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

Phase Selection

Helion selects Production.
Teractor selects Development.
Hyperion Systems selects Action.
Exocorp selects Research.

Development

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.

Action

Helion passes.
Teractor passes.
Hyperion Systems gains 2MC twice, then reveals Circuit Board Factory, Balanced Portfolios, and Decomposers, keeping Decomposers.
Exocorp passes.

Production

Helion gains 9MC, 3 heat, and 2 plants.
Teractor gains 7MC.
Hyperion Systems gains 5MC.
Exocorp gains 5MC and 1 heat.

Research

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

Phase Selection

Helion selects Research.
Teractor selects Research.
Hyperion Systems selects Research.
Exocorp selects Development.

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.

Research

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

Phase Selection

Helion selects Production.
Teractor selects Development.
Hyperion Systems selects Production.
Exocorp selects Research.

Development

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.

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.

Research

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

Phase Selection

Helion selects Research.
Teractor selects Research.
Hyperion Systems selects Research.
Exocorp selects Development.

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.

Research

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

Phase Selection

Helion selects Production.
Teractor selects Development.
Hyperion Systems selects Construction.
Exocorp selects Research.

Development

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.

Construction

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.

Production

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.

Research

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

Phase Selection

Helion selects Research.
Teractor selects Construction.
Hyperion Systems selects Research.
Exocorp selects Production.

Construction

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.

Production

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.

Research

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

Phase Selection

Helion selects Development.
Teractor selects Production.
Hyperion Systems selects Action.
Exocorp selects Research.

Development

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.

Action

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.

Production

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.

Research

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

Phase Selection

Helion selects Production.
Teractor selects Construction.
Hyperion Systems selects Research.
Exocorp selects Construction.

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.

Production

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.

Research

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

Phase Selection

Helion selects Research.
Teractor selects Production.
Hyperion Systems selects Construction.
Exocorp selects Development.

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.

Construction

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.

Production

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.

Research

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

Phase Selection

Helion selects Construction.
Teractor selects Research.
Hyperion Systems selects Research.
Exocorp selects Research.

Construction

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.

Research

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

Phase Selection

Helion selects Production.
Teractor selects Development.
Hyperion Systems selects Construction.
Exocorp selects Construction.

Development

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.

Construction

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.

Production

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

Phase Selection

Helion selects Research.
Teractor selects Action.
Hyperion Systems selects Research.
Exocorp selects Research.

Action

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.

Research

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

Phase Selection

Helion selects Production.
Teractor selects Construction.
Hyperion Systems selects Construction.
Exocorp selects Development.

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.

Construction

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.

Production

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

Phase Selection

Helion selects Research.
Teractor selects Production.
Hyperion Systems selects Action.
Exocorp selects Construction.

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.

Action

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.

Production

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.

Research

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

Phase Selection

Helion selects Construction.
Teractor selects Development.
Hyperion Systems selects Research.
Exocorp selects Development.

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.

Construction

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.

Research

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

Phase Selection

Helion selects Action.
Teractor selects Action.
Hyperion Systems selects Action.
Exocorp selects Construction.

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.

Action

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.

Final Scoring

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

Awards

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.

Victory Points


Helion
Teractor
Hyperion Systems Exocorp
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!

End of Game Statements

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

Player

Company

Color

Cards

Terraform Rating

Upgraded Phase Cards
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

Player

MegaCredits

Cards

Plants

Heat

Steel

Titanium

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
Board

Helion

Teractor

Hyperion Systems

Exocorp