AND THERE WILL BE APPLE BLOSSOMS ON MARS
The action of the game takes place in the 24th century, when the Earth`s resources have finally been exhausted. Players become representatives of corporations and go to explore Mars. Their goal is to transform the barren Red Planet into a blooming paradise by implementing large-scale projects aimed at ensuring a suitable atmosphere, temperature and water environment for life.
GAME PROCESS
During the game, participants will choose project cards and play them, directly or indirectly influencing the terraforming of the planet. By type, cards are divided into active, automatic and event. All project cards are unique. To get draft cards, you need to pay 3 megacredits for each. Rounds of the game are called generations. Players take turns performing 1 or 2 actions until everyone saves.
ACTIONS OF THE PLAYERS
In order to play the card, it is necessary not only to pay the value indicated on it, but also to comply with the conditions:
After playing a card, the player applies its effects, then discards if it is a red event card, places green technology cards in a separate row, and blue, active cards in front of him - their actions or effects can be applied later.
Instead of activating a card, a player can perform an action on a previously laid out blue card, perform a standard project on the field, spend heat resources to raise the temperature, exchange 8 plants for a landscaping token, claim an achievement, or establish a reward.
WINNING POINTS AND FINAL CALCULATION
Victory points are given for increasing the temperature, oxygen and share of the oceans. The game ends when all global parameters reach their maximum values and all ocean tokens are placed. The player with the highest terraforming rating wins. Also, at the end of the game, participants receive additional points for achievements and awards.
DEEP ECONOMIC STRATEGY
This is one of the most profound economic strategies in the history of board games. Participants have to constantly make difficult choices, plan a lot and closely interact with each other, because all players are united by a common goal.
By benefiting himself, the player often makes life easier for everyone else. The setting of the game perfectly overlaps the mechanics, providing a sense of monolithicity. Unique corporation cards and many different project cards bring novelty to each subsequent game and form a different development strategy, which means that the game is unlikely to ever get boring.
Publisher: Kilogames
Language: Ukrainian
Players: 1-5
Play time: 90-120 m
Age: 12+