp draws 2 cards, keeping 1, then discards a card for 4MC.
Round 10
Helion selects Construction.
Teractor selects Research.
Hyperion Systems selects Research.
Exocorp selects Research.
Helion
spends 12MC for Volcanic Soil and 4MC for Optimal Aerobraking.
Teractor
spends 13MC for a Think Tank.
Hyperion Systems spends 10MC for Anaerobic Microoganisms.
Exocorp
spends 21MC on an Ice Asteroid, flipping 2 oceans, gaining 1MC and 3 plants and increasing its TR to 8.
Helion draws 2 cards and keeps 1.
Teractor draws 5 cards and keeps 2.
Hyperion Systems draws 4 cards, keeping 3, then discards 2 cards for 6MC.
Exocorp draws 4 cards, keeping 3, then discards a card for 4MC.
Round 11
Helion selects Production.
Teractor selects Development.
Hyperion Systems selects Construction.
Exocorp selects Construction.
Helion spends 2MC and 11 heat for a Commercial District, gaining 4MC production.
Teractor spends 11MC for Blueprints, gaining 1 card production and 3MC production.
Hyperion Systems passes.
Exocorp
spends 8MC for Imported GHG, gaining 5 heat and 1 heat production.
Helion
spends 11 heat for the Release of Inert Gasses, gaining 2 plants and 2 heat and increasing its TR to 11.
Teractor passes.
Hyperion
Systems spends 10MC for GHG Producing Bacteria, 6MC for Advanced
Screening Technology, and claims the Magnate milestone.
Exocorp
spends 10MC for an Extreme-Cold Fungus, draws a card, discards a card
for 4MC, and spends 14MC for a Convoy from Europa, flipping an ocean
tile, gaining 2 cards, 1 plant, and increasing its TR to 9.
Helion gains 20MC, 4 plants, and 7 heat.
Teractor gains 17MC, 1 card, and 7 heat.
Hyperion Systems gains 10MC.
Exocorp gains 15MC, 3 cards, and 9 heat, then discards 2 cards for 8MC.
Round 12
Helion selects Research.
Teractor selects Action.
Hyperion Systems selects Research.
Exocorp selects Research.
Helion
spends 6 heat with Steelworks, gaining 2MC and increasing the oxygen
level 1 step, then spends 16 plants for 2 forest tiles, increasing the
oxygen level 2 steps, its TR to 14, and claiming the Gardener milestone.
Teractor
adds a resrouce to Tardigrades twice, gaining 2MC, spends 2MC with
Think Tank to buy a card, gaining 1MC, spends 24 heat to raise the
temperature 3 steps, and spends 10MC with Gas-Cooled Reactors to raise
the temperature 1 step, gaining 1MC and increasing its TR to 10.
Hyperion
Systems discards a card with Matter Generator to gain 6MC, adds a
resource to GHG Producing Bacteria, gains 1MC, draws Food Factory,
Trees, and Solarpunk with Advanced Screening Technololgy, keeping
Exocorp
spends 40 heat to raise the temperature 5 steps, uses Extreme-Cold
Fungus to gain a plant, and spends 5MC with Progressive Policies to
increase the oxygen level 1 step and its TR to 15.
Helion draws 5 cards and keeps 2.
Teractor draws 2 cards, keeps 1, and discards a card for 3MC.
Hyperion Systems draws 4 cards, keeping 3, then discards 1 card for 3MC.
Exocorp draws 4 cards, keeping 3, then discards 3 cards for 12MC.
Round 13
Helion selects Production.
Teractor selects Construction.
Hyperion Systems selects Construction.
Exocorp selects Development.
Helion spends 13MC for Metallurgy, gaining 1 titanium capability and upgrading its Phase IV card.
Teractor passes.
Hyperion Systems passes.
Exocorp
spends 12MC for a Magnetic Field Generator, gaining 1 plant production and upgrading its Phase III card.
Helion
spends 9MC and 3 heat for an Earth Catapult.
Teractor
spends 15MC for Livestock and 11MC for Imported Nitrogen, gaining 4
plants, 3 microbes on Tardigrades, 2 animals on Livestock, and
increasing its TR to 11.
Hyperion Systems spends 9MC for Solarpunk and draws a card.
Exocorp spends 17MC for Lava Flows, increasing the temperature 2 steps and its TR to 17.
Helion gains 26MC, 4 plants, and 7 heat.
Teractor gains 22MC, 1 card, and 7 heat.
Hyperion Systems gains 10MC.
Exocorp gains 23MC, 3 cards, 1 plant, and 9 heat, then discads a card for 4MC.
Round 14
Helion selects Research.
Teractor selects Production.
Hyperion Systems selects Action.
Exocorp selects Construction.
Helion
spends 20MC for a Giant Ice Asteroid, increasing temperature 2 steps,
flipping 2 ocean tiles, gaining 4MC, 1 card, 6 plants, and 2 heat, and
increasing its TR to 18.
Teractor
spends 8MC for the United Planetary Alliance.
Hyperion Systems spends 4MC for Extended Resources.
Exocorp
spends 10MC for Decomposing Fungus, gaining 2 resources on the card,
draws a card, and spends 17MC for Imported Hydrogen, flipping an ocean
tile, gaining 1 card, 1MC, 3 plants, and increasing its TR to 18.
Helion
spends 6 heat with Steelworks to gain 2MC and increase the oxygen level
1 step, and 8 plants to gain a forest tile and increase the oxygen 1
step and its TR to 20.
Teractor
adds a resrouce to Tardigrades, gaining 1MC, spends 2MC with
Think Tank to buy a card, gaining 1MC, spends 10MC with Gas-Cooled
Reactors to increase the temperature 1 step, gaining 1MC and an animal
on Livestock, and spends 8 heat to increase the temperature 1 step,
gaining an animal on Livestock and increasing its TR to 12.
Hyperion
Systems discards a card for 3MC, uses Matter Generator to discard a
card for 6MC, adds a microbe to GHG Producing Bacteria, spends 13MC
twice with Solarpunk to gain 2 forest tiles, increasing oxygen 2 steps
and its TR to 7, uses Advanced Screening Technology to draw Deep Well
Heating, Experimental Technology, and Power Grid, keeping Experimental
Technology, gains 2MC, and reveals Callisto Penal Mines, Aquifer
Pumping, and Vesta Shipyard, keeping Aquifer Pumping.
Exocorp
spends a microbe from Decomposing Fungus to gain 3 plants, uses
Extreme-Cold Fungus to gain 1 plant, discards a card for 4MC, spends
5MC with Progressive Policies to increase the oxygen level 1 step,
spends 8 plants for a forest tile, increasing the oxygen level 1 step,
and spends 8 heat to increase the temperature 1 step and its TR to 21.
Helion gains 25MC, 4 plants, and 7 heat.
Teractor gains 31MC, 1 card, and 7 heat.
Hyperion Systems gains 12MC.
Exocorp gains 27MC, 3 cards, 1 plant, and 9 heat.
Helion draws 5 cards and keeps 2.
Teractor draws 3 cards, keeps 2, and discards 2 cards for 6MC.
Hyperion Systems draws 2 cards, keeping both, and discards a card for 3MC.
Exocorp draws 2 cards, keeps 1, and discards 3 cards for 12MC.
Round 15
Helion selects Construction.
Teractor selects Development.
Hyperion Systems selects Research.
Exocorp selects Development.
Helion spends 3MC for a Space Station, gaining 1 titanium capability.
Teractor
spends 9MC for Biothermal Power, gaining 1 heat production and 1 forest
tile, increasing oxygen level 1 step and its TR to 13.
Hyperion Systems discards 3 cards for 9MC.
Exocorp
spends 9MC for Gene Repair, gaining 2MC production.
Helion
spends 0MC for Exosuits, upgrading its Phase V card and drawing a card, then spends 3MC for Volcanic Pools.
Teractor
spends 9MC for Breathing Filters.
Hyperion Systems spends 2MC for Work Crews and 5MC for Arctic Algae.
Exocorp discards a card for 4MC then spends 35MC for Interplanetary Relations.
Helion draws 2 cards and keeps 1.
Teractor draws 3 cards and keeps 2.
Hyperion Systems draws 4 cards and keeps all of them.
Exocorp draws draws 3 cards and keeps 2.
Round 16
Helion selects Action.
Teractor selects Action.
Hyperion Systems selects Action.
Exocorp selects Construction.
Helion
spends 0MC for Hydro-Electric Energy.
Teractor discards 9 cards for 27MC, then spends 12MC for Adaptation Technology.
Hyperion Systems spends 0MC for a Lagrange Observatory, gaining a card.
Exocorp
discards a card for 4MC then spends 3MC for Interns, draws a card,
discards a card for 4MC, and spends 7MC for a Development Center.
Helion
spends 1MC with Hydro-Electric Energy to gain 3 heat, spends 16 heat to
increase the temperature 2 steps, gaining 4 plants, 28MC to increase
the temperature 2 steps, gaining 4 plants and increasing its TR to 24,
then spends 16 plants for 2 forest tiles.
Teractor
adds a resrouce to Tardigrades, gaining 1MC, spends 10MC twice with
Gas-Cooled
Reactors to increase the temperature 2 step, gaining 2MC and an 2
animals
on Livestock, spends 8 heat to increase the temperature 1 step,
gaining an animal on Livestock, and spends 14MC to increase the
temperature, gaining an animal on Livestock and increasing its TR to 18.
Hyperion
Systems uses Matter Generator twice to discard 2
cards for 12MC, spends 2 microbes from GHG Producing Bacteria to
increase the temperature 1 step and its TR to 8, spends 50MC for 2 forests, and discards 7 cards
for 21MC.
Exocorp
spends 8 heat to raise the temperature 1 step and its TR to 22, uses
Extreme-Cold Fungus to gain a plant, spends a microbe from Decomposing
Fungus to gain 3 plants, spends 8 plants for a forest tile, and spends
2 heat with Development Center to gain a card.
As all global parameters are at maximum, the game proceeds to final scoring after the end of the phase in which that happens.
Research:
Most science tags. Exocorp has 6, Hyperion Systems has 4,
Teractor has 3, and Helion has 2. Exocorp gains 5VP and Hyperion
Systems gains 2VP.
Visionary:
Most upgraded phase cards. Exocorp has 5, Helion and Hyperion
Systems each have 2, and Teractor has 1. Exocorp gains 5VP and
Helion and Hyperion Systems each gain 2VP.
Project Manager:
Most cards in play. Exocorp has 25, Helion has 23, Teractor has
20, and Hyperion Systems has 16. Exocorp gains 5VP and Helion
gains 2VP.
|
TR
|
24
|
18
|
8
|
22
|
Forests
|
6
|
1
|
4
|
2
|
Cards
|
7
|
18
|
5
|
8
|
Awards
|
4
|
0
|
4
|
15
|
Milestones
|
6
|
0
|
3
|
3
|
Total
|
47
|
37
|
24
|
50
|
Congratulations to Andy York on his victory!
Keith Marple (Helion):
Congratulations Andy! You clearly got all the good heat
production cards that were, as Helion, rightfully mine. Every
time I looked your engine was doing something massive and impressive,
and I was just happy to have made it close in the end. Well done!
Andy York (Exocorp):
If the game had ended a turn sooner with Action, it might have been an
even closer game (and 2 turns poorer, I would have had no card VPs at
all, which surprised me - I'm usually pretty good at that). On the
other hand, if I'd been thinking I'd have sold all my Caprior, the end
to boost the heat twice more, extending my lead slightly.
What certainly helped was keeping an eye on the Milestones and Awards.
That gave me the edge I needed to win (an area I'm not usually good at!)
Thanks to the others for a well played game and to Chris for hos GMing excellence.
Kevin Wilson (Teractor):
Those heat engines can be powerful if you get a decent card to use
after the temp maxes. It’s been our savior in our Crisis games so far.
Congrats to Andy on the impressive win. It seemed I was always 1 turn
late on milestones. And I think I only saw 3 cards all game with phase
card adjustments so couldn’t get any there.
Thanks to Chris for running the game and to the rest for another fun play.
Christopher Hunt (Hyperion Systems):
Congratulations to Andy for his win. Could not get an
engine working until the end when it was too late. Thanks as always to Chris H for running the game.
The Players
|
|
|
|
|
Keith Marple
|
Helion
|
Red
|
6
|
24
| IV, V
|
Kevin Wilson
|
Teractor
|
Black
|
0
|
18
| IV
|
Christopher Hunt
|
Hyperion Systems
|
Green |
0
|
8
| III, V
|
Andy York
|
Exocorp
|
Yellow
|
7
|
22
| I, II, III, IV, V
|
|
|
|
|
|
|
|
Production |
On Hand |
Production |
Production |
On Hand |
Prodcution |
On Hand |
Capability |
Capability |
Keith Marple |
5
|
2
|
0
|
4
|
2
|
7
|
2
|
6
|
4
|
Kevin Wilson
|
11
|
13
|
1
|
0
|
4
|
8
|
5
|
0
|
2
|
Christopher Hunt |
5
|
24
|
0
|
0
|
0
|
0
|
0
|
2
|
2
|
Andy York |
8
|
0
|
3
|
1
|
2
|
9
|
0
|
0
|
0
|