Mountain Feist

Terraforming Mars:  Ares Expedition, Crisis Expansion


Initial Card Selection

Christopher exchanges 4 cards and selects Credicor, gaining 48MC
Andy exchanges 2 cards and selects Modpro, gaining 37MC and placing a building tag on the card.
Kevin exchanges 3 cards and selects Launch Star, Inc., gaining 36MC and drawing Adapted Lichen and Interplanetary Conference, keeping Interplanetary Conference.
Bill exchanges 2 cards and selects Burstar, gaining 46MC and 1 titanium capability.
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Round 1

Crisis Step

No detriment tokens in play.

There are no persistent effects.

Crisis card revealed is Catastrophic Erosion.  Credicor reveals Production.  Modpro reveals Production.  Kevin reveals Construction.  Burstar reveals Production.  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 Construction.  That phase will not be played this round and cannot be chosen by players.

Phase Selection

Credicor selects Research.
Modpro selects Action.
LSI selects Production.
Burstar selects Development.

Development

Credicor passes.
Modpro spends 4MC for Fueled Generators, gaining 2 heat production, reducing its TR to 4, adding 1VP to the pool, and removing a crisis marker from Catastrophic Erosion.
LSI spends 24MC for Soil Warming, gaining 2 plant production, increasing the temperature 1 step, its TR to 6, and removing a crisis marker from Catastrophic Erosion.
Burstar spends 10MC for a Giant Space Mirror, gaining 3 heat production and removing a crisis marker from Catastrophic Erosion.

Action

Credicor passes.
Modpro draws Surface Mines, Ganymede Shipyard, Steelworks, and Ecological Zone, keeping  Surface Mines, then draws Energy Subsidies, Slash and Burn Agriculture, Circuit Board Factory, and Solarpunk, keeping Circuit Board Factory.
LSI passes.
Burstar passes.

Production

Credicor gains 5MC.
Modpro gains 5MC and 2 heat.
LSI gains 10MC and 2 plants.
Burstar gains 5MC and 3 heat.

Research

Credicor draws 5 cards and keeps 2.
Modpro draws 2 cards and keeps 1.
LSI draws 2 cards and keeps 1.
Burstar draws 2 cards and keeps 1.

Round 2

Crisis Step

No detriment tokens in play.

Persistent effect of Catastrophic Erosion reduces oxygen 1 step and flips an ocean tile.

Crisis card revealed is Emergency Shelters.  Temperature is reduced 1 step.  Credicor passes a card to Burstar.  Modpro passes a card to LSI.  Burstar passes a card to LSI.  Five crisis tokens are placed on Emergency Shelters.  These are removed by playing a card with a building tag.

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

Phase Selection

Credicor selects Construction.
Modpro selects Research.
LSI selects Development.
Burstar selects Action.

Development

Credicor spends 9MC for Industrial Microbes, gaining 1 heat production and 1 steel capability, and removing a crisis marker each from Catastrophic Erosion and Emergency Shelters.
Modpro spends 13MC on Surface Mines, gaining 1 steel capability and 1 titanium capability, removing a crisis marker each from Catastrophic Erosion and Emergency Shelters.
LSI spends 4MC for Undergound City, gaining 1MC production and 1 steel capability, and removing a crisis marker each from Catastrophic Erosion and Emergency Shelters, and discards a card for 3MC.
Burstar spends 18MC for a Mohole Area, gaining 4 heat production, removing a crisis marker from Catastrophic Erosion and 2 from Emergency Shelters.

Catastrophic Erosion and Emergency Shelters are discarded.

Construction

Credicor spends 11MC for a Media Group, then spends 21MC for Deimos Down, gaining 7MC and increasing the temperature 3 steps and its TR to 8.
Modpro spends 11MC for a Convoy from Europa, gaining a card, flipping an ocean tile, gaining a plant and a card, and increasing its TR to 5.
LSI spends 8MC to join the United Planetary Alliance.
Burstar spends 3MC on Interns.

Action

Credicor passes.
Modpro draws Satellites, AI Central, Phobos Falls, and Anaerobic Micorooganisms, keeping AI Central.
LSI passes.
Burstar passes.

Research

Credicor draws 2 cards and keeps 1.
Modpro draws 5 cards and keeps 2, then dicards 2 cards for 6MC.
LSI draws 3 cards and keeps 2.
Burstar draws 4 cards and keeps 1.

Round 3

Crisis Step

The yellow oxygen detriment token is put into play.  The Development phase bonus is ignored.

No presistent effects.

Crisis card revealed is Atmosphere Rupture.  Credicor, Modpro, and LSI each lose 1TR.  Burstar loses 5MC.  Four crisis tokens are placed on Atmosphere Rupture.  These are removed by playing a card with a space tag.

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

Phase Selection

Credicor selects Production.
Modpro selects Action.
LSI selects Construction.
Burstar selects Research.

Construction

Credicor spends 8MC for a Brainstorming Session, removing a crisis marker from Atmosphere Rupture.
Modpro spends 0MC for Assset Liquidation and 8MC for Self-Replicating Bacteria.
LSI spends 8MC for Wood Burning Stoves, gaining 4 plants, and draws a card.
Burstar spends 14MC on a Technology Demonstration, drawing 2 cards, flipping an ocean tile, gaining a card and 1MC, increasing its TR to 6, and removing a crisis marker from Atmosphere Rupture.

Action

Credicor uses Brainstorming to draw Lichen, discarding it and gaining 1MC.
Modpro draws Atmosphere Filtering, Large Convoy, Recycled Detritus, and Economic Growth, keeping Economic Growth, uses Asset Liquidation, gaining 3 cards and reducing its TR to 3, and adds a microbe to Self-Replicating Bacteria twice.
LSI passes.
Burstar passes.

Production

Credicor gains 11MC and 1 heat.
Modpro gains 3MC and 2 heat.
LSI gains 6MC and 2 plants.
Burstar gains 6MC and 7 heat.

Research

Credicor draws 2 cards and keeps 1.
Modpro draws 2 cards, keeps 1, and discards 3 cards for 9MC.
LSI draws 3 cards, keeps 2, and discards 2 cards for 6MC.
Burstar draws 7 cards, keeps 2, and discards 1 card for 3MC.

Round 4

Crisis Step

The yellow oxygen detriment token remains in play.  The Development phase bonus is ignored.

Persisent Effect:  Atmosphere Rupture reduces temperature 1 step and flips an ocean.

Crisis card revealed is Barren Crater.  Oxygen is reduced 1 step.  Seven crisis tokens are placed on Atmosphere Rupture.  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.

Phase Selection

Credicor selects Construction.
Modpro selects Development.
LSI selects Action.
Burstar selects Production.

Development

Credicor passes.
Modpro spends 18MC for an Astrofarm, gaining 1 plant production, 3 heat production, and 2 microbes on Self-Replicating Bacteria, and removing a crisis marker from Atmopshere Rupture.
LSI spends 6MC for Monocultures, gaining 2 plant production and reducing its TR to 4.
Burstar spends 10MC for Political Influence, adding a space tag to it, gaining 3MC production, and removing a crisis marker from Atmosphere Rupture.

Atmosphere Rupture is discarded.

Construction

Credicor spends 11MC for a Composting Factory, removing a crisis marker from Barren Crater and adding 1VP to the pool, discards 2 cards for 8MC, and spends 16MC for a Comet, increasing temperature 1 step, flipping an ocean tile, gaining 4MC and increasing its TR to 9.
Modpro discards a card for 3MC then spends 9MC for Hydro-Electric Power, removing a crisis markre from Barren Crater.
LSI spends 9MC for Farmer's Market, adding 1VP to the pool and removing a crisis marker from Barren Crater.
Burstar passes.

Action

Credicor uses Brainstorming to draw Windmills, gaining 1MC.
Modpro uses Asset Liquidation to draw 3 cards, reducing its TR to 2, draws Space Station, Artificial Jungle, Advanced Alloys, and Fusion Power, keeping Advanced Alloys, discards a card for 3MC, spends 1MC with Hydro-Electric Power to gain 2 heat, and adds a microbe to Self-Replicating Bacteria.
LSI spends 1MC twice with Farmers Market to gain 4 plants, and spends 8 plants to increase the oxygen level 1 step and add 1VP to the pool.
Burstar passes.

Production

Credicor gains 9MC and 1 heat.
Modpro gains 2MC, 5 heat, and 1 plant.
LSI gains 6MC and 4 plants.
Burstar gains 13MC and 7 heat.

End Step

4VP are spent from the pool to remove 2 crisis markers from Barren Crater.

Round 5

Crisis Step

The yellow oxygen detriment token remains in play.  The Development phase bonus is ignored.

Persisent Effect:  Barren Crater reduces temperature 1 step and flips an ocean.

Crisis card revealed is Disrupted Supply Lines.  Oxygen is reduced 1 step.  Credicor passes a card to Burstar.  LSI passes a card to Credicor.  Burstar passes a card to Modpro.  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 Production.  That phase will not be played this round and cannot be chosen by players.

Phase Selection

Credicor selects Research.
Modpro selects Action.
LSI selects Construction.
Burstar selects Development.

Development

Credicor passes.
Modpro discards 2 cards for 6MC then spends 8MC for Imported GHG, gaining 5 heat, 1 heat production, and removing a crisis marker from Disrupted Supply Lines.
LSI spends 3MC to join the Great Escarpment Consortium, gaining 1 steel capability.
Burstar spends 5MC for Sponsors, gaining 2MC production and removing a crisis marker from Disrupted Supply Lines.

Construction

Credicor spends 14MC for an Orbital Outpost, removing a crisis marker from Barren Crater.
Modpro passes.
LSI spends 3MC for an Interplanetary Conference, removing crisis markers from Barren Crater and Disrupted Supply Lines.
Burstar spends 3MC for a Research Grant, removing a crisis marker from Barren Crater and draws a card.

Barren Crater is discarded.

Action

Credicor uses Brainstorming to draw Nuclear Detonation Site, gaining 1MC.
Modpro draws Advanced Screening Technology, New Portfolios, Extended Resources, and Research Outpost, keeping Extended Resources, uses Asset Liquidation to draw 3 cards, reducing its TR to 1, spends 1MC with Hydro-Electric Energy to gain 3 heat, spends 8 heat to increase the temperature 1 step and its TR to 2, spends 5 microbes from Self-Replicating Bacteria to play Earth Catapult, removing a crisis marker from Disrupted Supply Lines and adding 2VP to the pool, and spends 1MC with Hydro-Electric Energy to gain 3 heat.
LSI spends discards a card to gain 3MC, spends 1 MC with Farmers Market to gain 2 plants, and spends 8 plants to raise the oxygen level 1 step, its TR to 6, and add 1VP to the pool.
Burstar adds a space tag to Research Grant.

Disrupted Supply Lines is discarded.

Research

Credicor draws 5 cards and keeps 2.
Modpro draws 2 cards, keeps 1, and discards 3 cards for 9MC.
LSI draws 3 cards and keeps 2.
Burstar draws 4 cards and keeps 1.

Round 6

Crisis Step

The yellow oxygen detriment token remains in play.  The Development phase bonus is ignored.

No persistent effects.

Crisis card revealed is Greenhouse Gas Degredation.  Oxygen is reduced 1 step.  Credicor draws Research.  Modpro draws Production.  LSI draws Development.  Burstar draws Research.  Corporations may not select the phases they drew.  Seven crisis tokens are placed on Greenhouse Gas Degredation.  These are removed by playing a blue card.

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

Phase Selection

Credicor selects Production.
Modpro selects Development.
LSI selects Research.
Burstar selects Action.

Development

Credicor passes.
Modpro spends 6MC for Economic Growth, gaining 3MC production.
LSI discards a card for 3MC then spends 4MC for a Titanium Mine, gaining 1 titanium capability.
Burstar spends 6MC for the Asteroid Mining Consortium, gaining 1 titanium capability.

Action

Credicor uses Brainstorming Session to draw Advanced Ecosystems, which is kept.
Modpro draws Lagrange Observatory, Power Infrastructure, Diversified Interests, and Resarch, keeping Power Infratructure, adds a microbe to Self-Replicating Bacteria, spends 1MC with Hydro-Electric Power to gain 2 heat, and uses Asset Liquidation, gaining 3 cards and reducing its TR to 1.
LSI spends 1MC with Farmers Market to gain 2 plants.
Burstar adds a science tag to Research Grant.

Production

Credicor gains 13MC and 1 heat.
Modpro gains 4MC, 1 plant, and 6 heat.
LSI gains 7MC and 4 plants.
Burstar gains 11MC and 7 heat.

Research

Credicor draws 2 cards and keeps 1.
Modpro draws 2 cards, keeps 1, and discards 4 cards for 12MC.
LSI draws 6 cards and keeps 3.
Burstar draws 4 cards and keeps 1.

End Step

2VP are spent from the pool to remove 1 crisis marker from Greenhouse Gas Degredation.

Round 7

Crisis Step

The yellow oxygen detriment token remains in play.  The Development phase bonus is ignored.

Persisent Effect:  Greenhouse Gas Degredation reduces temperature 1 step and flips an ocean.

Crisis card revealed is Seismic Aftershocks.  Credicor discards Industrial Microbes, losing 1 heat production and 1 steel capability.  Modpro removes Imported GHG, losing 1 heat production.  LSI discards Great Escarpment Consortium, losing 1 steel capability.  Burstar removes Giant Space Mirror, losing 3 heat production.  Five crisis tokens are placed on Seismic Aftershocks.  These are removed by either flipping an ocean or discarding 3 cards during an Action phase.

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

Phase Selection

Credicor selects Research.
Modpro selects Construction.
LSI selects Action.
Burstar selects Production.

Construction

Credicor discards 6 cards for 24MC, and spends 3MC for a Giant Ice Asteroid, increasing temperature 2 steps, flipping 2 ocean tiles, gaining 2 cards, 1MC, and 1 plant, increasing its TR to 13, and removing 2 crisis markers from Seismic Aftershocks.
Modpro spends 5MC for Advanced Alloys, removing a crisis marker from Greenhouse Gas Degredation, then spends 4MC for Optimal Aerobraking, removing another crisis marker from Greenhouse Gas Degredation.
LSI spends 1MC for Redrafted Contracts, removing a crisis marker from Greenhouse Gas Degredation.
Burstar discards a card for 3MC and spends 14MC for Aquifer Pumping, removing a crisis marker from Greenhouse Gas Degredation.

Action

Credicor uses Brainstorming Sesstion to draw Advanced Ecosystems, keeping it.
Modpro draws Lunar Beam, Farming Co-ops, Nitrophilic Moss, and Ironworks, keeping Ironworks, adds a microbe to Self-Replicating Bacteria, spends 1MC with Hydro-Electric Power to gain 2 heat, and uses Asset Liquidation, gaining 3 cards and reducing its TR to 0, then discards 3 cards, gaining 9MC and removing a crisis marker from Seismic Aftershocks.
LSI spends 1MC twice with Farmers Market to gain 4 plants and spends 8 plants to increase the oxygen level 1 step, its TR to 7, and add 1VP to the pool.
Burstar passes.

Production

Credicor gains 13MC.
Modpro gains 3MC, 1 plant, and 5 heat.
LSI gains 8MC and 4 plants.
Burstar gains 15MC and 4 heat.

Research

Credicor draws 5 cards and keeps 2, then discards 3 cards for 12MC.
Modpro draws 2 cards and keeps 1.
LSI draws 2 cards and keeps 1.
Burstar draws 4 cards and keeps 1.

End Step

2VP are spent from the pool to remove 1 crisis marker from Greenhouse Gas Degredation.

Round 8

Crisis Step

The yellow oxygen detriment token remains in play.  The Development phase bonus is ignored.

Persisent Effect:  Greenhouse Gas Degredation reduces temperature 1 step and flips an ocean.  Siesmic Aftershocks reduces temperature and oxygen levels 1 step.

Crisis card revealed is Atmospheric Escape.  Temperature is reduced 1 step.  Credicor, Modpro, and LSI each gain 1 plant.  Burstar gains 1 heat.  Five crisis tokens are placed on Atmospheric Escape.  These are removed by playing a card with an action tag.

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

Phase Selection

Credicor selects Action.
Modpro selects Production.
LSI selects Construction.
Burstar selects Development.

Development

Credicor passes.
Modpro spends 14MC for a Processing Plant, gaining 2 steel capability, adding 1VP to the pool, and drawing Space Station, Nitrite Reducing Bacteria, and Medical Lab, keeping Medical Lab and discarding the rest.
LSI spends 3MC to join a Cartel, gaining 2MC production and drawing a card.
Burstar spends 6MC and 4 heat for Building Industries, gaining 2 steel capability.

Construction

Credicor spends 23MC for Phobos Falls, increasing temperature 1 step, flipping an ocean tile, gaining 1 card and 1MC, drawing 2 cards, increasing its TR to 15, removing crisis markers from Seismic Aftershocks and Atmospheric Escape, and adding 1VP to the pool.
Modpro spends 1MC for CEO's Favorite Project, adding 2 microbes to Self-Replicating Bacteria, gaining 2 heat, 2 plants, and removing a crisis marker from Atmospheric Escape.
LSI spends 5MC for Viral Enhancers, gaining 2 plants and removing a crisis marker from Greenhouse Gas Degredation.
Burstar passes.

Greenhouse Gas Degredation is discarded.

Action

Credicor uses Brainstorming Sesstion twice to draw Lagrange Observatory, keeping it, and Food Factory, discarding it and gaining 1MC, then discards 3 cards for 12MC, removing a crisis marker from Seismic Aftershocks.
Modpro spends 16 heat to increase the temperature 2 steps and its TR to 2, draws Fuel Factory, Assorted Enterprises, Deep Well Heating, and Diverse Habitats, keeping Fuel Factory, adds a microbe to Self-Replicating Bacteria, spends 1MC with Hydro-Electric Power to gain 2 heat, and uses Asset Liquidation, gaining 3 cards and reducing its TR to 1, then discards 3 cards, gaining 9MC and removing a crisis marker from Seismic Aftershocks.
LSI spends 1MC with Farmers Market to gain 2 plants and spends 8 plants to increase the oxygen level 1 step, its TR to 8, and add 1VP to the pool.
Burstar spends 6MC to use Aquifer Pumping, flipping an ocean tile, gaining 4MC, increase its TR to 7, and remove a crisis marker from Seismic Aftershocks and adds an event tag to Research Grant, removing a crisis marker from Atmospheric Escape.

Seismic Aftershocks is discarded.

Production

Credicor gains 15MC.
Modpro gains 8MC, 5 heat, and 1 plant.
LSI gains 11MC and 4 plants.
Burstar gains 12MC and 4 heat.

End Step

2VP are spent from the pool to remove 1 crisis marker from Atmospheric Escape.

Round 9

Crisis Step

The yellow oxygen detriment token remains in play.  The Development phase bonus is ignored.

Persisent Effect:  Atmospheric Escape reduces oxygen level 1 step and flips an ocean tile.

Crisis card revealed is Biodiversity Loss.  Temperature is reduced 1 step and 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 Production.  That phase will not be played this round and cannot be chosen by players.

Phase Selection

Credicor selects Research.
Modpro selects Action.
LSI selects Development.
Burstar selects Construction.

Development

Credicor passes.
Modpro spends 0MC and 3 heat for a Fuel Factory, gaining 1MC production and 1 titanium capability.
LSI spends 10MC for Insects, gaining 1 plant and 3 plant production.
Burstar spends 6MC for a Mine, gaining 2 steel capability.

Construction

Credicor spends 2MC for a Lagrange Observatory, drawing a card, removing a crisis marker from Atmospheric Escape, and adding 1VP to the pool.
Modpro spends 1MC for Ironworks.
LSI passes.
Burstar draws a card.
Atmospheric Escape is discarded.

Action

Credicor uses Brainstorming Sesstion to draw Nitrogen Rich Asteroid, keeping it.
Modpro spends 4 heat twice with Ironworks to increase the oxygen level 2 steps, removing 2 crisis markers from Biodiversity Loss and increasing its TR to 3, spends 8 plants to increase the oxygen level 1 step, remove 1 crisis marker from Biodiversity Loss, add 1VP to the pool, and increase its TR to 4, draws Blueprints, Anaerobic Microoganisms, Synthetic Catastrophe, and Nuclear Detonation Site, keeping none of them, spends 5 microbes from Self-Replicating Bacteria and 1MC to play Commerical Imports, gaining 1 card production, 2 heat production, and 2 plant production, spend 8 heat to raise the temperature 1 step and its TR to 5, and uses Asset Liquidation, reducing its TR to 4 and drawing 3 cards.
LSI spends 1MC with Farmers Market to gain 2 plants and spends 8 plants to increase the oxygen level 1 step, its TR to 9, remove 1 crisis marker from Biodiversity Loss, and add 1VP to the pool.
Burstar spends 2MC to use Aquifer Pumping, flipping an ocean tile, gaining 1 cardn and 1MC, and increasing its TR to 8.

Research

Credicor draws 5 cards and keeps 2.
Modpro draws 2 cards, keeps 1, and discards 1 card for 3MC.
LSI draws 3 cards and keeps 2.
Burstar draws 4 cards and keeps 1.

End Step

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

Round 10

Crisis Step

The yellow oxygen detriment token is removed from play.

No persistent effects.

Crisis card revealed is Dust Clouds.  One ocean tile is flipped.  Modpro, LSI, and Burstar each discard a card and gain 3MC.  Credicor discards a card and gains 4MC.  Five crisis tokens are placed on Dust Clouds.  These are removed by increasing temperature or discarding 6 heat 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

Credicor selects Action.
Modpro selects Development.
LSI selects Production.
Burstar selects Research.

Development

Credicor passes.
Modpro spends 14MC for Processed Metals, gaining 2 titanium capability, 2 cards, and adding 1VP to the pool.
LSI spends 3MC to join Great Escarpment Consortium, gaining 1 steel capability.
Burstar spends 0MC for Geothermal Power, gaining 2 heat production.

Action

Credicor uses Brainstorming Sesstion twice to draw Brainstorming Session, which is kept, and Coal Imports, which is discarded for 1MC.
Modpro adds a resource to Self-Replicating Bacteria, spends 1MC with Hydro-Electric Energy to gain 2 heat, uses Asset Liquidation to reduce its TR to 3 and draw 3 cards, and draws Progressive Policies, Balanced Portfolios, Giant Space Mirror, and Invention contest, all of which are discarded.
LSI spends 1MC with Farmers Market to gain 2 plants.
Burstar spends 24 heat to remove 4 crisis markers from Dust Clouds and 2MC with Aquifer Pumping to flip an ocean tile, gaining 1 card and 1MC and increasing its TR to 9.

Production

Credicor gains 15MC.
Modpro gains 7MC, 1 card, 7 heat, and 3 plants.
LSI gains 16MC and 7 plants.
Burstar gains 14MC and 6 heat.

Research

Credicor draws 2 cards and keeps 1.
Modpro draws 2 cards, keeps 1, then discards 5 cards for 15MC.
LSI draws 3 cards and keeps 2.
Burstar draws 7 cards and keeps 2.

End Step

2VP are spent from the pool to remove 1 crisis marker from Dust Clouds, discarding the card.

Round 11

Crisis Step

No detriment tokens are in play.

No persistent effects.

Crisis card revealed is Ionospheric Tear.  Temperature and oxygn are both 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.

Phase Selection

Credicor selects Production.
Modpro selects Construction.
LSI selects Development.
Burstar selects Action.

Development

Credicor spends 6CM for Micro Mills, gaining 1 heat production and 1 steel capability.
Modpro spends 4MC and 2 plants for Biomass Combustors, gaining 5 heat production.
LSI spends 15MC for a Protected Valley, gaining 2MC production, 1 plant, increase the oxygen level 1 step and its TR to 10, and add 1VP to the pool.
Burstar spends 6MC for Callisto Penal Mines, gaining 1 card production, removing 2 crisis markers from Ionospheric Tear, and adding 1VP to the pool.

Construction

Credicor spends 0MC for Work Crews then spends 14MC for a Nitrogen-Rich Asteroid, increasing the temperature 1 step, its TR to 18, and gaining 2 plants.
Modpro spends 4MC for Water Import from Europa, removing a crisis marker from Ionospheric Tear and adding 1VP to the pool, then spend 3MC for Business Contacts, drawing 4 cards, keeping 2, gaining 2 heat and 2 plants, and removing a crisis marker from Ionospheric Tear.
LSI passes.
Burstar spends 0MC for Energy Subsidies.
Ionospheric Tear is discarded.

Action

Credicor uses Brainstorming Sesstion to draw Satellites, which is discarded for 1MC.
Modpro draws Beam from a Thorium Asteroid, Interplanetary Relations, Standard Technology, and Microprocessors, keeping Microprocessors, adds a microbe to Self-Replicating Bacteria, spends 1MC with Hydro-Electric Energy to gain 2 heat, uses Asset Liquidation to reduce its TR to 2 and gain 3 cards, spends 8MC with Water Import from Europa, flipping an ocean tile, gaining 4MC and increasing its TR to 3, then spends 8 heat to increase the temperature 1 step and its TR to 4.
LSI spends 1MC with Farmers Market to gain 2 plants, then spends 16 plants to increase the oxygen level 2 steps, its TR to 12, and add 2VP to the pool.
Burstar 4MC with Aquifer Pumping to flip two ocean tiles, gaining 2 cards, 1 plant, and 1MC, and 8 heat to increase the temperature 1 step, increasing its TR to 12.

Production

Credicor gains 18MC and 1 heat.
Modpro gains 8MC, 1 card, 3 plants, and 12 heat, then discards 4 cards for 12MC.
LSI gains 17MC and 7 plants.
Burstar gains 17MC, 1 card, and 6 heat, then discards 1 card for 3MC.

Round 12

Crisis Step

No detriment tokens are in play.

No persistent effects.

Crisis card revealed is Reglaciation.  All three red detriment tokens are put into play.  Six crisis tokens are placed on Reglaciation.  These are removed by playing a card with an event.

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

Phase Selection

Credicor selects Research.
Modpro selects Production.
LSI selects Action.
Burstar selects Construction.

Construction

Credicor spends 6MC for Advanced Screening Technology.
Modpro spends 2MC for an Investment Loan, reducing its TR to 3 but gaining 10MC, 2 plants, and 2 heat, removing 1 crisis marker from Reglaciation and adding 1VP to the pool.
LSI spends 6MC for Extended Resources.
Burstar spends 14MC for Imported Hydrogen, gaining 3 plants and removing a crisis marker from Reglaciation, then spends 3MC and 3 heat for Local Heat Trapping, gaining 4 plants, placing 2 microbes on Self-Replicating Bacteria, and removing a crisis marker from Reglaciation.

Action

Credicor uses Brainstorming Sesstion to draw Volcanic Soil, which is kept, then uses Advanced Screening Technology to draw Physics Complex, Nitrite Reducing Bacteria, and Energy Storage, keeping Physics Complex.
Modpro draws Circuit Board Factory, Undersea Vents, Soletta, and Power Infrastructure, keeping Something, adds a microbe to Self-Replicating Bacteria, spends 1MC with Hydro-Electric Energy to gain 2 heat, and uses Asset Liquidation to drop its TR to 2 and gain 3 cards.
LSI spends 1MC with Farmers Market twice to gain 4 plants, then uses Redrafted Contracts to discard a card, gaining 3MC and draw a new card.
Burstar passes.

Production

Credicor gains 22MC and 1 heat.
Modpro gains 6MC, 1 card, 12 heat, and 3 plants.
LSI gains 17MC and 7 plants.
Burstar gains 17MC, 1 card, and 6 heat.

Research

Credicor draws 5 cards and keeps 2.
Modpro draws 2 cards, keeps 1, then discards 5 cards for 15MC.
LSI draws 3 cards, keeps 3, and discards 1 card for 3MC.
Burstar draws 4 cards and keeps 1.

End Step

6VP are spent from the pool to remove 3 crisis markers from Reglaciation, discarding the card.

Round 13

Crisis Step

All detriment tokens are removed from play.

No persistent effects.

Crisis card revealed is Collapsing Cities.  Temperature and oxygn are both 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.

Phase Selection

Credicor selects Action.
Modpro selects Research.
LSI selects Development.
Burstar selects Production.

Development

Credicor spends 11CM for Venture Capitalism, gaining 7MC production and removing 1 crisis marker from Collapsing Cities.
Modpro spends 10MC for Asteroid Mining, gaining 2 titanium capability, removing 1 crisis marker from Collapsing Cities, and adding 3VP to the pool.
LSI spends 5MC for a Strip Mine, gaining 1 titanium capability, 2 steel capability, reducing its TR to 11, and removing a crisis marker from Collapsing Cities.
Burstar spends 17MC for a Commercial District, gaining 4MC production, removing 2 crisis markers from Collapsing Cities, and adding 2VP to the pool.

Collapsing Cities is discarded.

Action

Credicor uses Brainstorming Sesstion to draw Balanced Portfolios, which is discarded for 1MC, then uses Advanced Screening Technology twice to draw Deep Well Heating, Fusion Power, and Matter Manufacturing, keeping Fusion Power, then draws Ganymede Shipyard, Restructured Resources, and Laboratories, keeping Laboratories.
Modpro draws Genetically Modified Vegetables, Advanced Ecosystems, Bribed Committee, and Advanced GHG, discarding all, spends 1MC with Hydro-Electric Power to gain 2 heat, uses Asset Liquidation, gaining 3 cards and reducing its TR to 2, spends 8 heat to increase the temperature 1 step and increase its TR to 3, spends 4 heat with Ironworks, increasing the oxygen level 1 step and its TR to 4, and spending 6MC with Water Import from Europa, flipping an ocean tile, gaining 1 card, 1 plant, and increasing its TR to 5.
LSI spends 1MC with Farmers Market to gain 2 plants, uses Redrafted Contracts to discard a card, gaining 3MC and drawing a new card, and spends 8 plants to increase the oxygen level 1 step, its TR to 12, and add 1VP to the pool.
Burstar spends 2MC with Aquifer Pumping to flip an ocean tile, gaining 1MC and 1 card, and increasing its TR to 13, then spends 8 heat to raise the temperature 1 step, increasing its TR to 14.

Production

Credicor gains 25MC and 1 heat.
Modpro gains 9MC, 1 card, 17 heat, and 3 plants.
LSI gains 17MC and 7 plants.
Burstar gains 27MC, 1 card, and 6 heat.

Research

Credicor draws 2 cards and keeps 1.
Modpro draws 2 cards, keeps 1, then discards 6 cards for 18MC.
LSI draws 3 cards, keeps 3, and discards 2 cards for 6MC.
Burstar draws 4 cards and keeps 1, then discards 2 cards for 6MC.

Round 14

Crisis Step

No detriment tokens are in play.

No persistent effects.

Crisis card revealed is Impact Desert.  All players 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 Production.  That phase will not be played this round and cannot be chosen by players.

Phase Selection

Credicor selects Construction.
Modpro selects Action.
LSI selects Research.
Burstar selects Development.

Development

Credicor spends 5MC for Laboratories, gaining 1 card production and removing a crisis marker from Impact Desert.
Modpro spends 4MC for a Medical Lab, gaining 6MC production and adding 1VP to the pool.
LSI spends 3MC for a Miranda Resort, gaining 4MC production, 2 cards, and adding 1VP to the pool.
Burstar spends 7MC for Automated Factories, gaining 1 card production, removing a crisis marker from Impact Desert, and spending 0MC for Industrial Microbes, gaining 1 heat production and 1 steel capability.

Construction

Credicor spends 4MC for a Research Outpost, discarding 1 crisis marker from Impact Desert, and 4MC for Progressive Policies, discarding 1 crisis marker from Impact Desert.
Modpro spends 9MC for Interplanetary Relations, adding 7VP to the pool.
LSI spends 6MC for Solarpunk, gaining 1 plant and 1 plant production.
Burstar spends 5MC for Olympus Conference, gaining a card, removing a crisis marker from Impact Desert, and adding 1VP to the pool.

Impact Desert is discarded.

Action

Credicor uses Brainstorming Sesstion to draw Circuit Board Factory, which is kept, then uses Advanced Screening Technology to draw Beam from a Thorium Asteroid, Giant Space Mirror, and Import of Advanced GHG, discarding all, spends 20MC for a forest, adding 1VP to the pool, and spends 15MC to flip an ocean tile, drawing a card and increasing its TR to 19.
Modpro draws Soletta, Artificial Jungle, Nuclear Detonations Site, and Lunar Beam, discarding all, adds a microbe to Self-Replicating Bacteria, spends 1MC with Hydro-Electric Energy to gain 3 heat, uses Asset Liquidation to reduce its TR to 4 and gaining 3 cards, spends 6MC twice with Water Import from Europa to flip an ocean tile, gaining 1 plant, 1 card, 4MC, and increasing its TR to 6.
LSI spends 1MC with Farmers Market to gain 2 plants and uses Redrafted Contracts to discard 3 cards, gaining 9MC and 3 cards.
Burstar spends 0MC with Aquifer Pumping to flip an ocean tile, gaining 1 card and 1MC and increasing its TR to 15.

Research

Credicor draws 2 cards and keeps 1.
Modpro draws 3 cards, keeps 2, and discards 4 cards for 12MC.
LSI draws 6 cards, keeping 4, then discards 4 cards for 12MC.
Burstar draws 4 cards and keeps 1.

Round 15

Crisis Step

No detriment tokens are in play.

No persistent effects.

Crisis card revealed is Crop Failures.  Temperature is reduced by 3 steps and a oxygen by 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 Research.  That phase will not be played this round and cannot be chosen by players.

Phase Selection

Credicor selects Development.
Modpro selects Production.
LSI selects Action.
Burstar selects Construction.

Development

Credicor spends 13MC for Immigration Shuttles, gaining 3MC production and adding 1VP to the pool.
Modpro spends 8MC for Industrial Farming, gaining 1MC production and 2 plant production.
LSI spends 15MC for Diversified Interests, gaining 1 plant production, 3 plants, 3 heat, and removing a crisis marker from Crop Failures.
Burstar spends 11MC for Satellite Farms, gaining 7 heat production.

Construction

Credicor spends 12MC for a Circuit Board Factory.
Modpro spends 0MC for Volcanic Pools, adding 1VP to the pool.
LSI spends 0MC for Atmosphere Filtering, increasing oxygen 1 step and its TR to 13.
Burstar spends 0MC for Matter Generator, gaining 3 cards, and 22MC for a Plantation, increasing oxygen level 2 steps, adding 2VP to the pool, and removing 2 crisis markers from Crop Failures.

Action

Credicor uses Brainstorming Sesstion to draw Power Supply Consortium, which is discarded for 1MC, and uses Advanced Screening Technology to draw Artificial Jungle, Blueprints, and Import of Advanced GHG, discarding all.
Modpro draws Undersea Vents, Lunar Beam, Subterranean Reservoir, and Diverse Habitats, Keeping Undersea Vents, adds a microbe to Self-Replicating Bacteria, spends 1MC with Hydro-Electric Energy to gain 2 heat, uses Asset Liquidation to reduce its TR to 5 and gaining 3 cards, and spends 24 heat to increase the temperature 3 steps and its TR to 8.
LSI spends 1MC with Farmers Market twice to gain 4 plants and uses Redrafted Contracts to discard 3 cards, gaining 9MC and 3 cards.
Burstar discards a card with Matter Generator for 6MC.

Production

Credicor gains 29MC, 1 card, and 1 heat.
Modpro gains 19MC, 1 card, 5 plants, and 17 heat, then discards 3 cards for 9MC.
LSI gains 28MC and 9 plants.
Burstar gains 28MC, 2 cards, and 14 heat, then discards 1 card for 3MC.

End Step

4VP are spent from the pool to remove 2 crisis markers from Crop Failures, discarding the card.

Round 16

Crisis Step

All detriment tokens are removed from play.

No persistent effects.

Crisis card revealed is Dwindling Supplies.  Temperature and oxygn are both reduced 3 steps and 3 ocean tiles are flipped.  VP tokens can now be spent to give each player 1MC.  If Mars if fully terraformed before the deck runs out, the players win.

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

Phase Selection

Credicor selects Action.
Modpro selects Action.
LSI selects Construction.
Burstar selects Action.

Construction

Credicor spends 12MC for Towing a Comet, gaining 2 plants, increasing temperature 1 step, flipping an ocean tile, gaining 4MC, and increasing its TR to 21.
Modpro spends 10MC for Developed Infrastructure, adding 2VP to the pool.
LSI passes.
Burstar spends 2MC for Assorted Enterprises, then spends 6MC for Biothermal Power, gaining 2 heat production, 1 card, increasing the oxygen level by 1 and its TR to 18, and adding 1VP to the pool.

Action

Credicor uses Brainstorming Sesstion to draw Adapted Lichen, which is discarded for 1MC, and uses Advanced Screening Technology to draw Research, Giant Space Mirror, and Tropical Resort, keeping Research, spends 5MC with Progressive Policies to increase the oxygen level 1 step, spends 30MC to flip 2 oceans, gaining 1MC, 2 cards, 1 plant, and increasing its TR to 24, and uses Circuit Board Factory to draw a card.
Modpro spends 32 heat to increase the temperature 5 steps and its TR to 13.
LSI spends 32 plants to increase the oxygen level 4 step, its TR to 17, and add 4VP to the pool.
Burstar uses Aquifer Pumping to flip 2 ocean tiles, gaining 1MC, 1 plant, and 2 cards, and increasing its TR to 20.

End Step

All global parameters are now at maximum.  The players win!  Congratulations!

End of Game Statements

Bill Scharf (Burstar):  We worked well as a team, we chose phases that didn’t help our game at all but did assist others as needed, and we did have a lot of luck. We didn’t have back to back outages of phases like production, or development early in the game, or in conjunction with crises events that required green cards to be played. So…some luck in combination with doing what was best for the team win, and we crushed what the system did to us. If we were more argumentative, or focused exclusively on what was best for ourselves we probably wouldn’t have done as well. Good job everybody.

Kevin Wilson (LSI):  Well, like all that was said at the start of this last turn, turned out easier than maybe expected for the Nightmare scenario. Congrats to us all for once again saving Mars and thanks, as always to Chris for running the game.  Getting to cycle through parameter improvements, driving TR, even with the -1 TR each turn, it just becomes too easy with the big production. I guess the risk is a tough series of cards thwarting some plays early and losing for a parameter getting too far down but so far we’ve not really even been that close.

As I said before this will finish it for me for this version of the game but I’d watch if there were 3 who wanted to try a 3-player game.

Christopher Hunt (Credicor):  Thanks to Chris for running the game.   Look at the end situation we have vast amounts of money, VPs, heat production, and TR.   Are the cards different for 3 players?  Would like a tougher senario.

Andy York (Modpro):  This was almost too easy with four engines and all non-Dummy Phases performed (or could have been) each turn. I'm thinking with fewer players, fewer engines and more missed Phases things will.be dicier. Plus, building the engines will be slower overall.

As some have commented that, with the changes to players and the attendant milder effects, this may balance out. If so, play with 3 players but use the 4 player Crisis Cards!

The Players

Player

Company

Color

Cards

Terraform Rating

Christopher Hunt
Credicor
Green 10
24
Andy York
Modpro
Yellow
9
13
Kevin Wilson
Launch Star, Inc. (LSI)
Blue
8
17
Bill Scharf
Burstar
Red
11
20

Player

MegaCredits

Cards

Plants

Heat

Steel

Titanium

Production On Hand Production Production On Hand Prodcution On Hand Capability Capability
Christopher Hunt 10
10
0
0
6
1
7
1
0
Andy York 11
72
1
5
21
17
40
3
6
Kevin Wilson 9
81
0
9
6
0
3
4
2
Bill Scharf
9
33
2
0
9
16
24
5
2

Crisis Card
Crisis Markers
Removed By
Dwinding Supplies
N/A
VP tokens may now be spent to give every player 1MC per token.
Board

Crisis

Credicor

Modpro

LSI

Burstar