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

Crisis Step

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.

Phase Selection

Sharizen selects Research.
Teractor selects Construction.
Magna, Inc. selects Construction.
Mai-Ni Productions selects Production.

Construction

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.

Production

Sharizen gains 5MC.
Teractor gains 5MC.
Magna, Inc. gains 8MC.
Mai-Ni Productions gains 12MC.

Research

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

Crisis Step

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.

Phase Selection

Sharizen selects Development.
Teractor selects Production.
Magna, Inc. selects Research.
Mai-Ni Productions selects Development.

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.

Production

Sharizen gains 7MC.
Teractor gains 9MC.
Magna, Inc. gains 8MC and 2 heat.
Mai-Ni Productions gains 10MC.

Research

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.

End Step

Two VP are spent from the pool to remove a crisis marker from catastrophic Erosion.

Round 3

Crisis Step

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.

Phase Selection

Sharizen selects Construction.
Teractor selects Development.
Magna, Inc. selects Production.
Mai-Ni Productions selects Action.

Development

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.

Construction

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.

Action

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.

Production

Sharizen gains 8MC.
Teractor gains 5MC.
Magna, Inc. gains 13MC and 2 heat.
Mai-Ni Productions gains 8MC.

Round 4

Crisis Step

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.

Phase Selection

Sharizen selects Research.
Teractor selects Action.
Magna, Inc. selects Development.
Mai-Ni Productions selects Construction.

Development

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.

Construction

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.

Action

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.

Research

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.

End Step

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

Round 5

Crisis Step

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.

Phase Selection

Sharizen selects Construction.
Teractor selects Development.
Magna, Inc. selects Research.
Mai-Ni Productions selects Action.

Development

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.

Construction

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.

Action

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.

Research

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.

End Step

Two VP are spent from the pool to remove 1 crisis marker from Seismic Aftershocks.

Round 6

Crisis Step

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.

Phase Selection

Sharizen selects Research.
Teractor selects Production.
Magna, Inc. selects Action.
Mai-Ni Productions selects Construction.

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.

Action

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.

Production

Sharizen gains 10MC.
Teractor gains 11MC and 6 heat.
Magna, Inc. gains 9MC and 6 heat.
Mai-Ni Productions gains 7MC.

Research

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.

End Step

Two VP are spent from the pool to remove 1 crisis marker from Seismic Aftershocks, which is discarded.

Round 7

Crisis Step

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.

Phase Selection

Sharizen selects Action.
Teractor selects Research.
Magna, Inc. selects Production.
Mai-Ni Productions selects Development.

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.

Action

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.

Production

Sharizen gains 13MC.
Teractor gains 10MC and 6 heat.
Magna, Inc. gains 15MC and 8 heat.
Mai-Ni Productions gains 10MC.

Research

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.

End Step

Two VP are spent from the pool to remove 1 crisis marker from Disrupted Supply Lines, which is discarded.

Round 8

Crisis Step

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.

Phase Selection

Sharizen selects Development.
Teractor selects Production.
Magna, Inc. selects Action.
Mai-Ni Productions selects Construction.

Development

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.

Construction

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.

Action

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.

Production

Sharizen gains 15MC.
Teractor gains 17MC and 9 heat.
Magna, Inc. gains 13MC and 12 heat.
Mai-Ni Productions gains 10MC.

End Step

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

Crisis Step

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.

Phase Selection

Sharizen selects Research.
Teractor selects Development.
Magna, Inc. selects Production.
Mai-Ni Productions selects Action.

Development

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.

Action

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.

Production

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.

Research

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.

End Step

Ten VP are spent from the pool to remove 5 crisis markers from Biodiversity Loss, which is discarded.

Round 10

Crisis Step

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.

Phase Selection

Sharizen selects Action.
Teractor selects Production.
Magna, Inc. selects Construction.
Mai-Ni Productions selects Research.

Construction

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.

Action

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.

Production

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.

Research

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

Crisis Step

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.

Phase Selection

Sharizen selects Research.
Teractor selects Construction.
Magna, Inc. selects Research.
Mai-Ni Productions selects Action.

Construction

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.

Action

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.

Research

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.

End Step

Four VP are spent from the pool to remove 2 crisis markers from Reglaciation, which is discarded.

Round 12

Crisis Step

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.

Phase Selection

Sharizen selects Construction.
Teractor selects Development.
Magna, Inc. selects Action.
Mai-Ni Productions selects Production.

Development

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.

Construction

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.

Action

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.


Production

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.

End Step

Four VP are spent from the pool to remove 2 crisis markers from Impact Desert, which is discarded.

Round 13

Crisis Step

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.

Phase Selection

Sharizen selects Research.
Teractor selects Action.
Magna, Inc. selects Construction.
Mai-Ni Productions selects Development.

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.

Construction

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.

Action

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.

Research

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.

End Step

Eight VP are spent from the pool to remove 4 crisis markers from Crop Failures, which is discarded.

Round 14

Crisis Step

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.

Phase Selection

Sharizen selects Construction.
Teractor selects Development.
Magna, Inc. selects Production.
Mai-Ni Productions selects Action.

Development

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.

Construction

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.

Action

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.

Production

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

Crisis Step

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.

Phase Selection

Sharizen selects Research.
Teractor selects Production.
Magna, Inc. selects Action.
Mai-Ni Productions selects Development.

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.

Action

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.

Production

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.

Research

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

Crisis Step

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.

Phase Selection

Sharizen selects Construction.
Teractor selects Action.
Magna, Inc. selects Construction.
Mai-Ni Productions selects Action.

Construction

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.

End of Game

Mars has been fully re-terraformed, thus ending the game.  Congratulations to the players on their victory!

End of Game Statements

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

Player

Company

Color

Cards

Terraform Rating

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

Player

MegaCredits

Cards

Plants

Heat

Steel

Titanium

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

Crisis Card
Crisis Markers
Removed By
Dwindling Supplies
N/A
N/A
Board

Crisis

Sharizen


Teractor


Magna, Inc.

Mai-Ni Productions