Level 2 · EngineerLesson 8 of 22

Terraforming Mars Strategy Paths: Plants, Heat, Cities, Space, Science

Terraforming Mars strategy paths compared: plants, heat, cities, space and Jovian, science, and animals, with what each wants, how it scores, and weak spots.

Welcome to Level 2. At Level 1 you learned the price of things: the standard projects, the map, a hand you can afford. Now you put those prices together into a plan.

Terraforming Mars deals you different cards every game, so there is no single best strategy. There are, though, a handful of paths the cards keep pointing toward. Each one has its own way of earning TR and points, and its own weak spot. Knowing them helps you see which way your cards lean before generation 3 is over.

Plants and greeneries

The idea: grow plant production, turn every 8 plants into a greenery, and repeat.

How it scores: each greenery raises oxygen for 1 TR while oxygen is open, scores 1 VP, and scores for every adjacent city, yours or a rival’s. The Gardener milestone rewards 3 greeneries.

Weak spots: plants sit on your board as cubes, and red-bordered effects can remove them. Oxygen can max out, after which greeneries give no TR. And your greeneries can feed a rival’s city if you are not careful where they go.

Heat

The idea: grow heat production and energy, and turn every 8 heat into a temperature step.

How it scores: each step is a TR, and the Thermalist award counts heat cubes at the end.

Weak spot: temperature is a shared track. Once it reaches +8 °C, your heat is worth no TR at all. A heat plan needs to spend early and often, because the whole table can close it.

Cities and money

The idea: place cities, grow M€ production, and let the map work for you.

How it scores: cities score from every adjacent greenery at the end. The City standard project adds M€ production, and the Mayor milestone rewards 3 cities. Banker rewards the highest M€ production.

Weak spot: cities do not raise a global parameter, so a city plan earns less TR. It needs greeneries around its cities, from you or from rivals.

Space and Jovian

The idea: collect titanium, play space cards with it, and build toward cards with Jovian tags.

How it scores: several Jovian cards score points, and some score more for every Jovian tag you own. The rulebook notes that Jovian cards may need to be counted separately at the end for this reason.

Weak spot: space cards are often expensive. Without titanium production or a space discount, they are slow to get going.

Science

The idea: collect science tags, which many strong cards require, and the card draw that often comes with them.

How it scores: indirectly, through the cards science opens up. The Scientist award counts science tags.

Weak spot: science pays off slowly. It is rarely a full plan on its own, but it pairs well with almost any other path.

Animals and microbes

The idea: play blue cards that collect animals or microbes, and feed them every generation with their actions.

How it scores: many of these cards are worth points for the resources on them. The rulebook calls out the animal tag as one that generates VPs.

Weak spot: they score late and slowly, and animals on some cards can be removed by rivals. They reward long games and early starts.

How to read your path

Three things tell you which way to go:

  1. Your corporation. Most corporations reward one resource, tag, or tile type. Tharsis Republic wants cities. PhoboLog wants space cards. ThorGate wants power tags.
  2. Your tags by generation 3. Count them. Tags you already have make the next card of that tag stronger, through discounts, requirements, milestones, and awards.
  3. The milestones and awards. If you are close to one, it can tip a path from good to clearly right.

Two paths, not five

A common trap is buying every good card you see. Each one is fine alone, but together they point five ways, and none of them pays off.

Most strong games follow one main path and one support. Plants with cities is a natural pair, because greeneries score for cities. Heat with energy works because unused energy turns into heat. Science supports almost anything.

A good path also has a backup. If the table maxes oxygen early, a plant player with some cities still scores. If temperature closes, a heat player who leads a funded Thermalist award can still collect 5 VP.

Stay flexible

The path is not a promise. If the draw turns against you, follow the cards. The midgame lesson covers how to read when your engine has done enough, and our engine building explainer covers the bigger idea behind building one.

Next lesson

How to Value a Terraforming Mars Card

Next, how to value a card: turning cost, production, TR, and points into one number so you can compare any two cards in your hand.

Unofficial. Not affiliated with FryxGames or Stronghold Games. Terraforming Mars is a trademark of FryxGames.