Rafeiro do Alentejo

Terraforming Mars:  Ares Expedition, Crisis Expansion



Kevin discards 2 cards and selects Burstar, gaining 46MC and 1 titanium capability.
Christopher discards 5 cards and selects Magna, Inc., gaining 1MC production and 40MC.
Bill discards 3 cards and selects Interplanetary Cinematics, gaining 46MC and 1 steel capability.

Round 1

Crisis Step

Barren Crater is drawn.  Oxygen is reduced 1 step and 4 crisis markers are placed on the card.  They are removed by playing a blue card.
The Dummy phase is Research.

Phase Selection

Burstar selects Construction.
Magna, Inc. selects Production.
Interplanetary Cinematics selects Development.

Development

Burstar spends 8MC for Balanced Portfolios, gaining 3MC production, reducing its TR to 4, and adding 1VP to the pool.
Magna, Inc. spends 17MC for Satellite Farms, gaining 1 heat production.
Interplanetary Cinematics spends 14MC for Industrial Farming, gaining 1MC production and 2 plant production.

Construction

Burstar spends 13MC for a Composting Factory, removing a crisis marker from Barren Crater, adding 1VP to the pool, and draws a card.
Magna, Inc. spends 12MC for Ironworks, removing a crisis marker from Barren Crater and gaining 2MC.
Interplanetary Cinematics spends 5MC for a Lagrange Observatory, drawing a card and adding 1VP to the pool.

Production

Burstar gains 7MC.
Magna, Inc. gains 6MC and 1 heat.
Interplanetary Cinematics gains 6MC and 2 plants.

End Step

2VP are spent to remove a crisis marker from Barren Crater.

Round 2

Crisis Step

Persistent Effects:  Barren Crater reduces temperature 1 step and flips 1 ocean.
Emergency Shelters is drawn.  Burstar gives a card to Interplanetary Cinematics.  Magna, Inc. gives a card to Burstar.  Interplanetary Cinematics gives a card to Burstar.  Temperature is reduced 1 step and 3 crisis markers are placed on the card.  They are removed by playing a card with a building tag.
The Dummy phase is Development.

Phase Selection

Burstar selects Production.
Magna, Inc. selects Research.
Interplanetary Cinematics selects Construction.

Construction

Burstar spends 17MC for Lava Flows, increasing the temperature 2 steps and its TR to 6.
Magna, Inc. passes.
Interplanetary Cinematics spends 3MC on Work Crews, 13MC for a Comet, increasing the temperature 1 step and flipping an ocean tile, gaining 1MC and a card and increasing its TR to 7, then draws a card.

Production

Burstar gains 13MC.
Magna, Inc. gains 6MC and 1 heat.
Interplanetary Cinematics gains 8MC and 2 plants.

Research

Burstar draws 2 cards and keeps 1.
Magna, Inc. draws 5 cards and keeps 2.
Interplanetary Cinematics draws 2 cards and keeps 1.

Round 3

Crisis Step

Persistent Effects:  Barren Crater reduces temperature 1 step and flips 1 ocean.  Emergency Shelters reduce temperature and oxygen 1 step each.
Catestrophic Erosion is drawn.  Burstar draws Construction.  Magna, Inc. draws Development.  Interplanetary Cinematics draws Action.  Those corporations may not play those phase cards this round.  Three crisis markers are placed on Catestrophic Erosion.  They are removed by playing a green card.
The Dummy phase is Production.

Phase Selection

Burstar selects Development.
Magna, Inc. selects Construction.
Interplanetary Cinematics selects Research.

Development

Burstar spends 5MC for Geothermal Power, gaining 2 heat production and removing a crisis marker each from Emergency Shelters and Catestrophic Erosion.
Magna, Inc. spends 13MC for Surface Mines, gaining 1 steel capability and 1 titanium capability, removing a crisis marker each from Emergency Shelters and Catestrophic Erosion, and gaining 4MC.
Interplanetary Cinematics spends 10MC for a Strip Mine, gaining 2 steel capability and 1 titanium capability, reducing its TR to 6, and removing a crisis marker each from Emergency Shelters and Catestrophic Erosion.

Emergency Shelters and Catestrophic Erosion are discarded.

Construction

Burstar spends 4MC for Power Infrastructure, removing a crisis marker from Barren Crater.
Magna, Inc. spends 11MC for Nitrite Reducing Bacteria, gaining 3 microbes on the card, discarding a crisis marker from Barren Crater, and gaining 2MC, then draws a card.
Interplanetary Cinematics passes.

Barren Crater is discarded.

Research

Burstar draws 2 cards and keeps 1.
Magna, Inc. draws 2 cards and keeps 1, then discards a card for 3MC.
Interplanetary Cinematics draws 5 cards and keeps 2.

Round 4

Crisis Step

Persistent Effects:  None.
Atmosphere Rupture is drawn.  Burstar loses 1 TR.  Magna, Inc. loses 1 TR.  Interplanetary Cinematics loses 1 TR.  Two crisis markers are placed on Atmosphere Rupture.  They are removed by playing a card with a space tag.
Dummy phase is Construction.

Phase Selection

Burstar selects Production.
Magna, Inc. selects Research.
Interplanetary Cinematics selects Development.

Development

Burstar passes.
Magna, Inc. passes.
Interplanetary Cinematics spends 9MC for a Miranda Resort, gaining 1MC production, adding 1VP to the pool, and removing a crisis marker from Atmosphere Rupture.

Production

Burstar gains 12MC and 2 heat.
Magna, Inc. gains 5MC and 1 heat.
Interplanetary Cinematics gains 7MC and 2 plants.

Research

Burstar draws 2 cards and keeps 1.
Magna, Inc. draws 5 cards and keeps 2.
Interplanetary Cinematics draws 2 cards and keeps 1.

End Step

2VP are spent to remove a crisis marker from Atmosphere Rupture, which is discarded..

Round 5

Crisis Step

Persistent Effects:  None.
Atmospheric Escape is drawn.  Burstar gains 1 heat.  Magna, Inc. gains 1 heat.  Interplanetary Cinematics gains 1 plant.  Temperature is reduced 1 step and 3 crisis markers are placed on the card.  They are removed by playing a card with an event tag.
The Dummy phase is Research.

Phase Selection

Burstar selects Construction.
Magna, Inc. selects Development.
Interplanetary Cinematics selects Production.

Development

Burstar spends 10MC for Political Influence, gaining 3MC and placing an event tag on the card, removing a crisis marker from Atmospheric Escape.
Magna, Inc. spends 0MC for a Power Plant, gaining 1 heat production.
Interplanetary Cinematics spends 14MC for Nitrophilic Moss, gaining 2 plant production.

Construction

Burstar spends 5MC for Business Contacts, drawing 4 cards and keeping 2 and removing a crisis marker from Atmospheric Escape, then spends 7MC for a Crater, flipping an ocean tile, gaining 1MC a card, and increasing its TR to 6 and removing a crisis marker from Atmosphric Escape.
Magna, Inc. passes.
Interplanetary Cinematics spends 0MC for an Invention Contest, drawing 3 cards, keeping 1, and discarding a crisis marker from Atmospheric Escape.
Atmospheric Escape is discarded.

Production

Burstar gains 12MC and 2 heat.
Magna, Inc. gains 5MC and 2 heat.
Interplanetary Cinematics gains 11MC and 4 plants.

Round 6

Crisis Step

The yellow temperature detriment is put into play.
Persistent Effects:  None.
Dust Clouds is drawn.  One ocean is flipped and 3 crisis markers are placed on the card.  They are removed by increasing the temperature or by discarding 6 heat during the Action phase.
The Dummy phase is Construction.

Phase Selection

Burstar selects Production.
Magna, Inc. selects Action.
Interplanetary Cinematics selects Development.

Development

Burstar spends 19MC for an Astro Farm, gaining 1 plant production and 3 heat production, placing 2 microbes on Nitrite Reducing Bacteria, and removing a crisis marker from Dust Clouds.
Magna, Inc. spends 16MC for Biothermal Power, gaining 2 heat production, adding 1VP to the pool, and increasing the oxygen level 1 step and its TR to 5.
Interplanetary Cinematics spends 9MC for a Trading Post, gaining 2MC production and 3 plants.

Action

Burstar passes.
Magna, Inc. spends 3 microbes from Nitrite Reducing Bacteria to flip an ocean tile, gaining 1MC, 1 card, and increasing its TR to 6, adds a microbe to Nitrite Reducing Bacteria, and spends 6 heat to remove a crisis marker from Dust Clouds, gaining 2MC.
Interplanetary Cinematics spends 8 plants to add 1VP to the pool, increase the oxygen level 1 step, and its TR to 6.

Production

Burstar gains 16MC, 1 plant, and 5 heat.
Magna, Inc. gains 7MC and 4 heat.
Interplanetary Cinematics gains 10MC and 4 plants.

End Step

2VP are spent to remove a crisis marker from Dust Clouds, which is discarded..

Round 7

Crisis Step

The yellow temperature detriment effect remains in play.
Persistent Effects:  None.
Greenhouse Gas Degredation is drawn.  Burstar draws Research.  Magna, Inc. draws Research.  Interplanetary Cinematics draws Production.  Those players may not select those phases.  Oxygen is reduced 1 step and 4 crisis markers are placed on the card.  They are removed by playing a blue card.
The Dummy phase is Production.

Phase Selection

Burstar selects Action.
Magna, Inc. selects Construction.
Interplanetary Cinematics selects Research.

Construction

Burstar spends 2MC for Energy Subsidies, removing a crisis marker from Greenhouse Gas Degredation.
Magna, Inc. spends 3MC for Interns, removing a crisis marker from Greenhouse Gas Degredation and gaining 2MC and draws a card.
Interplanetary Cinematics spends 7MC for a Matter Generator, drawing 2 cards and removing a crisis marker from Greenhouse Gas Degredation.

Action

Burstar spends 8 heat to raise the temperature 1 step and its TR to 7.
Magna, Inc. spends adds a microbe to Nitrite Reducing Bacteria.
Interplanetary Cinematics spends 8 plants to add 1VP to the pool, increase the oxygen level 1 step, and its TR to 7, and uses Matter Generator to discard a card and gain 6MC.

Research

Burstar draws 2 cards and keeps 1.
Magna, Inc. draws 4 cards and keeps 1.
Interplanetary Cinematics draws 2 cards and keeps 1.

Round 8

Crisis Step

The yellow temperature detriment effect is removed from play.
Persistent Effects:  Greenhouse Gas Degredation reduces temperature 1 step and flips an ocean tile.
Seismic Aftershocks is drawn.  Burstar discards Balanced Portfolios, losing 3MC production.  Magna, Inc. discards Power Plant, losing 1 heat production.  Interplanetary Cinematics discards Miranda Resort, losing 1MC production.  Three crisis markers are placed on Seismic Aftershocks.  They are removed by either flipping an ocean or discarding 3 cards during an action phase.
The Dummy phase is Development.

Phase Selection

Burstar selects Production.
Magna, Inc. selects Action.
Interplanetary Cinematics selects Construction.

Construction

Burstar spends 3MC for CEO's Favorite Project, placing 2 microbes on Nitrite Reducing Bacteria.
Magna, Inc. spends 4MC for Redrafted Contracts, removing a crisis marker from Greenhouse Gas Degredation and gaining 2MC.
Interplanetary Cinematics spends 9MC for Standard Technology, removing a crisis marker from Greenhouse Gas Degredation and adding 1VP to the pool.

Greenhouse Gas Degredation is discarded.

Action

Burstar discards 3 cards for 12MC, removing a crisis marker from Seismic Aftershocks.
Magna, Inc. spends 3 microbes from Nitrite Reducing Bacteria to flip an ocean tile, gaining 1MC, 1 card, removing a crisis marker from Seismic Aftershocks, gaining 2MC, and increasing its TR to 7, and adds a microbe to Nitrite Reducing Bacteria.
Interplanetary Cinematics discards a card with Matter Generator for 6MC, then discards 3 cards, gaining 9MC and removing a crisis marker from Seismic Aftershocks.

Seismic Aftershocks is discarded.

Production

Burstar gains 14MC, 1 plant, and 5 heat.
Magna, Inc. gains 8MC and 4 heat.
Interplanetary Cinematics gains 10MC and 4 plants.

Round 9

Crisis Step

The yellow temperature detriment effect is put into play.
Persistent Effects:  None.
Biodiversity Loss is drawn.  Temperature is reduced 1 step and each player loses 2MC.  Two crisis markers are placed on Biodiversity Loss.  They are removed by either increasing the oxygen level or discarding 4 plants during an action phase.
The Dummy phase is Research.

Phase Selection

Burstar selects Development.
Magna, Inc. selects Production.
Interplanetary Cinematics selects Production.

Development

Burstar spends 3MC for Windmills, gaining 2 heat production, a card, and adding 1VP to the pool.
Magna, Inc. passes.
Interplanetary Cinematics spends 6MC for a Sponsors, gaining 2MC production.

Production

Burstar gains 10MC, 1 plant, and 7 heat.
Magna, Inc. gains 12MC and 3 heat.
Interplanetary Cinematics gains 15MC and 4 plants.

End Step

2VP are spent to remove a crisis marker from Biodiversity Loss.

Round 10

Crisis Step

The yellow temperature detriment effect remains in play.
Persistent Effects:  Biodiversity Loss flips 2 ocean tiles.
Disrupted Supply Lines is drawn.  Oxygen is reduced 1 step and each player loses draws a card.  Magna, Inc. gives a card to Interplanetary Cinematics and discards a card for 3MC.  Interplanetary Cinematics gives a card to Magna, Inc.  Two crisis markers are placed on Disrupted Supply Lines.  They are removed by playing a card with an Earth or Jovian tag.
The Dummy phase is Production.

Phase Selection

Burstar selects Action.
Magna, Inc. selects Construciton.
Interplanetary Cinematics selects Research.

Construction

Burstar passes.
Magna, Inc. spends 2MC for an Investment Loan, decreasing its TR to 6, gaining 10MC, adding 1VP to the pool, and removing 1 marker from Disrupted Supply Lines, gaining 2MC, then spends 15MC for Imported Hydrogen, gaining 3 microbes on Nitrite Reducing Bacteria, flipping an ocean, gaining 1MC and a card, and increasing its TR to 7, removing a crisis marker from Disrupted Supply Lines, gaining 2MC.
Interplanetary Cinematics spends 12MC for the United Planetary Alliance, removing a crisis marker from Disrupted Supply Lines.
Disrupted Supply Lines is discarded.

Action

Burstar spends 8 heat to raise the temperature 1 step and its TR to 8.
Magna, Inc. spends 8 heat to raise the temperature 1 step and 3 microbes from Nitrite Reducing Bacteria to flip an ocean, gaining 4MC and increasing its TR to 9.
Interplanetary Cinematics spends 8 plants to increase the oxygen level 1 step, remove a crisis marker from Biodiversity Loss, and add 1VP to the pool, and 10MC to increase the temperature 1 step, and its TR to 9.
Biodiversity Loss is discarded.

Research

Burstar draws 2 cards and keeps 1.
Magna, Inc. draws 4 cards and keeps 1.
Interplanetary Cinematics draws 6 cards and keeps 3.

Round 11

Crisis Step

The yellow temperature detriment is removed from play.
Persistent Effects:  None.
Crop Failures is drawn.  Temperature is reduced by 3 steps and 2 ocean tiles are flipped.  Two crisis markers are placed on Crop Failures.  They are removed by playing a card with a plant tag.
The Dummy phase is Development.

Phase Selection

Burstar selects Production.
Magna, Inc. selects Action.
Interplanetary Cinematics selects Construction.

Construction

Burstar spends 2MC for Assorted Enterprises, then spends 3MC for a Lunar Beam, reducing its TR to 7 but gaining 5 heat production and a card.
Magna, Inc. passes.
Interplanetary Cinematics discards a card for 3MC, spends 12MC for an Interstellar Colony Ship, adding 4VP to the pool, and draws a card.

Action

Burstar passes.
Magna, Inc. spends 3 microbes from Nitrite Reducing Bacteria, flipping an ocean, gaining 1MC and 1 card and increasing its TR to 10, then adds a microbe to Nitrite Reducing Bacteria.
Interplanetary Cinematics uses Matter Generator to discard a card for 6MC.

Production

Burstar gains 14MC, 1 plant, and 13 heat.
Magna, Inc. gains 11MC and 3 heat.
Interplanetary Cinematics gains 14MC and 4 plants.

End Step

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

Round 12

Crisis Step

The yellow temperature detriment is put into play.
Persistent Effects:  None.
Ionospheric Tear is drawn.  Temperature is reduced by 2 steps, oxygen is reduced by 3 steps, and 3 ocean tiles are flipped.  Two crisis markers are placed on Ionospheric Tear.  They are removed by playing a card with a jovian or earth tag.
The Dummy phase is Construction.

Phase Selection

Burstar selects Action.
Magna, Inc. selects Development.
Interplanetary Cinematics selects Production.

Development

Burstar spends 27MC for Undersea Vents, gaining 5 heat production and 1 card production and removing a crisis marker from Ionospheric Tear.
Magna, Inc. spends 8MC for Solar Trapping, gaining 1 heat production, 3 heat, and 1 card.
Interplanetary Cinematics spends 11MC for Venture Capitalism, gaining 5MC production.

Action

Burstar spends 16 heat to raise the temperature 2 steps and its TR to 9.
Magna, Inc. spends 4 heat with Ironworks to increase the oxygen level 1 step, adds a microbe to Nitrite Reducing Bacteria, spends 14MC to increase the temperature 1 step, and spends 15MC to flip an ocean tile, gaining 1MC and a card and increasing  its TR to 13.
Interplanetary Cinematics uses Matter Generator to discard a card for 6MC and spends 10MC to increase the temperatur 1 step and its TR to 10.

Production

Burstar gains 12MC, 1 plant, 1 card, and 18 heat.
Magna, Inc. gains 12MC and 3 heat.
Interplanetary Cinematics gains 24MC and 4 plants.

End Step

4VP are spent to remove 2 crisis markers from Ionospheric Tear, discarding the card.

Round 13

Crisis Step

The yellow temperature detriment remains in play and the yellow ocean detriment is put into play (temperature reduced 1 step).
Persistent Effects:  None.
Collapsing Cities is drawn.  Temperature is reduced by 2 steps, oxygen is reduced by 2 steps, and 1 ocean tile is flipped.  Three crisis markers are placed on Collapsing Cities.  They are removed by playing a green card.
The Dummy phase is Construction.

Phase Selection

Burstar selects Production.
Magna, Inc. selects Action.
Interplanetary Cinematics selects Development.

Development

Burstar spends 14MC for Coal Imports, gaining 3 heat production and removing a crisis marker from Collapsing Cities.
Magna, Inc. spends 13MC for a Power Supply Consortium, gaining 2MC production and 1 heat production, removing a crisis marker from Collapsing Cities and gaining 2MC.
Interplanetary Cinematics spends 2MC for Nuclear Plants, gaining 1MC production and 3 heat production, and removing a crisis marker from Collapsing Cities and 1VP from the pool.

Collapsing Cities is discarded.

Action

Burstar spends 16 heat to raise the temperature 2 steps and its TR to 11.
Magna, Inc. spends 3 microbes from Nitrite Reducing Bacteria to flip an ocean, gaining 4MC, adds a microbe to Nitrite Reducing Bacteria, spends 4 heat with Ironworks to increase the oxygen level 1 step, discards 3 cards for 9MC, and spends 15MC to flip an ocean tile, gaining 1MC and 1 card, and increasing its TR to 16.
Interplanetary Cinematics spends 8 plants to increase the oxygen level 1 step and add 1VP to the pool, and spends 11MC to flip an ocean, gaining 1 plant and 1 card, and increasing its TR to 12.

Production

Burstar gains 18MC, 1 plant, 1 card, and 21 heat.
Magna, Inc. gains 19MC and 5 heat.
Interplanetary Cinematics gains 23MC, 3 heat, and 4 plants.

Round 14

Crisis Step

The yellow temperature detriment remains in play and the yellow ocean detriment is removed from play.
Persistent Effects:  None.
Reglaciation is drawn.  The yellow temperature detriment is removed from play the the red temperature, oxygen, and ocean detriments are put into play.  Temperature is reduced 2 steps.  Three crisis markers are placed on Reglaciation.  They are removed by playing a card with an event tag.
The Dummy phase is Development.

Phase Selection

Burstar selects Action.
Magna, Inc. selects Production.
Interplanetary Cinematics selects Construction.

Construction

Burstar spends 14MC for Hydro-Electric Energy.
Magna, Inc. spends 17MC for a Technology Demonstration, drawing 2 cards, flipping an ocean, drawing another card and increasing its TR to 17, removing a crisis marker from Reglaciation, and gaining 2MC.
Interplanetary Cinematics spends 4MC for Atmospheric Filtering, increasing the oxygen level 1 step, its TR to 13, and removing a crisis marker from Reglaciation.

Action

Burstar spends 1MC twice with Hydro-Electric Energy to gain 6 heat, spends 32 heat to raise the temperature 4 steps and its TR to 15.
Magna, Inc. adds a microbe to Nitrite Reducing Bacteria, spends 4 heat with Ironworks to increase the oxygen level 1 step, and spends 14MC to inrease the temperature 1 step and its TR to 19.
Interplanetary Cinematics spends 16MC to increase the oxygen level 1 step and its TR to 14, adding 1VP to the pool.

Production

Burstar gains 18MC, 1 plant, 1 card, and 21 heat.
Magna, Inc. gains 26MC and 5 heat.
Interplanetary Cinematics gains 25MC, 3 heat, and 4 plants.

End Step

2VP are spent to remove 1 crisis marker from Reglaciation, discarding the card.

Round 15

Crisis Step

All detriment tokens are removed from play.
Persistent Effects:  None.
Impact Desert is drawn.  Burstar discards Undersea Vents, losing 1 card production and 5 heat production.  Magna, Inc. discards Biothermal Power, losing 2 heat production.  Interplanetary Cinematics discards Industrial Farming, losing 1MC production and 2 plant production.  Three crisis markers are placed on Reglaciation.  They are removed by playing a card with a science tag.
The Dummy phase is Research.

Phase Selection

Burstar selects Production.
Magna, Inc. selects Development.
Interplanetary Cinematics selects Action.

Development

Burstar spends 25MC for a Commercial District, gaining 4MC production, removing a crisis marker from Impact Desert, and adding 2VP to the pool.
Magna, Inc. spends 5MC for Laboratories, gaining 1 card production, removing a crisis marker from Impact Desert, and gaining 2MC.
Interplanetary Cinematics spends 18MC on Energy Storage, gaining 2 card production.

Action

Burstar spends 1MC with Hydro-Electric Energy to gain 2 heat.
Magna, Inc. adds a microbe to Nitrite Reducing Bacteria and discards 3 cards with Redrafted Contracts, drawing 3 others.
Interplanetary Cinematics discards a card with Matter Generator for 6MC.

Production

Burstar gains 29MC, 1 plant, and 16 heat and discards a card for 4MC.
Magna, Inc. gains 22MC, 1 card, and 2 heat.
Interplanetary Cinematics gains 24MC, 2 cards, 3 heat, and 2 plants.

End Step

2VP are spent to remove 1 crisis marker from Impact Desert, discarding the card.

Round 16

Crisis Step

All detriment tokens remain out of play.
Persistent Effects:  None.
Dwindling Supplies is drawn.  Temperature and oxygen are both reduced 3 steps and 3 ocean tiles are flipped.  VP tokens can now be discarded to give each player 2MC.  Fully terraform Mars before the deck runs out.
The Dummy phase is Production.

Phase Selection

Burstar selects Action.
Magna, Inc. selects Action.
Interplanetary Cinematics selects Construction.

Construction

Burstar passes.
Magna, Inc. passes.
Interplanetary Cinematics draws a card.

Action

Burstar spends 8 plants to increase the oxygen level 1 step and add 1VP to the pool, 8 heat to increase the temperature 1 step, uses Power Infrastructure to convert 31 heat into 31MC, and spends 15MC to flip an ocean, gaining 4MC and increasing its TR to 18.
Magna, Inc. spends 3 microbes from Nitrite Reducing Bacteria to flip an ocean, gaining 1MC and 1 card, spends 8 heat to raise the temperature 1 step, and 4 heat with Ironworks to increase the oxygen level 1 step, increasing its TR to 22.
Interplanetary Cinematics spends 8 heat to raise the temperature 1 step, 8 plants to increase the oxygen 1 step, adding 1VP to the pool, and 11MC to flip an ocean, gaining a card and increasing its TR to 17.

End Step

Mars is fully terraformed after Dwindling Supplies is drawn.  The players win!  Congratulations!

End of Game Statements

Christopher Hunt (Magna, Inc.):  Thaks to Chris for gaming the complex game well and working his way through our endless discussiosn on what to do.   The ones with 4 were easy wins.   There were several times I worried this time with three but we ended up with if you translate cards into money with the same resources as at the beginning of the last turn as when we stated. This was for the first time since we started.   I still think production and research are better than engine building of heat and plants.   
But the temptation in the early turns with much money, nice cards and few shifts is tempting.   What do the others think.   Cold we have had heat and palnt engines?

Kevin Wilson (Burstar):  I admit a couple of times when we didn’t clear a crisis card I feared them piling up on one another but we got by. I think we did get some fortunate dummy draws and order of the final series of crisis cards before the window opened.

All the 4-player games were won. I’ve missed the last couple of games but have any 3-player not won?

Still, glad we pulled it off. Thanks to my co-mega-planners for saving Mars and to Chris for running the game.

Bill Scharf (Interplanetary Cinematics):  Thanks for running the game Chris, I got tired of the cross talk miscommunications, I can only imagine how it was for you. I’d say Kevin had a very strong heat engine (16 heat at game end doesn’t just happen). My four plants were a lot weaker, and that was reduced by half at game end. Money has the advantage of including tr, so it grows much faster than heat or plants, but good heat and plant engines take pressure off of money, which while very useful, can’t carry the whole game, in my opinion anyway. It was a tense, close game, a couple of charges in the phases pulled could have made a big difference.

The Players

Player

Company

Color

Cards

Terraform Rating

Kevin Wilson
Burstar
Blue
2
18
Christopher Hunt
Magna, Inc.
Green 10
22
Bill Scharf
Interplanetary Cinematics
Red
5
14

Player

MegaCredits

Cards

Plants

Heat

Steel

Titanium

Production On Hand Production Production On Hand Prodcution On Hand Capability Capability
Kevin Wilson
7
72
0
1
0
16
0
0
1
Christopher Hunt
3
52
1
0
0
3
1
0
0
Bill Scharf
10
46
2
2
5
3
1
3
1

Crisis Card
Crisis Markers
Removed By
Dwindling Supplies
N/A
Not removed.  Fully terraforming Mars ends the game.  VP tokens can be discarded to give each player 2MC apiece.
Board

Crisis Board

Burstar

Magna, Inc.

Interplanetary Cinematics