Terraforming Mars Turmoil
About This Game The taming of the Red Planet has begun!Corporations are competing to transform Mars into a habitable planet by spending vast resources and using innovative technology to raise temperature, create a breathable atmosphere, and make oceans of water. As terraforming progresses, more and more people will immigrate from Earth to live on the Red Planet.In Terraforming Mars, you control a corporation with a certain profile. Play project cards, build up production, place your cities and green areas on the map, and race for milestones and awards!
Will your corporation lead the way into humanity’s new era?
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Turmoil, the fifth expansion to Terraforming Mars, takes players back to Mars, and the struggle for control and progress of human society on a big and dangerous planet. The expansion includes new corporations, new projects, and a new type of cards — Global Events, from dust storms to riots to rising alloy demand — that give you something to plan for 3 generations in advance.
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Threads with spoilers in the link or post text must be marked as such. Comments with spoilers must hide the comment using spoiler tags: !Spoiler here! I've really enjoyed it so far, personally, though I'm also the weirdo who liked all of the expansions to varying degrees.I think I'm a bigger fan of the politics stuff over the events. The politics board gives bonuses based on which party is in power, and the thing I actually love is that it's something everyone gets to interact with regardless of what sort of engine they're building. That was one of my issues with Venus and Colonies - going for the basic projects (either terraforming Venus or building/traveling to colonies) isn't really all that viable unless you draw the cards to use them. In Turmoil, everyone gets to add one delegate for free each generation, and adding more only costs 5 credits.
There are also interesting decisions to make with your delegates each round, because changing dominance gives bonus credits based on what cards you have, and having party leaders is worth potential TR.The events have been pretty hit or miss. It's true that you can plan for them, but in a lot of cases, you can't really do anything about them.
There are a fair number of them that say things like 'You lose X credits for each thing you have,' which you kinda can't do anything about other than build up delegates and influence to mitigate the effects. Also, they tend to be way less interesting in the early and late game, because in the early game they might not do anything at all, and in the late game they have such a small effect that they don't matter that much. That said, I do think they affect the politics in interesting ways, because it forces you to think about where you want to put your delegate(s) each turn - try to influence the current event, or push a party that's more beneficial to you.Overall, I think I like it more than Venus, but not as much as Colonies.
It's fiddly, and the events aren't always very interesting, but I really do like how the politics influence the way the game goes. It’s kinda two things for me. One, I really like that it makes energy cards more useful - in the base game, energy is only used for a handful of cards (stuff like the processing plants, and a few science cards), and it’s mostly only used to turn production into money through city cards.
If you aren’t drawing any cards that use it, it’s just heat production, delayed by a round.I also like that it removes randomness in getting resources - there are plenty of games where I want to play a cool space card but never get a single titanium production. Or I have lots of building cards but no steel production. It makes animal cards much more worthwhile since a lot of them can only come out in the last couple of turns, or have other requirements like Predators or the wildlife preserve. Even if you can’t afford to put down colonies, it’s relatively cheap to trade, especially if you have put some effort into building your energy. Let me preface this by saying I've only played it once, so this is very much just a first impression, and not an experienced review.After my first play, I did not enjoy it at all. The mechanisms, viewed in a vacuum, aren't awful, but they felt bolted on. The politics board is super fiddly, and the event deck is.
An event deck. Yeah, you get to see the events several turns before they resolve, but it's still a stack of random effects, many of which felt very punitive and sucked a lot of the energy out of the rest of the game.And regardless of what they're attempting to balance, the 'everyone automatically loses 1 TR at the end of every generation' is just flat anti-fun. The whole thing makes the game feel like a slog where rather than feeling good about combos or actual progress, you spend most of your time just trying to mitigate the TR loss or the punishing events.It's a bunch of unnecessary rules load and literally, physically fiddly bits that don't add anything to the game. Everything mehanically about the expansion just felt like it didn't fit. Note that I had similar feelings about Colonies, which was previously my least-favorite expansion, but has now been ousted from that vaunted position by Turmoil.The dual-layer player boards are really nice, though.