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* RaceAgainstTheClock: The Solo variant of the game tasks one person to try and terraform Mars in 14 generations by themselves. Given the lack of starting production and lower starting TR, simply completing all terraforming tracks in time is as much of a challenge as attaining the highest possible score.
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* MohsScaleOfScienceFictionHardness: Rates near a 5 — most of the proposed projects are theoretically possible, just not currently feasible with available technology. One or two of the most advanced are a bit SpaceOpera, though they do require that the player has done a ''lot'' of science first, so ClarkesThirdLaw may apply.

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* EverythingsBetterWithPenguins: A promotional card brings penguins to the planet. It’s maybe borderline in its usefulness, as it can only be played when the planet has lots of ocean, which implies that the game is probably approaching its end, but it is most valuable if the player has several turns to add more penguins.



* MohsScaleOfScienceFictionHardness: Rates near a 5 — most of the proposed projects are theoretically possible, just not currently feasible with available technology. One or two of the most advanced are a bit SpaceOpera, though they do require that the player has done a ''lot'' of science first.

to:

* MohsScaleOfScienceFictionHardness: Rates near a 5 — most of the proposed projects are theoretically possible, just not currently feasible with available technology. One or two of the most advanced are a bit SpaceOpera, though they do require that the player has done a ''lot'' of science first.first, so ClarkesThirdLaw may apply.
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''Terraforming Mars'' is a tabletop/board game set in a far flung future. Mankind has spread through the solar system, and now has the technology and resources to begin a titanic project. Players take the role of megacorporations given funding from the World Government to accomplish the impossible — turn UsefulNotes/{{Mars}} into a living planet.

The game takes place over several "generations" as the players research projects (cards), spend their funding on making those projects happen, and acquire the resources and support to take larger and larger steps towards making the planet livable. Mars needs three things — oxygen, a higher temperature, and a working water cycle. Contributing directly to any of these will increase your score and raise more government funding. Creating your own infrastructure — whether industrial, space-bound, economic, or biosphere - will aid your efforts and give more opportunities to score, as will some good PR for hitting the right milestones. The game ends when Mars reaches a threshold of "uncomfortable, but habitable", and the winner will be forever known as the leading pioneer of Mars.

to:

''Terraforming Mars'' is a tabletop/board game set in a far flung future.mid-future period. Mankind has spread through the solar system, and now has the technology and resources to begin a titanic project. Players take the role of megacorporations given funding from the World Government to accomplish the impossible — turn UsefulNotes/{{Mars}} into a living planet.

The game takes place over several "generations" as the players research projects (cards), spend their funding on making those projects happen, and acquire the resources and support to take larger and larger steps towards making the planet livable. Mars needs three things — things: oxygen, a higher temperature, and a working water cycle. Contributing directly to any of these will increase your score and raise more government funding. Creating your own infrastructure — whether industrial, space-bound, economic, or biosphere - will aid your efforts and give you more opportunities to score, as will some good PR for hitting the right milestones. The game ends when Mars reaches a threshold of "uncomfortable, but habitable", and the winner will be forever known as the leading pioneer of Mars.



* ''Turmoil'', alongside new corporations and project cards, introduces a new political dimension of the game that players must attempt to influence and play around.

The game also had a CardGame version called ''Terraforming Mars: Ares Expedition''.

to:

* ''Turmoil'', alongside new corporations and project cards, introduces a new political dimension of to the game that players must attempt to influence and play around.

The game also had has a quicker-playing CardGame version called ''Terraforming Mars: Ares Expedition''.



* MohsScaleOfScienceFictionHardness: Rates near a 5 — most of the proposed projects are theoretically possible, just not currently possible with available technology. One or two of the most advanced are a bit SpaceOpera, though they do require that the player has done a ''lot'' of science first.

to:

* MohsScaleOfScienceFictionHardness: Rates near a 5 — most of the proposed projects are theoretically possible, just not currently possible feasible with available technology. One or two of the most advanced are a bit SpaceOpera, though they do require that the player has done a ''lot'' of science first.

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Correcting wick, as per this thread.


* ClimateChange: ''Causing'' this is one of your goals. It can be done through asteroid impacts, by releasing volcanic energy, or just through good old-fashioned greenhouse gases.


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* GlobalWarming: ''Causing'' this is one of your goals. It can be done through asteroid impacts, by releasing volcanic energy, or just through good old-fashioned greenhouse gases.
Is there an issue? Send a MessageReason:
None


The game takes place over several "generations" as the players research projects (cards), spend their funding on making those projects happen, and acquire the resources and support to take larger and larger steps towards making the planet livable. Mars needs three things — oxygen, temperature, and a working water cycle. Contributing directly to any of these will increase your score and raise more government funding. Creating your own infrastructure — whether industrial, space-bound, economic, or biosphere - will aid your efforts and give more opportunities to score, as will some good PR for hitting the right milestones. The game ends when Mars reaches a threshold of "uncomfortable, but habitable", and the winner will be forever known as the leading pioneer of Mars.

to:

The game takes place over several "generations" as the players research projects (cards), spend their funding on making those projects happen, and acquire the resources and support to take larger and larger steps towards making the planet livable. Mars needs three things — oxygen, a higher temperature, and a working water cycle. Contributing directly to any of these will increase your score and raise more government funding. Creating your own infrastructure — whether industrial, space-bound, economic, or biosphere - will aid your efforts and give more opportunities to score, as will some good PR for hitting the right milestones. The game ends when Mars reaches a threshold of "uncomfortable, but habitable", and the winner will be forever known as the leading pioneer of Mars.
Is there an issue? Send a MessageReason:
None


* ColonizedSolarSystem: Strongly implied to be the setting. Several resources are shipped from Jupiter's and Saturn's moons, so there should have to be at least some bases that far out. This is made explicit in one of the expansions, which focuses on the colonies throughout the system.

to:

* ColonizedSolarSystem: Strongly implied to be the setting. Several resources are shipped from Jupiter's and Saturn's moons, so there should have to be at least some bases that far out. This is made explicit in one of the expansions, ''Colonies'' expansion, which focuses on the colonies outposts throughout the system.



* CrutchCharacter: The helpfully named Beginner Corporation lets you keep all 10 research cards that you draw at the start of the game without paying their costs. This is very useful for simplifying the early portion of the game if you're learning to play, but the Beginner Corporation's lack of a special ability beyond that, or any tags that can speed up research, makes it less useful for a player who better understands how to manage their resources.

to:

* CrutchCharacter: The helpfully named Beginner Corporation lets Corporations let you keep all 10 research cards that you draw at the start of the game without paying their costs. This is very useful for simplifying the early portion of the game if you're learning to play, but the Beginner Corporation's lack of a special ability beyond that, or any tags that can speed up research, makes it less useful for a player who better understands how to manage their resources.



* MohsScaleOfScienceFictionHardness: Rates near a 5 — most of the proposed projects are theoretically possible, just not currently possible with available technology. One or two of the most advanced are a bit SpaceOpera, though they do require that the player has done a 'lot' of science first.
* OrbitalBombardment: There are quite a few positive ways to affect Mars that would normally fall in the planet killer category if used on Earth. Hitting Mars with a comet will produce water for example, or you can set up shop on a radioactives-rich asteroid and use laser-beams to heat up the atmosphere.

to:

* MohsScaleOfScienceFictionHardness: Rates near a 5 — most of the proposed projects are theoretically possible, just not currently possible with available technology. One or two of the most advanced are a bit SpaceOpera, though they do require that the player has done a 'lot' ''lot'' of science first.
* OrbitalBombardment: There are quite a few positive ways to affect Mars that would normally fall in the planet killer category if used on Earth. Hitting Mars with a comet will produce water water, for example, or you can set up shop on a radioactives-rich asteroid and use laser-beams laser beams to heat up the atmosphere.



** While there are no hard time limits, some cards cannot be played after the terraforming reaches a certain threshold -- like the search for Martian life, which can only be done while oxygen is low, or the release of super-cold-adapted organisms, which is impossible above a certain temperature.
** The solo variant counts as this. Your goal is to complete the terraforming of Mars within 14 generations. There isn't a 15th generation, whether you complete your objective or not.
* WeAreStrugglingTogether: Avoided for the most part. There's a lot to do over a lot of time, so projects concentrate on the positives. That said, there are occasional opportunities for stealing your rivals' thunder — that comet may incidentally impact a competitor's plants, the predators you introduce may not be too picky about whose animals they feed on, you might bump the oxygen or heat level just a notch out of bounds for a competitor's card, or you might simply have a rival build their city in the sweet spot where you were just about to build YOUR city.

to:

** While there are no hard time limits, limits in the standard game, some cards cannot be played after the terraforming reaches a certain threshold -- like the search for Martian life, which can only be done while oxygen is low, or the release of super-cold-adapted organisms, which is impossible above a certain temperature.
** The solo variant counts as this.''does'' have a time limit. Your goal is to complete the terraforming of Mars within 14 generations. There isn't a 15th generation, whether you complete your objective or not.
* WeAreStrugglingTogether: Avoided for the most part. There's a lot to do over a lot of time, so projects concentrate on the positives. That said, there are occasional opportunities for stealing your rivals' thunder — that comet may incidentally impact a competitor's plants, the predators you introduce may not be too picky about whose animals they feed on, you might bump the oxygen or heat level just a notch out of bounds for a competitor's card, or you might simply have a rival build their city in the sweet spot where you were just about to build YOUR city. The ''Turmoil'' expansion adds an explicit political element, with competing factions for the players to support.
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* ShoutOut: In the manual, the examples of how the game works involve a hypothetical game between three players named [[Literature/RedMarsTrilogy Kim, Stanley, and Robinson]].

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Renamed per TRS


* ClimateChange: ''Causing'' this is one of your goals. It can be done through asteroid impacts, by releasing volcanic energy, or just through good old-fashioned greenhouse gases.



* GlobalWarming: ''Causing'' this is one of your goals. It can be done through asteroid impacts, by releasing volcanic energy, or just through good old-fashioned greenhouse gases.
Is there an issue? Send a MessageReason:
None


* MohsScaleOfScienceFictionHardness: Rates near a 5 — most of the proposed projects are theoretically possible, just not currently possible with available technology. One or two of the most advanced are a bit SpaceOpera, though.

to:

* MohsScaleOfScienceFictionHardness: Rates near a 5 — most of the proposed projects are theoretically possible, just not currently possible with available technology. One or two of the most advanced are a bit SpaceOpera, though.though they do require that the player has done a 'lot' of science first.
Is there an issue? Send a MessageReason:
None


* BoringButPractical: The "Railway System" card is not what you'd call cutting-edge science fiction -- but it provides income in proportion to the total number of cities built, and it can be pretty powerful in the late game.

to:

* BoringButPractical: The "Railway System" "Martian Rails" card is not exactly what you'd call cutting-edge science fiction -- but it provides income in proportion to the total number of cities built, built on Mars, and it can be pretty powerful in the late middle-to-late game.
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None

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The game also had a CardGame version called ''Terraforming Mars: Ares Expedition''.
Is there an issue? Send a MessageReason:
None


* BoringButPractical: The "Rilway System" card is not what you'd call cutting-edge science fiction -- but it provides income in proportion to the total number of cities built, and it can be pretty powerful in the late game.

to:

* BoringButPractical: The "Rilway "Railway System" card is not what you'd call cutting-edge science fiction -- but it provides income in proportion to the total number of cities built, and it can be pretty powerful in the late game.
Is there an issue? Send a MessageReason:
None


* AbsentAliens: Due to the game's (relative) realism, no Martians show up. At most you'll find some local bacteria through the "search for Maritna life" project.
* BoringButPractical: The "railway system" card is not what you'd call cutting-edge science fiction -- but it provides income in proportion to the total number of cities built, and it can be pretty powerful in the late game.
* ColonizedSolarSystem: Strongly implied to be the setting. Several resources are shipped from Jupiter's and Saturn's moons, so there should have to be at least some bases that far out. This is made explicit in one of the expansion, which focuses on the colonies throughout the system.

to:

* AbsentAliens: Due to the game's (relative) realism, no Martians show up. At most you'll find some local bacteria through the "search "Search for Maritna life" Martian Life" project.
* BoringButPractical: The "railway system" "Rilway System" card is not what you'd call cutting-edge science fiction -- but it provides income in proportion to the total number of cities built, and it can be pretty powerful in the late game.
* ColonizedSolarSystem: Strongly implied to be the setting. Several resources are shipped from Jupiter's and Saturn's moons, so there should have to be at least some bases that far out. This is made explicit in one of the expansion, expansions, which focuses on the colonies throughout the system.



* CorruptCorporateExecutive: You can play as one! Specifically, you play as the head of a corporation, and you can choose to take [[VideoGameCrueltyPotential ethically questionable actions]], such as using [[IndenturedServitude indentured workers]] or sabotaging other companies. However, the opportunities for outright evil are relatively limited; presumably, law enforcement is effective enough that outright CorporateWarfare is bad business.

to:

* CorruptCorporateExecutive: You can play as one! Specifically, you play as the head of a corporation, and you can choose to take [[VideoGameCrueltyPotential ethically questionable actions]], such as using [[IndenturedServitude indentured workers]] or sabotaging other companies. However, the opportunities for outright evil are relatively limited; presumably, law enforcement is effective enough that outright blatant CorporateWarfare is bad business.



* GlobalWarming: ''Causing'' this is one of your goals. It can be done through asteroid impacts, releasing volcanic energy, or just through good old-fashioned greenhouse gases.

to:

* GlobalWarming: ''Causing'' this is one of your goals. It can be done through asteroid impacts, by releasing volcanic energy, or just through good old-fashioned greenhouse gases.



* OrbitalBombardment: There's quite a few positive ways to affect Mars that would normally fall under planet killer territory if used on Earth. Hitting Mars with a comet will produce water for example, or you can set up shop on a radioactives-rich asteroid and use laser-beams to heat up the atmosphere.

to:

* OrbitalBombardment: There's There are quite a few positive ways to affect Mars that would normally fall under in the planet killer territory category if used on Earth. Hitting Mars with a comet will produce water for example, or you can set up shop on a radioactives-rich asteroid and use laser-beams to heat up the atmosphere.
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None

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[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/terraformingmarsgame.jpg]]
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* EuroGame: One actually created by a European company. ''Terraforming Mars'' has most of the usual Euro features, such as a relatively low random element, though it is more strongly themed than some, and the art is a bit erratic by Euro standards.

to:

* EuroGame: One actually created by a European company. ''Terraforming Mars'' has most of the usual Euro features, such as a relatively low random element, element and an emphasis on resource management, though it is more strongly themed than some, and the art is a bit erratic by Euro standards.
Is there an issue? Send a MessageReason:
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* EuroGame: One actually created by a European company.

to:

* EuroGame: One actually created by a European company. ''Terraforming Mars'' has most of the usual Euro features, such as a relatively low random element, though it is more strongly themed than some, and the art is a bit erratic by Euro standards.
Is there an issue? Send a MessageReason:
None


''Terraforming Mars'' is a tabletop/board game set in a far flung future. Mankind has spread through the solar system, and now has the technology and resources to begin a titanic project. Players take the role of megacorporations given funding from the World Government to accomplish the impossible — turn UsefulNotes/Mars into a living planet.

to:

''Terraforming Mars'' is a tabletop/board game set in a far flung future. Mankind has spread through the solar system, and now has the technology and resources to begin a titanic project. Players take the role of megacorporations given funding from the World Government to accomplish the impossible — turn UsefulNotes/Mars UsefulNotes/{{Mars}} into a living planet.
Is there an issue? Send a MessageReason:
None


''Terraforming Mars'' is a tabletop/board game set in a far flung future. Mankind has spread through the solar system, and now has the technology and resources to begin a titanic project. Players take the role of megacorporations given funding from the World Government to accomplish the impossible — turn Mars into a living planet.

to:

''Terraforming Mars'' is a tabletop/board game set in a far flung future. Mankind has spread through the solar system, and now has the technology and resources to begin a titanic project. Players take the role of megacorporations given funding from the World Government to accomplish the impossible — turn Mars UsefulNotes/Mars into a living planet.



The game has received a range of {{Expansion Packs}}s:

to:

The game has received a range of {{Expansion Packs}}s:Pack}}s:

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Is there an issue? Send a MessageReason:
None


''Terraforming Mars'' is a tabletop/board game set in a far flung future. Mankind has spread through the solar system, and now has the technology and resources to begin a titanic project. Players take the role of megacorporations given funding from the World Government to accomplish the impossible - turn Mars into a living planet.

The game takes place over several "generations" as the players research projects (cards), spend their funding on making those projects happen, and acquire the resources and support to take larger and larger steps towards making the planet livable. Mars needs three things - oxygen, temperature, and a working water cycle. Contributing directly to any of these will increase your score and raise more government funding. Creating your own infrastructure - whether industrial, space-bound, economic, or biosphere - will aid your efforts and give more opportunities to score, as will some good PR for hitting the right milestones. The game ends when Mars reaches a threshold of "uncomfortable, but habitable", and the winner will be forever known as the leading pioneer of Mars.

The game has received a range of [[ExpansionPack Expansion Packs]]:
* ''Hellas & Elysium'' introduce two new maps to play on. Hellas features a cold south pole that can be terraformed for heat and water, while Elysium features Mars' highest peak, which provides a large boost to research once terraformed. Each of these maps features their own milestones and awards.

to:

''Terraforming Mars'' is a tabletop/board game set in a far flung future. Mankind has spread through the solar system, and now has the technology and resources to begin a titanic project. Players take the role of megacorporations given funding from the World Government to accomplish the impossible - turn Mars into a living planet.

The game takes place over several "generations" as the players research projects (cards), spend their funding on making those projects happen, and acquire the resources and support to take larger and larger steps towards making the planet livable. Mars needs three things - oxygen, temperature, and a working water cycle. Contributing directly to any of these will increase your score and raise more government funding. Creating your own infrastructure - whether industrial, space-bound, economic, or biosphere - will aid your efforts and give more opportunities to score, as will some good PR for hitting the right milestones. The game ends when Mars reaches a threshold of "uncomfortable, but habitable", and the winner will be forever known as the leading pioneer of Mars.

The game has received a range of [[ExpansionPack Expansion Packs]]:
{{Expansion Packs}}s:
* ''Hellas & Elysium'' introduce introduces two new maps to play on. Hellas features a cold south pole that can be terraformed for heat and water, while Elysium features Mars' highest peak, which provides a large boost to research once terraformed. Each of these maps features their own milestones and awards.



* CorruptCorporateExecutive: You can play as one! Specifically, you play as the head of a corporation, and you can choose to take [[VideoGameCrueltyPotential ethically questionable actions]], such as using [[IndenturedServitude indentured workers]] or sabotaging other companies.

to:

* CorruptCorporateExecutive: You can play as one! Specifically, you play as the head of a corporation, and you can choose to take [[VideoGameCrueltyPotential ethically questionable actions]], such as using [[IndenturedServitude indentured workers]] or sabotaging other companies. However, the opportunities for outright evil are relatively limited; presumably, law enforcement is effective enough that outright CorporateWarfare is bad business.



* MohsScaleOfScienceFictionHardness: Rates near a 5 - most of the proposed projects are theoretically possible, just not currently possible with available technology.
* OrbitalBombardment: There's quite a few positive ways to affect Mars that would normally fall under planet killer territory if used on Earth. Hitting Mars with a comet will produce water for example, or you can set up shop on a nuclear-rich asteroid and use laser-beams to heat up the atmosphere.

to:

* MohsScaleOfScienceFictionHardness: Rates near a 5 - most of the proposed projects are theoretically possible, just not currently possible with available technology.
technology. One or two of the most advanced are a bit SpaceOpera, though.
* OrbitalBombardment: There's quite a few positive ways to affect Mars that would normally fall under planet killer territory if used on Earth. Hitting Mars with a comet will produce water for example, or you can set up shop on a nuclear-rich radioactives-rich asteroid and use laser-beams to heat up the atmosphere.



* TimedMission: While there are no hard time limits, some cards cannot be played after the terraforming reaches a certain threshold -- like the search for Martian life, which can only be done while oxygen is low, or the release of super-cold-adapted organisms, which is impossible above a certain temperature.
** The solo-variant counts as this. Your goal is to complete the terraforming of Mars within 14 generations. There isn't a 15th generation, whether you complete your objective or not.
* WeAreStrugglingTogether: Avoided for the most part. There's a lot to do over a lot of time, so projects concentrate on the positives. That said, there are occasional opportunities for stealing your rivals' thunder - that comet may incidentally impact a competitor's plants, the predators you introduce may not be too picky about whose animals they feed on, you might bump the oxygen or heat level just a notch out of bounds for a competitor's card, or you might simply have a rival build their city in the sweet spot where you were just about to build YOUR city.

to:

* TimedMission: TimedMission:
**
While there are no hard time limits, some cards cannot be played after the terraforming reaches a certain threshold -- like the search for Martian life, which can only be done while oxygen is low, or the release of super-cold-adapted organisms, which is impossible above a certain temperature.
** The solo-variant solo variant counts as this. Your goal is to complete the terraforming of Mars within 14 generations. There isn't a 15th generation, whether you complete your objective or not.
* WeAreStrugglingTogether: Avoided for the most part. There's a lot to do over a lot of time, so projects concentrate on the positives. That said, there are occasional opportunities for stealing your rivals' thunder - that comet may incidentally impact a competitor's plants, the predators you introduce may not be too picky about whose animals they feed on, you might bump the oxygen or heat level just a notch out of bounds for a competitor's card, or you might simply have a rival build their city in the sweet spot where you were just about to build YOUR city.city.
----
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** The solo-variant counts as this. Your goal is to complete the terraforming of Mars within 14 generations. There isn't a 15th generation, whether you complete your objective or not.
Is there an issue? Send a MessageReason:
None


* WeAreStrugglingTogether: Avoided for the most part. There's a lot to do over a lot of time, so projects concentrate on the positives. That said, there are occasional opportunities for stealing your rivals' thunder - that comet may incidentally impact a competitor's plants, or the predators you introduce may not be too picky about whose animals they hunt down, you might bump the oxygen or heat level just a notch out of bounds for a competitor's card, or you might simply have a rival build their city in the sweet spot where you were just about to build YOUR city.

to:

* WeAreStrugglingTogether: Avoided for the most part. There's a lot to do over a lot of time, so projects concentrate on the positives. That said, there are occasional opportunities for stealing your rivals' thunder - that comet may incidentally impact a competitor's plants, or the predators you introduce may not be too picky about whose animals they hunt down, feed on, you might bump the oxygen or heat level just a notch out of bounds for a competitor's card, or you might simply have a rival build their city in the sweet spot where you were just about to build YOUR city.
Is there an issue? Send a MessageReason:
None


* WeAreStrugglingTogether: Avoided for the most part. There's a lot to do over a lot of time, so projects concentrate on the positives. That said, there are occasional opportunities for stealing your rivals thunder - that comet may incidentally impact a competitor's plants, or the predators you introduce may not be too picky about whose animals they hunt down.

to:

* WeAreStrugglingTogether: Avoided for the most part. There's a lot to do over a lot of time, so projects concentrate on the positives. That said, there are occasional opportunities for stealing your rivals rivals' thunder - that comet may incidentally impact a competitor's plants, or the predators you introduce may not be too picky about whose animals they hunt down.down, you might bump the oxygen or heat level just a notch out of bounds for a competitor's card, or you might simply have a rival build their city in the sweet spot where you were just about to build YOUR city.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

The game has received a range of [[ExpansionPack Expansion Packs]]:
* ''Hellas & Elysium'' introduce two new maps to play on. Hellas features a cold south pole that can be terraformed for heat and water, while Elysium features Mars' highest peak, which provides a large boost to research once terraformed. Each of these maps features their own milestones and awards.
* ''Venus Next'' introduces Venus as a planet that cities can be constructed on, 49 new project cards, 5 new corporations, a new milestone and a new award.
* ''Prelude'' includes 5 new corporations, 7 new project cards, and a new phase at the beginning of the game that allows you to improve your resource production or terraforming progress before your first turn.
* ''Colonies'' includes 5 new corporations, 47 new project cards, and a new mechanic involving trading with colonies across the solar system.
* ''Turmoil'', alongside new corporations and project cards, introduces a new political dimension of the game that players must attempt to influence and play around.
Is there an issue? Send a MessageReason:
None

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* CrutchCharacter: The helpfully named Beginner Corporation lets you keep all 10 research cards that you draw at the start of the game without paying their costs. This is very useful for simplifying the early portion of the game if you're learning to play, but the Beginner Corporation's lack of a special ability beyond that, or any tags that can speed up research, makes it less useful for a player who better understands how to manage their resources.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* AbsentAliens: Due to the game's (relative) realism, no Martians show up. At most you'll find some local bacteria through the "search for Maritna life" project.
* BoringButPractical: The "railway system" card is not what you'd call cutting-edge science fiction -- but it provides income in proportion to the total number of cities built, and it can be pretty powerful in the late game.


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* CoolAirship: You can use them for transportation. They have a similar effect to the BoringButPractical railways, but they cannot be built until the atmosphere has been thickened a bit.


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* TimedMission: While there are no hard time limits, some cards cannot be played after the terraforming reaches a certain threshold -- like the search for Martian life, which can only be done while oxygen is low, or the release of super-cold-adapted organisms, which is impossible above a certain temperature.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* CorruptCorporateExecutive: You can play as one! Specifically, you play as the head of a corporation, and you can choose to take [[VideoGameCrueltyPotential ethically questionable actions]], such as using [[IndenturedServitude indentured workers]] or sabotaging other companies.


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* HighTechHexagons: It may be coincidental, but the game's tiles are hexagonal.


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* SpaceElevator: One of the more expensive projects you can build, which gives a considerable boost to your economy.
* SpaceStation: You can build one to decrease the cost of all other space-based projects.
Is there an issue? Send a MessageReason:
None

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* ColonizedSolarSystem: Strongly implied to be the setting. Several resources are shipped from Jupiter's and Saturn's moons, so there should have to be at least some bases that far out. This is made explicit in one of the expansion, which focuses on the colonies throughout the system.


Added DiffLines:

* GlobalWarming: ''Causing'' this is one of your goals. It can be done through asteroid impacts, releasing volcanic energy, or just through good old-fashioned greenhouse gases.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* EuroGame: One actually created by a European company.
Is there an issue? Send a MessageReason:
None

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''Terraforming Mars'' is a tabletop/board game set in a far flung future. Mankind has spread through the solar system, and now has the technology and resources to begin a titanic project. Players take the role of megacorporations given funding from the World Government to accomplish the impossible - turn Mars into a living planet.

The game takes place over several "generations" as the players research projects (cards), spend their funding on making those projects happen, and acquire the resources and support to take larger and larger steps towards making the planet livable. Mars needs three things - oxygen, temperature, and a working water cycle. Contributing directly to any of these will increase your score and raise more government funding. Creating your own infrastructure - whether industrial, space-bound, economic, or biosphere - will aid your efforts and give more opportunities to score, as will some good PR for hitting the right milestones. The game ends when Mars reaches a threshold of "uncomfortable, but habitable", and the winner will be forever known as the leading pioneer of Mars.

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!!The game contains examples of following tropes:

* DomedCity: Early cities on Mars are by necessity domed. A project playable late in the game can construct the first open-air city, with a bonus to income and victory points.
* MohsScaleOfScienceFictionHardness: Rates near a 5 - most of the proposed projects are theoretically possible, just not currently possible with available technology.
* OrbitalBombardment: There's quite a few positive ways to affect Mars that would normally fall under planet killer territory if used on Earth. Hitting Mars with a comet will produce water for example, or you can set up shop on a nuclear-rich asteroid and use laser-beams to heat up the atmosphere.
* SettlingTheFrontier: One card lets you set up an immigration center to speed up the flow of travelers and settlers.
* {{Terraform}}: The BoardGame.
* WeAreStrugglingTogether: Avoided for the most part. There's a lot to do over a lot of time, so projects concentrate on the positives. That said, there are occasional opportunities for stealing your rivals thunder - that comet may incidentally impact a competitor's plants, or the predators you introduce may not be too picky about whose animals they hunt down.

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