10 Rules in Terraforming Mars you are probably getting wrong!
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- čas přidán 7. 08. 2024
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- Time Stamps -
00:00:00 Hello, hello
00:02:18 #1 Differences in setup
00:03:48 #2 Greenery
00:05:12 #3 Card requirements
00:07:27 #4 Maximum amount of points
00:09:40 #5 Card nuances
00:11:12 #6 Discards
00:12:25 #7 Standard projects - cities
00:13:30 #8 Red production boxes
00:14:56 #9 Events
00:16:32 #10 Cost reductions
00:18:52 As always, there are more rules to miss
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- Game Description -
In the 2400s, mankind begins to terraform the planet Mars. Giant corporations, sponsored by the World Government on Earth, initiate huge projects to raise the temperature, the oxygen level, and the ocean coverage until the environment is habitable. In Terraforming Mars, you play one of those corporations and work together in the terraforming process, but compete for getting victory points that are awarded not only for your contribution to the terraforming, but also for advancing human infrastructure throughout the solar system, and doing other commendable things.
The players acquire unique project cards (from over two hundred different ones) by buying them to their hand. The cards can give you immediate bonuses, as well as increasing your production of different resources. Many cards also have requirements and they become playable when the temperature, oxygen, or ocean coverage increases enough. Buying cards is costly, so there is a balance between buying cards and actually playing them. Standard Projects are always available to complement your cards. Your basic income, as well as your basic score, is based on your Terraform Rating. However, your income is complemented with your production, and you also get VPs from many other sources.
Each player keeps track of their production and resources on their player boards, and the game uses six types of resources: MegaCredits, Steel, Titanium, Plants, Energy, and Heat. On the game board, you compete for the best places for your city tiles, ocean tiles, and greenery tiles. You also compete for different Milestones and Awards worth many VPs. Each round is called a generation and consists of the following phases:
1) Player order shifts clockwise.
2) Research phase: All players buy cards from four privately drawn.
3) Action phase: Players take turns doing 1-2 actions from these options: Playing a card, claiming a Milestone, funding an Award, using a Standard project, converting plant into greenery tiles (and raising oxygen), converting heat into a temperature raise, and using the action of a card in play. The turn continues around the table (sometimes several laps) until all players have passed.
4) Production phase: Players get resources according to their terraform rating and production parameters.
When the three global parameters (temperature, oxygen, ocean) have all reached their goal, the terraforming is complete, and the game ends after that generation. Count your Terraform Rating and other VPs to determine the winning corporation!
#Boardgames #Quackalope # - Hry
Reading the cards usually explains the cards. And reading the reference cards explains important parts of the game.
some important things I like to note:
1. The setup rules in the rule book describe only the 'quick' game or rather the beginner game. The game is much better when played with the Corporate Era cards, starting at 0 production and Drafting in the Research Phase. Playing with Preludes is recommended, but back then before Preludes existed we enjoyed the game similarly.
2. You can play a card only when you can execute everything on it, except for: (1) raising terraforming parameters that are at their maximum, (2) getting resources like animals that you can't use, (3) taking away resources from any player (red bordered symbols) is optional. Notably taking away red bordered production is mandatory.
3. Tags on event cards count only while they are played, but not afterwards.
Besides rules issues I would also like to mention a few tips to make games of TFM more enjoyable for all players:
- Shuffle the project cards very well, because cards get sorted during playing (green/blue/red cards, discard pile). Pile Shuffling with ~30 piles can help. Shuffle normally after the Pile Shuffling because Pile Shuffling isn't really randomizing.
- Help other players to take all their triggered effects and even let them have it when they remember later as long as it can be clearly reconstructed. Else TFM becomes very frustrating for most players.
- Drafting is fun and adds interaction, some balancing of luck and potential to specialize. We sometimes enjoy even drafting the starting project cards and prelude cards. For project cards drafting 2 hands of 5 seems better than 1 hand of 10. If the players can manage it without mixing things up, these 2 hands of project cards and 1 hand of prelude cards could be drafted simulaneously. Just saying.
- TFM is easy adjustable with some house rules. For example to speed up the game a bit do World Government Terraforming 1-2 times per player even when not playing with Venus Next expansion. Or if all agree at the start of the game, you can ignore the last 1 or 2 steps of the last parameter for game end in order to not have to play another whole generation just because of 1 step of temperature. Or start at +5 MC production. Or play with 3 preludes per player. Or take some bad cards out of the deck. ... (Although I admit the game is best if played in full length, because many cards/strategies don't work well, when game is artificially shortened.)
Love this game. Thanks for sharing. Makes me feel a bit better that I’ve made many of these mistakes myself. Are those beautiful Hexes custom? They look great!
They are custom! I’ll have a video showing them off :)
Can't wait to see the incredible TM content! I've still only ever played solo.
Next time you're in town I would be more than happy to play with you!
@@Corey_Adler I’m planning to be there tomorrow through Wednesday!
@@DennisLHubbard I'll bring TM Tuesday!
this is one of my favorite games to play. when playing standard game we don't generally miss those rules this is very good help and info if others are. one I think people miss is placement of tiles next to water generates 2 credits for each ocean tile adjacent to the tile placed. the mention of missing standard projects and the blue projects that generate things is very common and get s worse with the expansions due to the added boards and things to watch for things to do. We generally play with all content and my wife will often forget about turmoil's politics board or trading with colonies
Has anyone ever told you, that you have a voice almost identical to Grant Sanderson of 3b1b?
After years i corrected the wax we played the ocean tiles. 😂
Great video!
1 rule that can be forgotten is with certain cards that allow you to get cards from the deck until you get one with "x" tag they are shown face up, btw you should play with a fan made expansion called "Pathfinders" you're welcome...
Do tags from your event discard count towards requirements?
Nope! Not at all :)
Cooorrrryyyyyy!!!
It me!
i might have been messing up the mining cards. But the largest mistake is playing without Prelude.
Oh, absolutely. Jesse's request for this list was specifically for core TM, but I fully agree that not playing with Prelude is a huge mistake.
Plus, if we're including Prelude on this list, we can easily have a field day about the Wild tag...
First to say I'm missing something else. 😜🐦