You are on page 1of 6

Terraforming Mars

Proposed Tweaks
to Rikard Johansson’s “Man vs. Nature” 2.0 Co-op Rules
and Other Expansions in Co-Op Context

Introduction ​- We love Terraforming Mars, but (playing as a family) strongly prefer coop
games. We are very grateful for Rikard Johansson’s “Man vs. Nature” 2.0 coop rules (see
Related Links below), which we use as the basis for our TM coop games. We have played
about fifteen games so far, and have developed the tweaks described below to enhance our
gaming experience. Please note that this version of the coop game (i) plays a lot like “parallel
play” solitaire (developing your corporation’s abilities, contributing to the common cause), (ii)
can take a while (4-5 hours for us) and (iii) is relatively easy to win (though that won’t be
apparent until the last round or two). There is enough to keep an eye on in each player’s hand
that, similar to Spirit Island, the game does not lend itself to being run by an Alpha Player.

Cards Used​ - We use a lot of cards, including 70 Corporation Cards, 414 Project Cards, 45
Prelude cards and (for each player) 16 Infrastructure Cards (from High Orbit). These include all
official expansions plus numerous fan-made cards and expansions available on BGG and
Steam. The Pathfinder expansion, in particular, stands out as an outstanding addition to the
gaming experience.

No corporate HQs​ - All city cards (other than the Capital, which we have sleeved in an
odd-colored sleeve so it’s easy to find) remain in the deck (this reduces game setup time).

Time Limit​ - Must finish game by generation 10 instead of 14

Jovian Track​ - We have reduced the power of Jovian tags to reduce the cost of space cards,
such that the “Jovian Track” reads as follows:

0112233445566778899

Colonist Tracking​ - Population cubes (we use push-pin magnets with a magnetic bulletin board
to avoid the effects of bumps) are placed on a global tracker (uploaded to the Files section),
rather than on individual cities.

Colonist Support​ -

Each ocean or greenery tile (regardless of where located) can support 3 colonist units

Each city (other than the Capital) can support 5 colonist units

The Capital can support ¾ (rather than all) of the all required colonists units (so 75 in the
case of a three-player game, thus requiring at least 5 additional cities to be built)
Terraforming Mars
Proposed Tweaks
to Rikard Johansson’s “Man vs. Nature” 2.0 Co-op Rules
and Other Expansions in Co-Op Context

Colonist Growth​ - Each generation, add one population cube for every four population cubes
already on the global tracker (rounding down), to represent population growth

Government Funding ​- Reduced by 1 each Generation for each of the following tests that have
not been met:

● Increase oxygen
● Increase temperature
● Add an aquifer
● Add a colonist unit

Oxygen Thresholds​ - Two thresholds for oxygen will be used, rather than only one - one at 4%
(with a bonus plant production to the player increasing oxygen to this level), and one at 10%
(with a bonus increase in temperature for the player increasing oxygen to this level - this
replaces the bonus currently at 8% on the normal board). These thresholds (once reached) will
serve as limits below which Terraforming Inertia cannot reduce the oxygen level (as was the
case with the 8% threshold on the normal board).

Pathfinder Planetary Relationships Board​ - We have replicated the highest award of each
planetary column at the top of each column.

Colonies ​- During setup, randomly draw six colonies, keeping five.

Milestones ​- Randomly pick six milestones, of which five must be completed to win the game.
+1 production of your choice for buying any milestone.

Colony Shuttles Standard Action​ - We have this action provide a +1 Terraforming Rating, in
addition to its normal effect.

Air Scrapping​ - We allow a 1 MCr discount for every two Venus tags the player has played (or
are on the player’s Corporation or Prelude Cards).

Victory Conditions​ - By end of Generation 10:


● Maximize Temperature
● Maximize Oxygen
● [Maximize Venus Rating] [​currently not a condition, but remains under consideration​]
● Place nine aquifers
● Build the capital
● Complete five milestones
● Settle 99 colonist units on Mars
Terraforming Mars
Proposed Tweaks
to Rikard Johansson’s “Man vs. Nature” 2.0 Co-op Rules
and Other Expansions in Co-Op Context

High Orbit​ - We are finding that this expansion adds a lot of time to the coop game, and makes
it both too long and too easy based on our current rule set. We are currently considering
limiting the number of infrastructure cards that may be used by a player, increasing cost thereof,
and/or other means of addressing the issue.

Other Setup Changes:

When picking Corporation Cards:


● Pick a Corporation from two randomly drawn cards. You may exchange any
Corporation Cards that you have already played in exchange for randomly
selected one(s) that you haven’t.
● May return both Corporation Cards in exchange for a newly drawn Corporation
Card, ​which you must use​.

When picking Prelude Cards:


● Pick a Corporation from two randomly drawn cards. You may exchange any
Corporation Cards that you have already played in exchange for randomly
selected one(s) that you haven’t.
● May return both Corporation Cards in exchange for a newly drawn Corporation
Card,
which you must use​.
Terraforming Mars
Proposed Tweaks
to Rikard Johansson’s “Man vs. Nature” 2.0 Co-op Rules
and Other Expansions in Co-Op Context

RELATED LINKS:

Rikard Johansson’s “Man vs. Nature” 2.0 coop rules (on which these tweaks are based):
https://boardgamegeek.com/thread/2009605/man-against-nature-cooperative-variant

Coop Population Tracker (referenced in these tweaks above):


https://boardgamegeek.com/filepage/176440/terraforming-mars-population-tracker-man-against-
n

Pathfinder Expansion (fan-made):


https://boardgamegeek.com/thread/1869171/terraforming-mars-pathfinders-full-fan-expansion-f

High Orbit Expansion (fan-made):


https://boardgamegeek.com/thread/2067254/tfm-high-orbit-fan-full-deck-expansion

Fan-made Project Cards (Fan-made):


https://boardgamegeek.com/filepage/174382/36-fan-made-new-projects-cards

Steve’s Corporations (Fan-made):


https://boardgamegeek.com/thread/1902479/steves-5-corporations-unofficial-mini-expansion-m
a

Corporate Betterment Expansion (Fan-made):


https://boardgamegeek.com/thread/2098574/full-51-new-project-cards-player-made-expansion-
co
Terraforming Mars
Proposed Tweaks
to Rikard Johansson’s “Man vs. Nature” 2.0 Co-op Rules
and Other Expansions in Co-Op Context

We have created or are considering new Project Cards created regarding attrition and colonists,
including the following:

Tags
Name Effect Type Required Cost Tags

Stowaways +2 colonists Event (Red) None 5 None

Bubble Gum +4 colonists Event (Red) None 1 M€, None


Shuttle Steel,
Titanium,
Plant,
Energy and
Heat

Larger Effect: +1 Active (Blue) Space x2 20 Space


Shuttles colonist per
standard
shuttle action

Efficient Effect: -2 M€ Active (Blue) Science 18 Science


Shuttles cost per
standard
shuttle action

Colonist Action: +1 Active (Blue) Science x4 18 Science


Cloning colonist

Ice Shelters Reduces Active (Blue) Construction 25 Construction,


attrition by 2 x3 Mars
(rather than
1) per
animal, plant,
microbe
sacrificed

Magnetic Attrition Active (Blue) Space, 24 Space,


Field increases Science Science
Generator based on
prior (rather
Terraforming Mars
Proposed Tweaks
to Rikard Johansson’s “Man vs. Nature” 2.0 Co-op Rules
and Other Expansions in Co-Op Context

than current)
generation
generation

Genetically Reduces Active (Blue) Earth x2 19 Mars, Science


Enhanced attrition by 2
Animals per animal
sacrificed

Genetically Reduces Active (Blue) Earth x2 20 Mars, Science


Modified attrition by 2
Crops per plant
sacrificed

Resistant Reduces Active (Blue) Earth x2 18 Mars, Science


Microbes attrition by 2
per microbe
sacrificed

You might also like