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
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.
Burstar selects Construction.
Magna, Inc. selects Production.
Interplanetary Cinematics selects 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.
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.
Burstar gains 7MC.
Magna, Inc. gains 6MC and 1 heat.
Interplanetary Cinematics gains 6MC and 2 plants.
2VP are spent to remove a crisis marker from Barren Crater.
Round 2
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.
Burstar selects Production.
Magna, Inc. selects Research.
Interplanetary Cinematics selects 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.
Burstar gains 13MC.
Magna, Inc. gains 6MC and 1 heat.
Interplanetary Cinematics gains 8MC and 2 plants.
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
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.
Burstar selects Development.
Magna, Inc. selects Construction.
Interplanetary Cinematics selects Research.
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.
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.
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
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.
Burstar selects Production.
Magna, Inc. selects Research.
Interplanetary Cinematics selects 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.
Burstar gains 12MC and 2 heat.
Magna, Inc. gains 5MC and 1 heat.
Interplanetary Cinematics gains 7MC and 2 plants.
Burstar draws 2 cards and keeps 1.
Magna, Inc. draws 5 cards and keeps 2.
Interplanetary Cinematics draws 2 cards and keeps 1.
2VP are spent to remove a crisis marker from Atmosphere Rupture, which is discarded..
Round 5
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.
Burstar selects Construction.
Magna, Inc. selects Development.
Interplanetary Cinematics selects Production.
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.
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.
Burstar gains 12MC and 2 heat.
Magna, Inc. gains 5MC and 2 heat.
Interplanetary Cinematics gains 11MC and 4 plants.
Round 6
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.
Burstar selects Production.
Magna, Inc. selects Action.
Interplanetary Cinematics selects 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.
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.
Burstar gains 16MC, 1 plant, and 5 heat.
Magna, Inc. gains 7MC and 4 heat.
Interplanetary Cinematics gains 10MC and 4 plants.
2VP are spent to remove a crisis marker from Dust Clouds, which is discarded..
Round 7
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.
Burstar selects Action.
Magna, Inc. selects Construction.
Interplanetary Cinematics selects Research.
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.
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.
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
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.
Burstar selects Production.
Magna, Inc. selects Action.
Interplanetary Cinematics selects 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.
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.
Burstar gains 14MC, 1 plant, and 5 heat.
Magna, Inc. gains 8MC and 4 heat.
Interplanetary Cinematics gains 10MC and 4 plants.
Round 9
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.
Burstar selects Development.
Magna, Inc. selects Production.
Interplanetary Cinematics selects Production.
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.
Burstar gains 10MC, 1 plant, and 7 heat.
Magna, Inc. gains 12MC and 3 heat.
Interplanetary Cinematics gains 15MC and 4 plants.
2VP are spent to remove a crisis marker from Biodiversity Loss.Round 10
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.
Burstar selects Action.
Magna, Inc. selects Construciton.
Interplanetary Cinematics selects Research.
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.
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.
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
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.
Burstar selects Production.
Magna, Inc. selects Action.
Interplanetary Cinematics selects 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.
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.
Burstar gains 14MC, 1 plant, and 13 heat.
Magna, Inc. gains 11MC and 3 heat.
Interplanetary Cinematics gains 14MC and 4 plants.
4VP are spent to remove 2 crisis markers from Crop Failures, discarding the card.
Round 12
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.
Burstar selects Action.
Magna, Inc. selects Development.
Interplanetary Cinematics selects Production.
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.
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.
Burstar gains 12MC, 1 plant, 1 card, and 18 heat.
Magna, Inc. gains 12MC and 3 heat.
Interplanetary Cinematics gains 24MC and 4 plants.
4VP are spent to remove 2 crisis markers from Ionospheric Tear, discarding the card.
Round 13
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.
Burstar selects Production.
Magna, Inc. selects Action.
Interplanetary Cinematics selects 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.
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.
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
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.
Burstar selects Action.
Magna, Inc. selects Production.
Interplanetary Cinematics selects 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.
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.
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.
2VP are spent to remove 1 crisis marker from Reglaciation, discarding the card.Round 15
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.
Burstar selects Production.
Magna, Inc. selects Development.
Interplanetary Cinematics selects Action.
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.
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.
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.
2VP are spent to remove 1 crisis marker from Impact Desert, discarding the card.
Round 16
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.
Burstar selects Action.
Magna, Inc. selects Action.
Interplanetary Cinematics selects Construction.
Burstar passes.
Magna,
Inc. passes.
Interplanetary
Cinematics draws a card.
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.
Mars is fully terraformed after Dwindling Supplies is drawn. The players win! Congratulations!
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
|
|
|
|
|
Kevin Wilson
|
Burstar
|
Blue
|
2
|
18
|
Christopher Hunt
|
Magna, Inc.
|
Green |
10
|
22
|
Bill Scharf
|
Interplanetary Cinematics
|
Red
|
5
|
14
|
|
|
|
|
|
|
|
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
|
Dwindling Supplies
|
N/A
|
Not removed. Fully terraforming Mars ends the game. VP tokens can be discarded to give each player 2MC apiece.
|




