TM/Rulebook

## Game overview

In *Terraforming Mars*, you control a corporation, and you buy and play cards describing different projects. The projects often directly or indirectly contribute to the terraforming process, but can also consist of business enterprises of different kinds. In order to win, you have to accumulate a good terraform rating (TR) and many victory points (VPs). Your TR is increased each time you raise a global parameter (temperature, oxygen or ocean). Your TR determines your basic income, as well as your basic score. As the terraforming process proceeds, more projects become feasible. Additional VPs are awarded for anything enhancing mankind’s grip on the solar system. This can be anything, from founding cities to building infrastructure, or protecting the environment.

Time is measured in generations, and each generation starts with a Turn Order phase, followed by a Research phase, in which players access new cards. In the Action phase, players take turns doing 1 or 2 actions, going around the table until everyone has passed. Then, in the Production phase, all players produce resources according to their production parameters on the player boards, and gain income from their TR.

The central game board has tracks for temperature, oxygen level, terraform rating, and generations. There is a surface map where you add ocean tiles, greenery tiles, and city tiles as the game progresses. There is also a list of standard projects available to all players, as well as milestones and awards that players can compete for.

The game ends when there is enough oxygen to breathe (14 %), oceans enough to allow Earth-like weather (9), and the temperature is well above freezing (+8 ̊C). It will then be possible, if not comfortable, to live on the surface of Mars!

The winner is the player with most VPs at the end of the game. VPs come from your TR, your tiles on the game board, won awards, claimed milestones, and VPs on cards you have played.

## Global parameters

Temperature, oxygen, and ocean are called global parameters. Whenever you raise one of them, your terraform rating also increases by that much, giving you a higher income and score.

When a global parameter has reached its goal, it can’t be raised any further, and so does not increase your TR. You may still play cards and actions that increase the parameter - just ignore that part of the effect.

When all three global parameters have reached their goal, the game ends after that generation (after the production phase).

## Tiles

The game board has a map where tiles may be placed. When placing a tile, you must first check to see if there are any placement restrictions. There are areas reserved for ocean and specific cities, where no other tiles may be placed. Furthermore, each tile may have specific restrictions printed on the respective card or in the summaries below.

When you place the tile, you receive the placement bonus printed on that area (if any). You also get a bonus for placing tiles next to ocean tiles (see below).

**Ocean tile:** Ocean tiles may only be placed on areas reserved for ocean (see map). Placing an ocean tile increases your TR 1 step. Ocean tiles are not owned by any player. Each ocean tile on the board provides a 2 M€ placement bonus for any player later placing a tile, even another ocean, next to it.

*Example: If you place a city tile adjacent to 2 different ocean tiles you get 4 M€ as placement bonus.*
**Greenery tile:** If possible, greenery tiles must be placed next to another tile that you own. If you have no available area next to your tiles, or if you have no tile at all, you may place the greenery tile on any available area. Place a player marker on it to mark your ownership. When placing a greenery tile, you increase the oxygen level, if possible, and also your TR. If you can’t raise the oxygen level you don’t get the increase in TR either. Greenery tiles are worth 1 VP at the end of the game, and also provide 1 VP to any adjacent city (see below).

**City tile:** May not be placed next to another city (exception: Noctis City must always be placed on its reserved area). Add a player marker. Each city tile is worth 1 VP for each adjacent greenery tile (regardless of owner) at the end of the game. (Note: the card Capital places the unique Capital city tile, which counts and scores like a normal city tile, but additionally gives you VPs for adjacent ocean tiles, as stated on the card.)

**Special tiles:** Some cards allow you to place special tiles. Any function or placement restriction is described on the card. Place the tile, and place a player marker on it.

## Markers

**Resource cubes:** Resources are collected on the player board or on specific cards. There are many types of resources (see page 14), but they are all marked by these cubes:
BRONZE = 1
SILVER = 5
GOLD = 10

**Player markers:** Each player uses his own color to mark TR, ownership of tiles, production, and to indicate used card actions.

**Temperature, oxygen, and generation markers:** Start at the beginning of the respective track (see page 4).

**First player marker:** Shifts clockwise each generation.

## Player boards

The player board keeps track of your current resources and production. Resource cubes are placed in their respective boxes, and player markers are used on the production tracks. In the game, **resource icons refer to resource cubes, while resource icons inside brown boxes refer to production** of that resource (see the project card below).

1. Production tracks: If you gain production of a resource, mark the new production level with your player marker. **Production is not limited to 10.**

*Example: If you play a card that increases your heat production 3 steps from 19 to 22 you mark this by having 2 player markers on ’10’ and 1 marker on ’2’ on the production track above the heat box. Impressive!*
During the production phase you add resource cubes equal to your production.

2. **MegaCredits (M€)** : Are used to pay for cards and other things. **Note: Your M€ income is the sum of your M€ production and your TR.** M€ production is the only production that can be negative, but it may never be lowered below -5.

3. **Steel:** Is only used to pay for cards with a building tag and is worth 2 M€/cube. You may pay with both M€ and steel, but you get no refund for ‘overpaying’ with steel.

4. **Titanium:** Is only used to pay for cards with a space tag and is worth 3 M€/cube, similar to steel.

5. **Plants:** May be converted into greenery tiles by using the depicted action .

6. **Energy:** Is used by many cards. **All leftover energy is converted into heat at the beginning of the production phase.**

7. **Heat:** May be spent to raise temperature 1 step by using the depicted action.

## Cards

Each player starts the game with a corporation card. During the game, players buy and play many project cards to get benefits of different kinds. The cards are divided into active cards (blue frame, see example), automated cards (green) and event cards (red), read more on page 10.

1. **Tag:** Places the card in certain categories, which can affect or be affected by other cards, or by the player board (e.g. you can pay with steel when playing a building tag).

2. **Starting conditions:** This tells you how much money (M€) you start with, as well as other starting resources and production. Some corporations also have a fixed first action described here (see example card).

3. **Effect / action:** Boxes marked by a blue ribbon show an ongoing effect or action that may be used during the game. Actions may be used only once per generation, while effects are always active.

4. **Flavor text:** Gives you some background information and feeling for the card.

5. **Cost:** This is what you pay to play the card from your hand. (To get cards into your hand, you must first buy them during the research phase, see page 8).

6. **Requirement:** Any requirement must be met in order to play the card. Some cards require a global parameter to have reached a certain level, while others can only be played while the parameter is still low (see example card). Some cards require that you have certain tags or production. (Note: In order to play the card you must also be able to perform the effects of the card, see page 9.) Note also that the requirement only needs to be fulfilled when playing the card, not when you use it later.

7. **Immediate effects:** Most cards affect your (or your opponent’s) resources or production. You may also get tiles to place, or other effects.

8. **VPs:** Some cards give you victory points at the end of the game.

**If you are uncertain of how a card works, read the text in parenthesis.**

## Setup

This describes the setup for the standard game for 2-5 players. See additional rules for other game variants on page 13.

1. **Game board:** Place the game board centrally on the table. Place the 9 ocean tiles on their reserved space. Place the temperature and oxygen markers on their starting positions. Also place the generation marker on (1) on the TR track.
2. **Resource cubes and remaining tiles** are placed so that everyone can reach them.
3. **Project deck:** Shuffle the project cards and place the project deck next to the board. Leave space for a discard pile beside it.
	1. When playing with *Corporate Era* expansion, shuffle project cards marked with this icon () as well.
	2. When playing with *Prelude* expansion, you shuffle 7 project cards with this icon () into the project deck.
4. **Players:** The player who most recently won a game of *Terraforming Mars* is given the first player marker. Players choose their colors and take the corresponding player markers and a player board. You start with 1 production of each resource on the player board, so place player markers on the tracks (only in standard game.) Each player also places one marker at the starting position (20) of the TR track.
5. **Corporation cards:** Players new to *Terraforming Mars* each get a Beginner Corporation card (colorless card back) and follow its instruction to get 42 MegaCredits and draw 10 project cards to form their starting hand. Then they can examine their cards while experienced players continue this setup without them. Shuffle the 10 standard corporation cards and deal 2 to each remaining player.
	1. When playing with *Corporate Era* expansion, shuffle 2 corporations with this icon () as well.
	2. When playing with *Prelude* expansion, you shuffle 5 corporations with this icon () into the corporation deck.
6. **Prelude cards:** When playing with *Prelude* expansion, 35 Prelude cards are shuffled into a deck of their own, and these are the only ones we refer to when we say Prelude cards. Deal 4 Prelude cards to each player. The players choose 2 Prelude cards to keep. The Prelude cards do not cost anything to keep.
7. **Project cards:** Deal 10 cards to each remaining player. These are cards that players may buy for their starting hands (3 M€ each). Now the players examine their options for their starting hand and corporation.
8. **Starting conditions:**
	1. Players choose which of the corporations they want to play, and which of the 10 project cards they want to keep for their starting hand. The cards not kept are discarded (put discarded corporations back in the box) - **cards are always discarded face down!** In player order, players then reveal their chosen corporation, get their starting resources and production (if any), and then pay 3 M€ for each project card they keep. Be aware that your resources for the following few generations will be quite limited until you get your economy going.
	2. After all corporations have been played and cards paid for, there is an extra round where each player plays their pair of picked Prelude cards in player order, and discards their remaining 2 Prelude cards. They work like green cards, and stay in play with their tags visible.
9. **Start the game:** The first generation starts without a player order phase and without a research phase (since you just performed those phases during setup), so the first player just starts the action phase.

*Example: Kim, Stanley, and Robinson decide to play a standard game of Terraforming Mars. They each choose their color, take a player board and mark starting production by placing markers on ’1’ on the six production tracks. Kim, the first player, deals 10 project cards and 2 corporation cards to each player. They examine their cards, and when they have all decided which cards and corporations they want, they start to reveal them in player order. Kim reveals her corporation: PhoboLog, which gives her 10 titanium resources and 23 M€ that she collects on her player board. Then she declares that she buys 5 cards to her hand, paying 15 M€ for them. She’s got a few expensive space cards that will put her titanium to good use. Then she discards the unused corporation card back into the box, and the 5 unbought project cards face down into the discard pile next to the deck. Stanley then reveals that he’s going to play ThorGate, starting with 48 M€ and 1 energy production, which he marks on his player board. Stanley decides to keep all 10 cards and pays 30 M€ for them. Robinson decides to play Tharsis Republic (see example card on previous page). He adds 40 M€ to his player board and pays 12 M€ for the 4 cards he decides to keep, leaving 28 M€. As his first action, he will get to place a city tile. Not only that, but the city tile may give him a placement bonus as well, and his corporation card says that he may increase his M€ production 1 step each time a city tile is placed on Mars, and that he also gets 3 M€ back when he places any city himself. And now the first generation starts with Kim taking the first turn in the Action phase...*
## Generations

Because of the long time spans needed for the projects, this game is played in a series of generations. Each generation the players go through 4 phases.

### Player Order phase

The first player marker shifts 1 step clockwise and the generation marker is moved up 1 step. This phase is skipped the first generation (see setup).

### Research phase

Each player draws 4 cards and decides which of them he wants to buy to his hand. Each card costs 3 M€ to buy to the hand, and you may buy 0-4 cards. The rest of the 4 drawn cards are discarded face down on the discard pile. There is no hand limit. This phase is also skipped the first generation (see setup).

*Example: In the second generation, the players have their first normal research phase. They put down their hand cards and draw 4 cards each to buy from. Stanley decides to buy 3 of his cards, so he pays 9 M€ and discards the remaining card, adding the 3 new cards to his hand.*
### Action phase

Players take 1 or 2 actions each turn, or pass. Play proceeds clockwise around the table until all players have passed. The actions may be combined in any way the player chooses. The available actions are:

* Play a card from your hand.
* Use a standard project.
* Claim a milestone.
* Fund an award.
* Use the action on a card.
* Convert 8 plants into a greenery tile (which gives an oxygen increase) as described on the player board.
* Convert 8 heat into a temperature increase as described on the player board.

**You can choose to take 1 or 2 actions on your turn. If you take no action at all (pass), you are out of the round and may not take any anymore actions this generation. When everyone has passed, the action phase ends.**

*Example: Stanley starts the second generation action phase by using the standard project ’Sell patents’ (see page 10): he discards a card to gain 1 M€ - he realized that that card was not really helpful for his situation. Plus, he wants to see what the others do before deciding his own course of action. After that, Robinson uses the standard project City and pays 25 M€ to place a city and increase his M€ production 1 step. Being Tharsis Republic, this gives him another M€ production and 3 M€ back, besides the normal tile placement bonus. Content with just one action, he tells Kim to start her turn. Kim plays the space project Asteroid Mining at a cost of 30 M€, spending 8 titanium (it’s a space project). Because of PhoboLog’s effect, each titanium is worth 4 M€, which makes a total of 32 M€. She could have payed 7 titanium plus 2 M€, but she pays 8 anyway because she’s low on cash. Asteroid Mining allows Kim to increase her titanium production 2 steps, so she adjusts that parameter on her player board, and then places the card before her. Kim decides to play another space card as her second action, spending more titanium in the process, before giving the turn to Stanley, who now has decided to go for Geothermal Power. That card has a power tag and costs 11 M€, but because Stanley has the corporation ThorGate, with a discount effect for power cards, he only needs to pay 8 M€ for it. And so the turn continues around until everyone is out by doing no actions.*
### Production phase

All players perform this phase simultaneously.

* First, all energy is converted into heat (move all resource cubes from the energy box to the heat box).
* Secondly, all players receive new resources: players get M€ according to their terraform rating plus any M€ production (which may be negative!), then the players also get any other resources they have production of according to the player board. Place all generated resources in their corresponding boxes.
* Finally, remove player markers from used action cards, to mark that they may be used again next generation.

Now you are ready to start the next generation.

*Example: Kim gains 21 M€ from her TR and M€ production. She also produces 3 titanium resources (because she played Asteroid Mining earlier), and 1 each of the other resources, adding them on her player board.*
## Actions

As shown previously, there are 7 different actions that players may choose from on their turn. Players may do 1 or 2 actions on their turn, in any combination (for example 2 of the same action). By choosing 2 actions, a player can surprise the others, by doing more than they expected and beat them to some goal or bonus. Choosing only 1 action can be useful too - it can be used for waiting out your opponents or just to do a no-brainer while thinking about your more important decisions.

### Play a card from your hand

When playing a card, there are 3 steps to consider:

1. Check the requirements.
2. Pay for the card and get any immediate effects.
3. Place the card appropriately.

**1) Check the requirements.** In order to play a card you must meet its **requirements** and be able to perform the **effects** stated on the card, with the following exceptions: You may play a card that...

* raises global parameters that have already reached their goal (for example when there are no more ocean tiles, or when the temperature is at +8 °C).
* adds resources that you can’t collect (for example adding microbe resources without having any microbe project to place them on).
* removes resources for any player (red-bordered resource icons, see example on card C below) if you can’t or do not wish to.

Even if these effects can’t be performed, you may still play the card, performing all other effects as usual.

*Example: Kim can play Asteroid (card C) even if the temperature has reached its goal, but then she gets no TR. She may also choose not to remove any plants at all, or just do it partly (maybe only Kim herself has plants, or maybe Stanley or Robinson have less than 3 plants to remove). All plants must be taken from the same player, though.*
Cards A, B, D and E below each have a requirement listed next to the card’s cost. To play card A, you need to have titanium production. To play card B, the oxygen level needs to be 9% or lower, and you also need to have energy production since the card requires you to decrease your energy production. To play card D, the oxygen level must be 9% or higher. You also need to have plant production, since the card requires you to decrease your plant production. Card E requires 5% oxygen and energy production.

The cost required to play the card is stated in the upper left corner. Some blue cards already in play may give you a discount (for example, E gives a discount when playing a space card). You may also use steel and titanium to help pay for building and space cards respectively.

**2) Paying and performing immediate effects.**

First you must pay the card’s cost.

Then the lower panel of the card shows you any immediate effects. These effects (and other effects triggered by the card you just played) are performed in any order you choose.

Any **production** (see brown boxes on cards A, B, D & E) **must** be performed. Resources or production with a red frame means that you can affect any player you choose (even yourself). Resources or production without red frames always affect yourself and must be performed. So card A essentially steals a titanium production from an opponent, while in B, D and E you must decrease your own energy or plant production in order to increase your M€ production.

Cards may also feature tiles and tags with a red border. A ’red’ tile means any player’s tile, and a ’red’ tag means any player’s tag.

Any **resources** (C) are gained immediatley. Again, a red border means you can choose the resources of any one player, so playing card C is usually not very nice. Red- bordered resources are optional, so card C does not remove your own plants, even if you are the only player that has any plant resources. Non-standard resources (that are not collected on your player board) are instead collected on specific cards (D). By default, those resources are usually placed on the same card that generates them. Livestock (Card D), for example, gains 1 animal (resource cube) on it when you use its action (actions can be used once per generation).

Any **tiles** (B) placed by the card follow the rules for tiles (see page 5). A tile must be placed if possible, but being unable to do so does not prevent you from playing the card.

**If a card has a (\*), then it is an exception to the normal rules, and you must read the explanation in parenthesis to see details of how the card works.**

**If you ever become uncertain of a card’s function, read the explanation text.**

VP icons (see cards A, D, E) are ignored for now, they will be counted in the final scoring (see page 12). Card D may be worth several VPs if its action (top panel) has had time to work a few times to add more animal resources to the card.

**3) Place the card (see illustration below).**

Events (red cards, C) are collected in a personal pile face down after being played. Their tags only apply while being played (for example using the discount on card E when playing a space event).

Automated cards (green, A, B) are placed face up in a stack on the table with only the top row visible. They have no further effect, but since they represent the current extent of your operations, their tags still apply.

Active cards (blue, D, E) have ongoing effects that may trigger at any time, or actions that you can use (just like the corporations). Since you need to keep track of these cards, they are placed with the top panel visible.

### Use a standard project

The 6 standard projects printed on the game board are always available to the players. Each of them may be used several times during the same generation.

1. **Sell patents:** You may discard a number of cards from hand to gain the same number of M€.
2. **Power plant:** For 11 M€ you get to increase your energy production 1 step.
3. **Asteroid:** For 14 M€ you get to increase temperature 1 step (and your TR).
4. **Aquifer:** For 18 M€ you get to place an ocean tile (you also get 1 TR and collect any placement bonus for the tile).
5. **Greenery:** For 23 M€ you get to place a greenery tile, which increases oxygen level (and your TR) 1 step, and collect any placement bonus for the tile. Put a player marker on the tile.
6. **City:** For 25 M€ you get to place a city tile (collect any placement bonus for the tile, and place a player marker on it). You also get to increase your M€ production 1 step.

*Example: Robinson’s first action on his turn is to use the standard project City to gain his 3rd city tile, continuing to get extra bonuses from his corporation Tharsis Republic.*
### Claim a milestone

If you meet the criteria of a milestone, you may claim it by paying 8 M€ and placing your player marker on it. A milestone may only be claimed by one player, and only 3 of the 5 (or 6, if playing with *Venus Next* additional milestone) milestones may be claimed in total, so there is a race for these! Each claimed milestone is worth 5 VPs at the end of the game.

These are the milestones and what you need to claim them (besides paying 8 M€):

* Tharsis map milestones:
	+ **Terraformer:** Having a terraform rating of at least 35.
	+ **Mayor:** Owning at least 3 city tiles.
	+ **Gardener:** Owning at least 3 greenery tiles.
	+ **Builder:** Having at least 8 building tags in play.
	+ **Planner:** Having at least 16 cards in your hand when you claim this milestone.

*Example: Robinson’s second action (after building his 3rd city), is to claim the Mayor, which he now qualifies for. He pays 8 M€ and places one of his markers on the Mayor milestone. This is worth 5 VPs! Only 2 more milestones may be claimed now, and no one else may claim the Mayor.*
* Hellas map milestones:
	+ **Diversifier:** Requires that you have 8 different tags in play.
	+ **Tactician:** Requires that you have 5 cards with requirements in play.
	+ **Polar Explorer:** Requires that you have 3 tiles on the two bottom rows.
	+ **Energizer:** Requires that you have 6 energy production.
	+ **Rim Settler:** Requires that you have 3 jovian tags.
* Elysium map milestones:
	+ **Generalist:** Requires that you have increased all 6 productions by at least 1 step (starting production from corporation cards counts as increase).
	+ **Specialist:** Requires that you have at least 10 in production of any recourse.
	+ **Ecologist:** Requires that you have 4 bio tags (plant-, microbe- and animal tags count as bio tags).
	+ **Tycoon:** Requires that you have 15 project cards in play (blue and green cards).
	+ **Legend:** Requires 5 played events (red cards).
* *Venus Next* additional milestone:
	+ **Hoverlord:** You need a total of at least 7 floater resources on your cards.

### Fund an award

There is no requirement that must be met to fund an award. The first player to fund an award pays 8 M€ and places a player marker on it. The next player to fund an award pays 14 M€, the last pays 20 M€. Only three awards may be funded. Each award can only be funded once.

In the final scoring, each award is checked, and 5 VPs are awarded to the player who wins that category - it does not matter who funded the award! The second place gets 2 VPs (except in a 2-player game where second place does not give any VPs). Ties are friendly: more than one player may get the first or second place bonus (see example). If more than one player gets 1st place bonus, no 2nd place is awarded.

These are the awards and what they are awarded for:

* Tharsis map awards:
	+ **Landlord:** Owning the most tiles in play.
	+ **Banker:** Having the highest M€ production.
	+ **Scientist:** Having the most science tags in play.
	+ **Thermalist:** Having the most heat resource cubes.
	+ **Miner:** Having the most steel and titanium resource cubes.

*Example: Stanley pays 8 M€ to fund the award for thermalist, since he thinks his GHG Factories will give him all the heat he needs to win that award. When the game ends, though, Kim also produces heat and has 12 in her resource box, compared to Stanley’s 12 and Robinson’s 5. Stanley and Kim both get 5 VPs for first place, while Robinson gets nothing.*
* Hellas map awards:
	+ **Cultivator:** Most greenery tiles.
	+ **Magnate:** Most green cards (as opposed to blue and red cards).
	+ **Space Baron:** Most space tags (event cards do not count).
	+ **Excentric:** Most resources on cards.
	+ **Contractor:** Most building tags (event cards do not count).

* Elysium map awards:
	+ **Celebrity:** Most cards in play (not events) with a cost of at least 20 megacredits.
	+ **Industrialist:** Most steel and energy resources.
	+ **Desert Settler:** Most tiles south of the equator (the four bottom rows).
	+ **Estate Dealer:** Most tiles adjacent to ocean tiles.
	+ **Benefactor:** Highest terraform rating. **Count this award first!**

* *Venus Next* additional award:
	+ **Venuphile:** Most Venus tags in play.

### Use the action on a card

Many active cards and corporations have actions, as indicated by a red arrow. **Each such action card may be used once each generation.** When you use an action on a card, you must first pay any cost stated to the left of the arrow. You get whatever the arrow points to, and place a player marker on the card to indicate that it has been used this generation. The player markers will be removed during the production phase.

*Example: Towards the end of the game, Stanley has Livestock (card D) in play. He can choose its action on his turn, adding a resource cube (an ‘animal’) to that card, and placing a player marker on it.*
Active cards may also have effects that are always active, like Shuttles (Card E): When you play a space card, it costs 2 M€ less. These effects are not actions (no red arrow), so you can always use them.

### Convert plants into greenery

8 plant resources may be turned into a greenery tile, which increases oxygen level 1 step (and therefore also your TR 1 step).

Note that the greenery tile must be placed next to another of your tiles (if possible) and may generate placement bonuses (see page 5).

*Example: Robinson removes 8 plant resources from his plant box on the player board, increasing oxygen level 1 step, and raising his terraform rating 1 step as well. Then he takes a greenery tile and places it between 2 of his city tiles, and takes the placement bonus, which happens to be 2 plants, as printed on the chosen area. Not only did this yield 1 TR plus placement bonus, but the greenery will be worth 1 VP in itself as well as 1 VP to each adjacent city in the end game scoring.*
### Convert heat into temperature

8 heat resources may be spent to increase temperature 1 step (and therefore also your TR 1 step).

## Game end

When all three global parameters (ocean, temperature, and oxygen) have reached their goals, the game ends at the end of that generation. After the production phase, **players have one extra chance to convert plants into greenery tiles** (in player order; this may also trigger other effects such as placement bonuses). Then the final scoring takes place. To avoid confusion, we recommend that one player is chosen to handle the scoring, and that all other players check that scoring is done correctly.

### Final scoring

**1) TR:** Your TR at the end of the game is your basic score. Move your marker onward from this point as you add VPs from the rest of the scoring.

**2) Awards:** Gives the leading player in that category 5 VPs and the runner-up 2 VPs (except in a 2-player game). Ties are friendly: Players at the same level get the same VPs for 1st or 2nd place. Add your points to the TR-track.

**3) Milestones:** Each claimed Milestone is worth 5 VPs.

**4) Game board:** Players get VPs from the map on the game board. Each greenery tile is worth 1 VP and each city tile is worth 1 VP for each greenery adjacent to it (regardless of who owns the greenery tiles). Count these in player order to avoid confusion.

**5) Cards:** First count all VPs on cards that collect resources. Then gather all of your remaining cards (including all your played events!) and count your VPs. If you have Jovian cards, these may have to be counted separately.

The player with the highest total score is the winner! Any ties are won by having the most M€.

*Example: Stanley has a final Terraform rating of 38, so that’s where he starts counting his remaining VPs. He got 5 VPs from the award Thermalist, and he also claimed the Planner milestone for 5 VPs. From the game board Stanley has 3 greenery tiles around his lone city, so that’s 3 VPs from the greenery tiles and 5 VPs for the city, because it also lies next to 2 greenery tiles owned by Robinson. This brings the total up to 56 VPs before the cards are considered.*
*Stanley has 3 resources on his Livestock card, giving him 3 VPs. He also has a total of 6 extra VPs on his other face up cards (blue and green), and -1 VP on an event card (red), making his final score 64 VPs.*
### Suggestions

If you don’t understand the symbols - read the explanation in parenthesis on the card, or see page 14 & 15 in this rulebook.

Sometimes there are many effects to keep track of, so please help each other. When several effects are triggered at the same time, the active player chooses the order, even for other players’ triggered effects.

## Game variants

### Corporate Era (extended game)

To play the extended game, simply add all cards marked with a red and white icon () on the cards’ lower left border at the start of setup, including 2 new corporations. Players start with no extra production of resources (see Setup - Players on page 7).

Corporate Era can be combined with any of the other game variants. Corporate Era focuses on economy and technology. These are projects that do not contribute directly to the terraforming, but make the corporations stronger, adding new strategic choices to the game.

Playing Corporate Era makes the game longer and more complex. We do not recommend it for players new to Terraforming Mars.

## Changes to original rulebook

* All references to pages of the original rulebook are replaced with piped links to anchors or sections of this rulebook.
* “Blue/green card” references renamed to “Active/Automated card” where appropriate.
* Rules of all expansions and add-ons are incorporated into this rulebook.
* Some text in boldface, line breaks and punctuation have been changed in this rulebook.