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Terraforming Mars (TFM)

You may play if you have read the rules, played previously, or participated in a scheduled demonstration. The GM will be available for one hour in Exhibit Annex to teach the game. Be on time. The GM will remain for only 15 minutes if no one is present.

Demo: First Sunday @ 17 & Wednesday @ 18 - Exhibit Annex Table 3

Heat 1: First Sunday @ 21 – Maple Room
Heat 2: Monday @ 9 – Maple Room
Heat 3: Wednesday @ 20 – Seasons 5
Heat 4: Thursday @ 14 - Chestnut
Semifinal: Thursday @ 21 – Maple Room
Final: Friday @ 20 – Maple Room


Bill Crenshaw: GM (1st Year)

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Terraform Mars to make it safe for humanity! Each player takes the role of a corporation with a special power intent on terraforming Mars by increasing global parameters – oxygen level, temperature and oceans. Players gain victory points as they increase their terraforming rating (which also serves as their base income) and as they increase global parameters. Each turn players receive cards to enhance their operations, but must spend 3 credits for each card kept and also must spend the credits shown on the card to play the card. Cards may increase production of credits, steel (worth 2 credits for certain cards), titanium (worth 3 credits for certain cards), plants (which may be converted to greenery tiles that are placed on Mars to increase the oxygen level), energy (which if not used is converted into heat each turn) or heat (which may be used to increase temperature). Players build cities, greenery tiles, oceans and other special tiles on the surface of Mars, which entitle them to VPs, additional resources or cards. Players also get VPs by funding certain milestones (claimed when funded) and awards (funded during the game but claimed at the end of the game).

We will play four heats with winners only advancing to the semifinals. The format for heats will be the standard game (i.e., with corporations), with the following drafting rules: At the start of the game, deal each player two corps and five cards. Each player keeps one card and passes the others to the left. Keep taking one card and passing the rest until each player has five cards. Deal each player another five cards, keep one and pass the others to the right. Keep taking one card and passing the rest until each player has a total of ten cards. Choose which starting corporation and which of the ten cards to buy. At the beginning of each turn from Turn 2 on, deal four cards to each player. On even turns, keep one and pass the rest to the left; on odd turns, keep one and pass the rest to the right. Once everyone has four cards, decide which cards to buy.

For heats, if all players in the game have played one game or less, the beginner corporations may be used instead. For Heats 1 and 3, if all players agree, the full corporate era game may be used (use the drafting rules above, and if there are four players or less, deal three corporations to each player instead of two).

The semifinals and the final will use the full corporate era game (with production starting at 0) and the drafting rules indicated above.

Ideally, heats will have 4-player games with some 5-player games as needed. If more than 25 heat winners appear for the semifinal, winners will qualify in the following order:
(1) Most games won
(2) Most games finishing second (in addition to game won)
(3) Margin of victory in game won.

If 17-25 heat winners appear for the semifinals, the semifinals will have 4-5 player games with the winners advancing to a 5-player final.

If 6-16 heat winners appear for the semifinals, the semifinals will have 3-4 player games with the winners (and if needed closest seconds) advancing to a 4-player final.



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