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The Mars Guide

Everything the good players know about Terraforming Mars, organized so you can actually use it at the table.

For Rita. Matthew won the last one. This guide exists so that stops happening.

There is no single “correct” way to play Terraforming Mars — but there is a shared body of things strong players understand: how the economy works, which cards are quietly great and which are traps, and how a two-player game differs from the box’s own advice. That’s what this is.

  • Start Here — the ten-minute version. If you read nothing else before tonight, read this and the cheat sheet.
  • Core Concepts — the economy, how to judge any card in about five seconds, why terraforming rating is sneaky-good, and the game’s clock.
  • Strategies — the three broad ways to win, what changes with exactly two players (a lot), and how to fight over milestones and awards.
  • Openings — picking your corporation, keeping the right starting cards, and what the first three generations should look like.
  • Rankings — tier lists: corporations, the premium cards worth almost any price, and the traps that look shiny and lose you the game.
  • Tonight — one page. The cheat sheet you can keep open on your phone.

Tiers run SABCD — S means take it almost every time you see it, D means there is almost always something better to do with the money. A tier is a prior, not a law: board state overrules everything, and the “why” next to each ranking matters more than the letter.

The one-sentence version of the whole guide: build income before points, buy fewer cards than feels right, and never let Matthew have a milestone cheap.

Use the search box (top of the sidebar) for any card or corporation by name.