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HF4 Player Aid

This document provides summaries of the various operations and free actions that can be taken during a player's turn in the board game Terraforming Mars. It lists 17 different operations including Income, Research Auction, Free Market, and Delivery. It also lists 13 free actions that can be taken such as Cargo Transfer, Internal Tankage, and Exomigration. Each entry includes a brief 1-2 sentence summary of the action and additional details on card and resource requirements and effects.

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0% found this document useful (0 votes)
128 views6 pages

HF4 Player Aid

This document provides summaries of the various operations and free actions that can be taken during a player's turn in the board game Terraforming Mars. It lists 17 different operations including Income, Research Auction, Free Market, and Delivery. It also lists 13 free actions that can be taken such as Cargo Transfer, Internal Tankage, and Exomigration. Each entry includes a brief 1-2 sentence summary of the action and additional details on card and resource requirements and effects.

Uploaded by

johnlondon125
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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PLAYER AID

BY GEOFF SPEARE
4 ALL BY PHIL EKLUND

Player Turn: Move Spacecraft, any # of Free Actions, 1 Operation, in any order.
Anchored Home Bernal: Gain 1 Aqua at start of Turn.

Operations Glitch Trigger Felony Blue text indicates rules from Modules 0, 1, and/or 2.

Operation Summary Details


Income Get 1 Aqua • Politics: This Operation replaced by the Fundraise Operation
Research Auction Auction top card from any • Must have < 4 cards in Hand to start or to bid.
deck. • Auctioneer wins ties; pay auctioneer (Pool if auctioneer wins).
• For each required support, take top card from that deck.
• Bernals: With a Home Bernal, 2nd Bernal starts in Bernal Stack.
Free Market Sell card from Hand or Black- • Get 3 Aqua for Hand card.
Side card from LEO Stack. • Get card’s Exploitation Track value in Aqua for Black-Side card.
Boost Play White-Side cards from • Pay Mass in Aqua.
Hand to LEO • Set radiator Orientation.
(or Home Bernal). • To Home Bernal: x2 cost.
Site Refuel Add Fuel to Rocket, or FT to • ISRU Refuel: Hydration – ISRU + 1 = water (see separate table).
Stack. • Factory Refuel: 7 water / 1 isotope (GW) of Factory type;
– Felony at opponent’s Factory.
– Bernals: Dirtside fuel can go directly to Anchored Bernal.
• Air-eater: Pac-Man on Aerobrake: water FTs = 5 - fuel consumption.
Prospect Evaluate and claim Site(s) • ISRU ≤ Site Hydration (see Prospecting Table).
(see separate table). • Roll 1d6: if ≤ Site Size, successful; or Site is Busted.
• Raygun: prospect any/all Adjacent non-Atmospheric Sites.
• Buggy: re-roll once OR prospect all Sites connected by buggy roads.
Industrialize Create a Factory. • Decommission any robonaut and refinery (plus supports) at claimed Site.
• Radiator supports not required and not Decommissioned.
ET Production Produce Black-Side card from • Must match Spectral Type of Factory Site (C/S/M/V/D/H).
Hand to a Factory. • Set radiator Orientation.
• Bernals: Dirtside ET production can go directly to Bernal.
• Colonists: If building a Robot, must Discard a Colonist.
Delivery Move Black-Side card from • Pay FT from Factory = zones from Earth x2 (+1 if Site > 6 Size).
Factory to LEO / Home Bernal • Freighters: This Operation replaced by Freighter cards.
Fundraise Place/move delegate; • Gain 1 Aqua, play delegate; move delegate to Adjacent Ideology.
(Politics) gain Aqua. • May place on your color Ideology or where you have a delegate.
• Perform vote tally (count votes, change Active Law).
• Politics: If martial law is Active, Discard 1 opponent delegate.
Promotion Flip card to Purple-Side. • Card must be at (Bernal: Anchored above) its Promotion Site.
(Freighters, GW Thrusters, • Felony at Opponent's Factory.
Colonists) • Bernals: Card can be at Promoted & Anchored Bernal instead.
• Bernals: Exomigrate if a Bernal was Promoted.
Nanofacture Create Mobile Factory at • Must have Promoted Freighter.
(Freighters + Bernals) Anchored non-Home Bernal. • Decommission robonaut, refinery, supports including radiators.
Anchor Create space station; • Bernal must be in Home Orbit or non-Site, non-Hazard Space adjacent
(Bernals) gain Bernal Ability. to Factory.
• Decommission Bernal supports, gain Bernal Ability.
(Solar-Powered Cards don’t work past Ceres Zone without Powersat.)
• Place Colony Dome on Bernal (now considered Human).
• Perform exomigration free action immediately.
Homesteading Build Colony • Discard Black-Side card at LEO or Home Bernal.
(Bernals) (at Factory without a Colony). • Must also Decommission a Human Colonist (anywhere) and exomigrate.
Epic Hazard Complete Future / • Future: Requires Colocated Crew or Colonist and Future Card.
(Freighters / Futures) Build Space Elevator. • Elevator: Requires Colocated Freighter or Mobile Factory.
(Earth GEO Space Elevator is only built via a Bernal Ability.)
• Epic Hazard Roll, fail on a – Decommission unit used for roll.
• Elevator: Claim Unclaimed/Busted/Jumpable Sites at both ends.
Free Actions Glitch Trigger Felony Blue text indicates rules from Modules 0, 1, and/or 2.

Free Action Summary Details


Cargo Transfer Move cards and/or FTs between • Can form a new Rocket / Outpost Stack.
(Glitch Trigger when Colocated Stacks. • May Decommission ( for Humans).
moving to 2nd Stack) • Refuel ∞ dirt FTs (1 FT for crew thrusters) with any ISRU card at Factory or
Site.
• Freighters: Check Load Limit & Factory Load.
• Bernals: ∞ dirt FTs at Anchored Bernal.
Internal Tankage Convert between FTs and Fuel. • Can Decommission cards for dirt fuel.
Build Colony Create permanent Colony at • Decommission Crew/Colonist at Factory.
Factory. • Colonists: Exomigrate if a Colonist was used.
• Politics: Place 1 delegate in centrist or Ideology of card used; perform vote tally.
Claim Jump Replace opponent’s Claim with • You must have a Human present.
yours. • No opposing Factory or Human present.
• Futures: Always allowed on Sites specified on Futures you own.
Load Glory Chit Load / Claim glory chit from Site • Humans must be present.
previously unvisited by Humans. • Each Crew or Colonist can carry 1 glory chit at a time.
Voluntary Discard Discard cards and/or figures • Discard cards to bottom of patent decks.
(Felony for Humans) (1 Human per Turn max). • Remove figures if their Stack is empty.
Glitch Repair Remove Glitch token from Stack. • Human must be Colocated with Stack.
The Martian Move Crew or Colonist along • Requires Operational buggy.
buggy road.
Lobby Remove delegate to gain inactive • Once per Turn.
(Politics) Law benefits. • Pay 1 Aqua (free in War); remove 1 delegate.
Big Cube Swap Swap Freighter cube with Factory • Only if Freighter is Promoted and not carrying any cards.
(Freighters) cube.
Exomigration If below Colonist limit: • Limit: 1 per Anchored Bernal (+1 if Promoted).
(Colonists) Gain topmost Colonist to LEO or • If queue is empty, emancipate Robots.
Mandatory! Home Bernal (or Robot to Hand). • Robots go to Hand; exomigrate again.
• Politics: place 1 delegate (based on Colonist’s loyalty); perform vote tally.
Unanchor Anchored Bernal becomes • Promoted status does not change.
(Bernals) unanchored and can move again. • Remove Colony dome & 1 Colonist (2 Colonists if unanchoring Promoted Bernal).
• Can perform a free dirt refuel.
Space Elevator Move between ends of a • Connected Factory owner's permission required.
(Freighters) Space Elevator. • Elevator must be built via Epic Hazard Operation.

Prospecting
1) Check Site Hydration and robonaut ISRU on below table to see if prospecting is possible.
2) Roll less than or equal to Site Size on 1d6 to establish a Claim (Size > 5 = automatic success).

Prospect Operation No Hydration


ISRU 4 Can prospect (1) NO NO NO NO
ISRU 3 Can prospect (2) Can prospect (1) NO NO NO
ISRU 2 Can prospect (3) Can prospect (2) Can prospect (1) NO NO
ISRU 1 Can prospect (4) Can prospect (3) Can prospect (2) Can prospect (1) NO
ISRU 0 Can prospect (5) Can prospect (4) Can prospect (3) Can prospect (2) Can prospect (1)
ISRU Refuel Operation: Refuel # of Water FT equal to number in parentheses above based on ISRU/Hydration.

Felonies
Felony Event Defense
Claim Jump Replace opponent’s Claim disk with yours or claim Luna. Opposing Humans present
(Free Action) (Futures) Always allowed for Sites specified on Futures you own.
Factory Hijack Refuel, factory-assist landing/liftoff, or Promotion using opponent’s Factory. Opposing Humans present
Murder / Suicide Decommission your Humans (once / Turn) or colonize the kreutz sungrazer. N/A
(Politics/Colonists) If this Decommissions a Colonist, remove a delegate.
You must have a Human present to commit any Felony.
Promotion: indicates
Thrust Colony type required
for promotion op.

Dry Mass: total Mass of all

3
Afterburn: spend X steps of fuel for +1 thrust
Rocket components/Cargo Pac-Man: Can perform or 1 step of isotope fuel for +X thrust (once / Turn).
Wet Mass: Dry Mass plus fuel air-eater refuel operation
(cannot be less than Dry Mass) Fuel Grade: water (blue), dirt (gray),
Ballerina: Each icon
Fueling or adjusting Mass: use isotope (yellow)
provides 1 Bonus Pivot.
red arrows.
Consuming fuel: move fuel Solar Power: Heliocentric modifiers
marker on black arrows. apply to this Spacecraft.

3 1
Isotope Fuel (GW): Fuel
matches Spectral Type of GW
Thruster. If thruster is lost, Fuel Consumption: # of
Isotope Fuel reverts to fuel steps used per Burn
water FTs.

Base Thrust: Max # of Burns/ Turn, Pushable: Can use


Landing & liftoff limit (modified) beamed power modifier.

Spacecraft Movement Glitch Trigger Felony Blue text indicates rules from Modules 0, 1, and/or 2.

Movement steps Details


1. Activate an Operational thruster Each Rocket can only use one thruster per Turn.
2. Starting net thrust = base thrust Value in lower left corner of triangle.
3. Modify for afterburn If thruster has afterburn at top, may spend cost for +1 net thrust (once/turn).
GW: GW/TW thrusters spend 1 step of fuel for listed thrust bonus.
(Afterburning provides 1 Therm of cooling for the thruster support chain.)
4. Modify for Wet Mass +2 to -2 based on weight class (Wet Mass after adjusting for afterburn).
5. Modify for Heliocentric Zone Only if thruster or its supports (see #7) have solar icon .
6. Modify for beamed power +1 if thruster has push icon and player has beamed power / Powersat.
7. Modify for supports Net thrust, fuel consumption, and/or solar icon (round fuel consumption fractions up).
Ignore movement-modifiers for supports needed for radiators, reactors, Freighters, or GW/TW thrusters.
Solar-Power supports can never be used in the Neptune Heliocentric Zone.
8. Result is net thrust Net thrust will not change even if Rocket composition changes mid-move (e.g. Cargo is destroyed).
9. Note Bonus Pivots Pivots which can be performed without requiring Burns.
10. Note fuel consumption Fuel consumption value in lower right corner of triangle.
11. Move Move through Pivots and Burns until # of Burns (or fuel) are used up; then Coast as far as desired
(including Landing).
Each Burn expends a # of fuel steps equal to the fuel consumption; Net thrust = max # of Burns per Turn.

Freighter Movement
Movement steps Details
1. Use Freighter Movement Rules Freighter Stacks cannot use other thrusters.
2. Starting Net Thrust = 1 All Freighters have a base thrust of 1.
3. +1 for any type of beamed power Only if player has beamed power / Powersat.
4. Result is Net Thrust This will be 1 (+1 if using beamed power), may be modified by Abilities.
5. Note Bonus Pivots Pivots which can be performed without requiring Burns.
6. Move Move through Pivots and Burns until # of Burns is reached; then coast as far as desired (inclu-
ding landing).
Freighters do not track Fuel –
Promoted Factories move as Freighters If Mobile Factories enter/leave a Claim, add/remove a Factory. They can't leave a Colony..)
Freighter Landing / Liftoff 1. Land or liftoff of Size 1 Sites.
2. Land or liftoff of Size 1-5 Sites with factory-assist / rocketplane (H6c).
(Mobile Factories can use themselves for factory-assist).
3. Land via aerobrake.
Freighter Radiation and Flares If card in Stack would be Decommssioned from Radiation, Stack is Glitched instead (no effect if
Stack is already glitched).
Solar System Map Glitch Trigger Felony Blue text indicates rules from Modules 0, 1, and/or 2.

Name Icon Restrictions


Hohmann Intersections • Freely move straight through (if possible) or stop.
(no circle) • Must Pivot (2 Burns) to change direction.
• If begin Turn on Hohmann Intersection, free to move in any direction.

Lagrange Point • Freely move straight through, stop, or change direction.


Intersection (circle)
L2
Lagrange Burn • 1 Burn to enter.
Lander/ • 1 Burn to enter Lander.
Half Lander Burn • 1 Burn (½ fuel consumption) to enter Half Lander.
• Cannot end move on these Spaces.

Site (Land and Liftoff) Free to land or liftoff if net thrust > Site Size
( using opponent’s with the following exceptions:
Factory) 1. Aerobrake path landing: Hazard Roll required.
2. Factory-assist landing or liftoff: Hazard Roll required (unless you have
Powersat) and cannot move to/from lander burns.
3. R ocketplane liftoff (H6c), can use factory-assist as above for Atmospheric
liftoff (pay 2 * Wet Mass in FTs).
Synodic Comet Site As above for Sites; additionally, cannot enter or exit unless Sunspot Cube is
(Land and Liftoff ) in matching-colored season.
(GW: TW Thrusters can enter/exit in any season.)
Flyby • Gain Bonus Burns which don’t use fuel (can't be used for lander burns).
+1 +2 +4 • Must have activated, operational thruster.

Threats
Threat Triggers FINAO Roll Effect
Hazard Aerobrake Hazard Spaces; Yes 1d6: Decommission Stack on a .
Crash Hazard Spaces;
Factory-Assist Landing/Liftoff
Glitch Flybys; Cargo Transfer; Site No 1d6: Decommission collocated cards with matching
Refuel; Prospect; Industrialize rad-hardness; roll before triggering event occurs.
Belt Radiation Belt Spaces No 1d6, subtract net thrust, +2 if in Sunspot Cycle in red:
Decommission cards with lower rad-hardness
(Freighter Cargo: Stack receives a Glitch token instead).
CME Solar Flare Event (roll of or during red No 1d6 + Heliocentric Zone modifier:
Sunspot Cycle) Decommission cards with lower rad-hardness
(LEO, Cycler, non-Sol Belt Spaces, Sites,
Home Bernals unaffected).
Epic Hazard Epic Hazard Operation Yes 1d6: Decommission all Crew/Colonists present and
(Futures) Future is not attained on a .
FINAO = Failure Is Not An Option; spend 4 Aqua before roll to ignore Hazard.

Events
Roll Event Effect
or Inspiration Put top card of each deck & Colonist queue on bottom of that deck.
Glitch Each player places Glitch token on glitch-free non-LEO Stack with most cards.
Pad Explosion / Space Debris Each player Decommissions heaviest card in LEO.
(Crew, Black-Side, Purple-Side, Bernal, Colonist cards and Mobile Factories
are immune.)
or Anarchy (Blue) • All Faction privileges lost, all players have Felonious for rest of blue season.
• Politics: Roll 1d6, remove 1 delegate of each player from area rolled;
no Law is Active (marker still moves, all Laws may be lobbied).
Budget Cuts (Yellow) Each player Discards a card from Hand.
Solar Flare (Red) Make a global CME Roll (see CME Threat above).
Game Setup Glitch Trigger Felony Blue text indicates rules from Modules 0, 1, and/or 2.

Module Notes Starting Aqua Card Limits


Core Base game 6
Politics (Module 0) Assembly placard & starting delegates in play;
Factory cubes used for player delegates
Freighters (Module 1) Freighter deck in play +1 1 Freighter
GW Thrusters (Module 1) GW Thruster deck in play +1 1 GW Thruster
Futures (Module 1) End game goals for VP and effects
Bernals (Module 2) Bernal deck in play; Faction privileges inactive +1 2 Bernals
until Home Bernal acquired
Colonists (Module 2) Colonist queue in play

Game Duration / Scoring


Game Duration: 4 Seniority Disks, if GW, Freighters, or Colonization: 4 or 5 Disks, if Futures: 7 Disks.
Politics: 1st Player performs vote tally after final turn including Legacy Votes, see final vote (O6b).

Scoring Points
Token VP 1 VP for each wooden/plastic Token (Rocket, Claim disk, Factory cube, Colony dome, Bernal) on map or assembly (Politics).
Bonus VP Factory: +8 / +5 / +4 VP each, according to Exploitation Track or 2 VP if in War in non-solo game (Futures)
(Freighters: x2 VP if Factory is at a Space Elevator).
Colonies: +1 VP on Astrobiology; +2 VP on Submarine or Bernal.
Glory chits: VP per chit based on which side is faceup.
Dirtside Hydration (Bernals): 1 VP for each Dirtside Hydration (include other players’ Factories).
(Bernals in Home Orbit have +6 Dirtside Hydration.)
Futures: VP as listed on each completed Future.
Politics VP Freedom: +1 VP per Factory cube.
(use Active Law Honor: +1 VP per glory chit.
after Final Vote)
Unity: 1 VP per Ideology you have a delegate in.
Authority: +1 VP per Claim disk.
Equality: +1 VP per Colony dome.
Individuality: +1 VP per wood/plastic token on Sites with Hazardous lander burns.
Bernal VP Cancer Hospital Bernal (Promoted): +1 VP per Colony dome.
(for Anchored/ Climate Control Bernal (Promoted): +2 VP per Dirtside for this Bernal.
Promoted
Bernals) SSO Diplomatic Bernal: +1 VP per delegate in your color Ideology.
SSO Diplomatic Bernal (Promoted): +1 VP per delegate.
Tourism Cycler (Promoted): +2 VP per Dirtside for this Bernal.

Module 0 – Politics
Summary
• Delegates vote for an Ideology, each of which has a Law which creates a different game effect.
• Place and/or move delegates with the fundraise operation, which can change the Active Law.
• Use the lobby free action to remove a delegate and get an inactive Law’s benefit once.
• Receive VP for delegates and for bonuses based on the Active Law at game end.

Rules Changes Law Summary


• Fundraise Operation replaces income operation. Freedom: Sell 2 cards for 5 Aqua with free market op.
• New Free Action: Lobby. Honor: Gain 1 Aqua per glory chit with fundraise op.
• Cubes serve as delegates and/or Factories. Unity: Every Law with 2+ delegates is Active; no lobbying.
Authority: After vote tally of fundraise op, may remove 1 delegate.
Vote Tally: Check for new Active Law (based on most delegates) after Equality: Research auction operation skips the auction; take 1 card
delegates placed. for 1 Aqua (without listed supports or hand limit restrictions).
Legacy Votes: Place removed Seniority Disks on an Ideology (1st Individuality: Treat Factories and Bernals as your own for all non-vic-
Player chooses which). 1st player chooses new 1st player. tory purposes.
Final Vote: Count delegates and legacy votes at end of game to Centrist: During pad explosion / space debris event, gain Aqua equal
determine final Active Law for scoring. to Mass of Decommissioned card. (Lobby during event resolution).
Glitch Trigger Felony Blue text indicates rules from Modules 0, 1, and/or 2.

Module 1 – GW Thrusters, Freighters, Futures


Summary
GW Thrusters: Powerful thrusters which require special Isotope Fuel.
Freighters: Slow-moving Cargo carriers; can make all your Factories movable.
Futures: Private quests gained from promoting cards to Purple-Side to gain VP and abilities. Requires Modules 0, 1, and 2

Rules Changes Mobile Factory Summary


• Delivery Operation no longer allowed. • Once Freighter is Promoted, all your Factories become Mobile.
• New Operations / Free Actions: Promotion, Nanofacture, Epic • Same characteristics as Freighter except Cargo and Futures.
Hazard, Big Cube Swap. • Cannot leave a Colony without a Factory/Freighter.
• Futures. Optional during setup and require Modules 0, 1, and 2. • Are not Factories when not on a Claim.
• Can be created at a Bernal via the nanofacture operation.
On-Board Supports: Some Freighters provide supports. • Swap Freighter and any Mobile Factory via big cube swap free
action.
Special Futures: • If Freighter is Decommissioned, any Mobile Factory can become the
• Ad Astra Futures have special requirements. Promoted Freighter's new location.
• Casus Belli Futures lead to War of Independence. Major game
changes (see glossary!) Promotion: Flip cards to Purple-side at specific Colony Sites
• Robot Emancipation: Treat Robots as Humans. (see Module 2 Summary).

Module 2 – Bernals, Colonists


Summary
Bernals: Large mobile space stations which can be Anchored in Home Orbits near Earth or Adjacent to Factories (Dirtsides).
Colonists: Space settlers who lend their abilities to your efforts as your infrastructure grows.
Futures: Private quests gained from promoting cards to Purple-Side to gain VP and abilities. Requires Modules 0, 1, and 2.

Rules Changes Bernal Rules


New Operations / Free Actions: When A Home Bernal is Anchored:
• Promotion, Homesteading, Anchoring, Exomigration • Faction privilege unlocked.
• Factory Refuel and ET Production from Dirtside can go straight to • Bernal “Home” Ability (if any) unlocked.
the Bernal. • Gain 1 Aqua at start of each Turn.
•B  uild Colony Free Action: May Decommission a Colonist instead of • Store Aqua and Crew at Bernal instead of LEO .
Crew. (move them from LEO when Home Bernal created)
• 2nd Bernal purchased starts in Bernal Stack instead of Hand.
Faction Privileges Locked: Inactive at start of game. • All LEO actions may be performed at Home Bernal instead (free
market, delivery, etc.).
On-Board Supports: Some Colonists provide supports. These Colo- • May boost directly to Bernal for 2x cost (skip Belt Roll).
nists can be Decommissioned as needed supports for industrialization • Colocated cards immune to Glitches, Pad Explosion / Space Debris,
- this is not a Felony. Solar Flares.

Colonist Queue: Colonists are not a patent deck and enter play via a Bernal Special Exceptions:
new mechanism (exomigration). Decommissioned Colonists go back • Bernals must land on Synodic Comet Sites to use them as Dirtsides.
to the queue. You must Exomigrate if below Colonist Limit. • Bernals cannot use Luna Sites as Dirtsides.
• Bernal Abilities are not active until Anchored.
Promotion: Purple-side cards must be Promoted at specific Colony
Sites or a Promoted, Anchored Bernal as listed below. Bernal Colonist Limit:
• 1 Colonist per Bernal, +1 if Anchored. Add or lose Colonists when-
ever a player’s limit changes.

Promotion Type Colony Site Colonist Specialties


      Spectral Type: C S M V D H Miner: 1 free Colocated Site Refuel per Turn per miner.
Prospector: 1 free Colocated Prospect or Promotion per Turn per
Submarine prospector.
Industrialist: 1 free Colocated Industrialize, Anchoring or
Astrobiology Nanofacture per Turn per industrialist.
Engineer: Colocated ET Production can build 1 extra card per engi-
Atmospheric neer present.

Sunbelt
TW Thruster, Freighter, and Colonist cards can always be Promoted at
an Anchored & Promoted Bernal

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