RulesPal
Chat
Rulebook
Terraforming Mars: Automa thumbnail

Terraforming Mars: Automa

Expansion for Terraforming Mars

Terraforming Mars: Automa Rulebook

Table of Contents

Table of Contents

  • Overview
  • Components
  • Setup
  • Gameplay
    • Player Order Phase (2nd Generation Onwards)
    • Research Phase (2nd Generation Onwards)
      • Not Drafting
      • Drafting
    • Action Phase
      • Your Turn
    • MarsBot's Turn
    • Production Phase
    • Failed Action
  • MarsBot Bonus Cards
    • Bonus Card Anatomy
    • Destroying MarsBot Bonus Cards
    • MarsBot Bonus Cards' Abilities (B01–B08)
  • MarsBot Board Track Actions
    • Milestones and Awards: Tharsis
    • City / Greenery / Ocean Tile Placement Tiebreakers
      • Placement Bonuses
      • Terraforming Bonuses
  • Game End
  • Difficulty Levels
    • Easy
    • Hard
    • Brutal
  • FAQ
    • Project Cards
    • Corporations
  • Adding Corporations
    • Setup
    • MarsBot Corporation Card Anatomy
    • Draft Priority
    • Special Cases
    • Each Generation Effects
    • Special Cubes on the MarsBot Player Mat
    • FAQ
      • Corporations
  • Adding Expansions
    • Prelude and Prelude 2
      • Setup Changes
      • Gameplay Changes
      • Game End Changes
    • Venus Next
      • Setup Changes
      • Gameplay Changes
      • Turns
      • New MarsBot Track Actions
      • Milestone Requirements
      • Changes to Existing Milestones
      • Award Evaluations

Overview

In this expansion, you will battle the formidable MarsBot for terraforming superiority. MarsBot acts as a second player, enabling a solo player to enjoy the multiplayer experience! You must beat MarsBot's score to win.

Components

  • 1 Neural Instance tile
  • 6 MarsBot boards (1 for each map, double sided)
  • 1 MarsBot board holder
  • 1 Venus Next MarsBot board
  • 1 Colonies shipping board
  • 6 black cubes
  • 6 white cubes
  • 8 clear cubes
  • 46 MarsBot corporation cards
  • 6 board reference cards
  • 32 MarsBot bonus cards
  • 1 final scoring reference card
  • This rulebook
  • Adding Corporations rulebook
  • Adding Expansions rulebook

Setup

This rulebook covers how to set up for solo playing the Terraforming Mars base game. In the other two rulebooks, you'll be shown what changes need to be made to include MarsBot corporations and/or play with expansion(s). You can include as many or as few expansions as you desire. See the Adding Expansions rulebook for more info.

Set the game up as a two-player game (you may use the Corporate Era cards) with the following changes:

  1. Set out the MarsBot board holder. Slide the Tharsis MarsBot board inside the board holder. Set the Tharsis reference card and final scoring reference card next to the MarsBot board. Place a clear cube on the 0 space of each track on the MarsBot board. Choose a color for MarsBot. Place one of MarsBot's player markers on the game board's 20 TR space, and the rest next to the MarsBot board.

    Use the board reference card to hold MarsBot's MC Supply.

  2. Place MarsBot bonus cards numbered B01–B08 next to the MarsBot board. Shuffle them facedown to form the MarsBot bonus deck. Return all of the other MarsBot bonus cards to the box.

  3. Build MarsBot's action deck (4 cards):

    • Instead of a starting hand of 10 cards, deal MarsBot 3 project cards facedown next to the MarsBot bonus deck.
    • Shuffle a card from MarsBot's bonus deck into the MarsBot action deck.
  4. MarsBot does not receive a corporation card. After playing a few games, you can select a MarsBot-specific corporation for it to use (see the Adding Corporations rulebook for more info). For now, you can run MarsBot without a corporation for a slightly simpler game.

  5. Set aside the Neural Instance tile. Then, return all of the other MarsBot components to the box. They are used when playing with expansion content.

  6. You are the starting player.

Gameplay

Player Order Phase (2nd Generation Onwards)

Alternate the first player marker between you and MarsBot from the 2nd generation onwards, as you would in a two-player game.

Research Phase (2nd Generation Onwards)

The rules for this phase depend on whether you want to use the drafting variant or not. In either case, you will have 4 project cards to keep and pay for as usual, and MarsBot will build an action deck of 4 cards: 3 project cards and 1 MarsBot bonus card. MarsBot does not have to pay to keep its cards. If MarsBot's bonus deck is empty, shuffle MarsBot's bonus card discard pile facedown to form a new MarsBot bonus deck.

Note: Do not include any destroyed bonus cards—see MarsBot Bonus Cards section on page 6 for more information. MarsBot's action deck may have a different number of cards when playing with different difficulty levels and/or expansions integrated.

Not Drafting

If not using the card draft rules, draw 4 cards for yourself and build the MarsBot action deck by drawing 3 project cards from the project deck and 1 MarsBot bonus card from the bonus deck.

Drafting

If using the card draft rules, do the following:

  • Draw two piles of 4 cards from the project deck.
  • Take one pile for yourself and give one to MarsBot.
  • Pick 1 card from your pile to keep. Give MarsBot 1 card from its pile at random.
  • Swap piles with MarsBot.
  • Continue until you have both kept 4 cards.
  • Shuffle the cards MarsBot drafted, then discard 1 card to the project discard pile.
  • Shuffle a MarsBot bonus card into the cards MarsBot drafted. These 4 cards become MarsBot's action deck.
  • You choose which of your cards to keep and pay for, as usual.

Action Phase

Alternate taking turns with MarsBot using the following modified rules until both you and MarsBot have passed.

Your Turn

Take your turn as usual with the following exceptions:

  1. If an effect asks you to "Remove" any resources from any player, remove those resources from MarsBot's MC supply (as if they were the matching resource type).
  2. If an effect asks you to "Steal" resources from any player, you may take the resources from MarsBot's MC supply as if they were the resource type you are stealing.
  3. If an effect asks you to "Decrease" any player's production value, move MarsBot's corresponding tracker backwards one space. See below for how each type of production is handled:
    • Steel: Regress its Building track.
    • Titanium: Regress its Space track.
    • MC: Regress its Event track.
    • Energy: Regress its Energy track.
    • Heat: Regress its Earth track.
    • Plants: Regress its Plant track.
  4. MarsBot does not reactivate any previously activated actions after its track value has decreased. To remember this, place one of MarsBot's player markers onto any space it regresses from. Remove that player marker once MarsBot readvances to that space, ignoring all actions on that track until that happens.
  5. If an effect requires you to count the number of something other or players have, use the respective tracks on MarsBot's board instead of its played cards. For example, if a card is comparing how many events all players have played, use the number of the space on the event track where the cube is. Always use the tracker's current position, even if it previously regressed.

MarsBot's Turn

If MarsBot has any cards left in its action deck, it will resolve 1 card on its turn. It flips the top card of the MarsBot action deck and resolves it as follows:

A. Resolving a Project Card:

a. MarsBot ignores all abilities/effects/restrictions on the card.

b. For each tag on the top-right of the card, from left-to-right and one-at-a-time, match each icon to the respective track on MarsBot's board, and advance the corresponding tracker one space to the right. If MarsBot is already at the end of the desired track, it takes a Failed Action (gains 5 MC) instead of moving the corresponding tracker.

c. If the tracker lands on an action icon while advancing, it carries out that icon's action immediately (see MarsBot Board Track Actions on page 8 for more info).

d. If the card played has no tags on it, MarsBot takes a Failed Action.

e. Once the card is fully resolved, place it in MarsBot's played pile.

B. Resolving a MarsBot Bonus Card:

a. Resolve the effect on the card, if possible. If it is not possible, do not take a Failed Action (the card will specify if MarsBot gets any other benefit for failing to carry out the card's primary effect).

b. If the card has a lettered list of options, start at the top to see which one is applicable. Once one can be resolved, resolve it and skip the rest of the card. For example, if you can't resolve the "a." option, check "b." If you can resolve "b.", do so and skip the rest of the card.

c. Place the card in the bonus card discard pile.

If MarsBot has no cards in its action deck, it passes for the round.

Production Phase

Your production is unaffected. MarsBot skips this phase.

Failed Action

When MarsBot attempts to take an action or resolve a project card but cannot, it instead takes a "Failed Action." MarsBot gains 5 MC from taking a Failed Action. Here are some of the ways it may be forced to take a Failed Action:

  • Resolves a project card that has no tags.
  • A tracker on MarsBot's board lands on an action that it cannot take. For example, the tracker lands on raise the temperature, but the temperature track is already completed.
  • MarsBot is already at the end of a track and needs to advance that track.
  • If when taking a milestone action, three milestones have already been claimed, or MarsBot does not meet any milestone's criteria.
  • If when taking an award action, three awards have already been funded, or MarsBot is not ahead of you on any requirement.
  • If MarsBot advances the temperature or the oxygen track to a spot that gives another terraforming action, and cannot take that terraforming action immediately.

MarsBot Bonus Cards

Bonus Card Anatomy

Bonus cards have seven pieces of information:

  1. Card Name.
  2. Use Case Reminder. Some cards have an icon here to remind you when to include this in the bonus card deck.
  3. Image.
  4. Card Number.
  5. Effect.
  6. Beginning of Round Effect. Some cards are shuffled into the action deck at the beginning of every round either from the beginning of the game or when something happens in the game.
  7. Use Case. This text defines when this card should be used based on which board, expansion, or corporation is being used.

Destroying MarsBot Bonus Cards

Whenever a MarsBot card says to destroy a card, that card is removed from play and will not re-enter the game. Simply place the card back into the box for the remainder of the game.

MarsBot Bonus Cards' Abilities (B01–B08)

  • Meteor Shower: You (the player) must remove 5 plants (or as many as possible, if you have less than 5). If you removed at least 3 plants, or another card or ability prevented plants being removed, destroy this card.
  • Invasive Species: You (the player) must remove the highest-scoring animal/microbe cube from a card in your tableau, if possible. MarsBot gains 5 MC, regardless of whether you could remove a cube. If you are playing with Venus Next or Colonies, MarsBot gains 2 MC and 1 floater instead of 5 MC.
  • Research and Development: MarsBot draws 1 card from the project deck and resolves it immediately.
  • Overachievement: MarsBot attempts to claim a milestone (see MarsBot Board Track Actions). If it fails, and it is the 6th generation or later, then it attempts to fund an award (see MarsBot Board Track Actions). If either were successful, destroy this card. Otherwise, MarsBot gains 5 MC.
  • Expedited Construction: MarsBot places a city tile adjacent to any mix of at least 2 greenery/ocean tiles (if tied: adjacent to most tiles of these types, then see Tile Placement Tiebreakers on page 9). If it places a city tile, destroy this card. The city placement must obey usual city placement rules.
  • Lobbyists: Only evaluate the first effect possible, MarsBot gains the usual TR for increasing global parameters:
    • If the temperature global parameter is 1–2 steps away from a bonus step or completion, MarsBot raises the temperature 2 steps and destroys this card.
    • If the oxygen global parameter is 1–2 steps away from a bonus step or completion, MarsBot places 1 greenery tile (see page 9 for placement rules and tiebreakers), raises oxygen 1 step for the greenery, then raises oxygen 1 more step, and destroys this card.
    • If an empty ocean-reserved space is adjacent to at least 2 ocean tiles, MarsBot places an ocean in that space , then destroys this card.

MarsBot Board Track Actions

When MarsBot advances on a track onto an icon, it immediately performs the corresponding action. If it can't resolve the action, it takes a Failed Action instead. If the track shows an icon for an expansion that is not in use, ignore it (MarsBot does not take a Failed Action.)

MarsBot may take the following actions:

  • Advance Tracker: MarsBot advances its tracker to the next spot. This may cause it to perform an additional track action.
  • Advance Another Track: When the space shows the tag of another track, advance that track. This may cause it to perform an additional track action.
  • Gain TR: MarsBot gains the number of TR shown on this icon.
  • Claim Milestone: MarsBot claims an unclaimed milestone that it meets the criteria for. Use the milestones section on the board reference card to see how MarsBot determines its strength for the various milestone requirements. MarsBot does not pay to claim a milestone. If 3 have already been claimed or it does not meet any milestone's criteria, MarsBot takes a Failed Action instead.

If MarsBot meets the criteria for multiple milestones, use the following tiebreakers:

  1. Whichever you also meet the criteria for.
  2. Whichever you're closest to meeting the criteria for.
  3. Whichever is leftmost.
  • Fund Award: MarsBot funds whichever award it is the most ahead of you in requirements (if multiple are tied: leftmost). MarsBot does not pay to fund an award. If MarsBot cannot fund an award because three have already been funded, or it is not ahead of you on any requirement, it takes a Failed Action instead.

Use the awards section board reference card to see how MarsBot determines its strength for the various awards. When comparing strength for any award requiring leftover resources (Thermalist, Miner, etc.), MarsBot considers your current number of resources plus your production.

Milestones and Awards: Tharsis

Tharsis Milestones Requirements. Each Game Map has a different method for MarsBot to determine how it meets milestones. For Tharsis (the base game board), use these milestone requirements:

  • Terraformer / Mayor / Gardener: Unchanged. (MarsBot meets the requirements after reaching 35 TR / placing 3 city tiles / placing 3 greenery tiles, respectively.)
  • Builder: MarsBot is up to space 8 on its Building track.
  • Planner: MarsBot is up to space 4 on every track on its board.

Tharsis Awards Evaluation. Each Game Map has a different method for MarsBot to determine how it stands within each award. For Tharsis (the base game board), use these award criteria for MarsBot:

  • Landlord: Unchanged. (Number of owned tiles in play.)
  • Banker: The sum of MarsBot's current position on its Building and Event tracks.
  • Scientist: MarsBot's current position on its Science track.
  • Thermalist: MarsBot's current position on its Jovian/energy track plus 5.
  • Miner: MarsBot's current position on its Space track plus 5.

Raise Temperature: MarsBot raises the temperature by 1 step.

Place a Greenery (+ Raise Oxygen): MarsBot places a greenery tile (and its player marker), then it raises oxygen 1 step. Place the greenery tile so that it is adjacent to as many of its own cities while minimizing adjacency to any of your cities. MarsBot must still comply with placement rules for greenery (i.e., next to its own tiles when possible, not on reserved spaces). If multiple placement spaces exist with an equally high number of adjacent MarsBot cities and an equally low number of your cities, see below for placement tiebreakers amongst those spaces.

Place Ocean: MarsBot places an ocean tile on any ocean-reserved space. See placement tiebreakers below.

Place a City: MarsBot places a city tile (and its player marker) adjacent to as much existing greenery as possible. MarsBot must still comply with placement rules for cities (i.e., not adjacent to other cities, not on reserved spaces). If multiple placement spaces exist with an equally high number of adjacent greeneries, see below for placement tiebreakers amongst those spaces.

City / Greenery / Ocean Tile Placement Tiebreakers

Note: for city and greenery tiles, these tiebreakers come after their own adjacency conditions.

  1. Adjacent to as many oceans as possible.
  2. Cover the most placement bonus icons possible.
  3. Determine Randomly. Flip a card from the project deck. Use the card's cost to count through the remaining tied spaces, starting from the top-left, going right, then down to the leftmost space of the next row, continuing and restarting as needed. Place the tile on the final space, then discard the flipped project card.

Placement Bonuses

If MarsBot places any tile adjacent to an ocean tile, it gains 2 MC.

If MarsBot places a tile that covers placement bonus icons (plants, steel, titanium, cards, etc.), it gains 1 MC for each icon covered (instead of the printed rewards).

Terraforming Bonuses

If MarsBot raises the temperature to a bonus step that gives a heat production (-24 C and -20 C), MarsBot gains 2 MC instead of the heat bonus. If MarsBot increases the temperature or oxygen to a bonus step that gives another terraforming action, it resolves that other terraforming action immediately (taking a Failed Action if it cannot resolve it).

Whenever MarsBot increases any of the terraforming metrics, it raises its TR in accordance with the normal rules.

Game End

If the game enters round 20, you instantly lose.

Otherwise, once all terraforming parameters have been met, finish the round. Per core rules, both players may still place any final greenery tiles, in turn order. MarsBot places final greenery tiles for each of its tracks where the space immediately ahead of its tracker cube is a greenery action. Move the tracker forward and perform MarsBot's greenery action for each track this applies to.

If you didn't instantly lose, score the game as usual, with the following exceptions:

  1. When evaluating awards, determine MarsBot's award compliance per the Awards Evaluation section based on the board reference card for the board you are playing on (for Tharsis, see page 8), and award points accordingly.
  2. MarsBot does not gain VP on cards it played during the game.
  3. MarsBot gains 1 VP for each space on the board adjacent to its Neural Instance tile that is not occupied by you (meaning either it is empty, or has one of its tiles on it). In the unlikely case of the Neural Instance not being in play, skip this step.
  4. MarsBot gains VP for the MC it has remaining based on the round in which the game ended as follows:
Generation #VP / ? MC (fractional points rounded down)
Up to 121 VP per 8 MC
131 VP per 7 MC
141 VP per 6 MC
151 VP per 5 MC
161 VP per 4 MC
171 VP per 3 MC
181 VP per 2 MC
191 VP per 1 MC
20MarsBot instantly wins!

If you beat MarsBot's score, you win! A tie is considered a win by MarsBot.

Example: You finished terraforming Mars on generation 14. MarsBot has 24 MC. It gains 1 VP per 6 MC, so it gains 4 VP. If it was generation 16, it would gain 6 VP instead.

Difficulty Levels

Default difficulty level of MarsBot is Normal. To scale the difficulty up or down, use the following changes. (You do not need to use all the changes for a specific difficulty level. You can pick whichever ones you want to include, to scale the difficulty to taste.)

Easy

  • Ignore the Advance Tracker action on MarsBot's board tracks.
  • Failed Actions give MarsBot 3 MC instead of 5 MC.
  • MarsBot's award evaluation values are reduced by 5 each (meaning MarsBot has lower values for you to beat).

Hard

  • MarsBot gains 1 VP for any card in its played discard pile with a non-negative VP icon.
  • On MarsBot's first turn of each generation, if it has 8 MC and meets one of the following conditions, it claims a milestone and loses 8 MC. Then proceed with its first turn as normal.
    • No milestones have been claimed and MarsBots meets the requirements of 3 or more milestones.
    • 1 milestone has been claimed and MarsBot meets the requirements of 2 or more milestones.
    • 2 milestones have been claimed, and MarsBot meets the requirements of any milestone.

Brutal

  • Both changes described under the hard rules are in effect.
  • MarsBot starts with 4 project cards instead of the usual 3, and keeps all 4 cards it acquires during each Research Phase.

FAQ

Project Cards

  • Asteroid Deflection System [Promo Card] - This card does block MarsBot's bonus card Meteor Shower from forcing you to remove the respective resources.
  • Galilean Waystation [Colonies] - Increase your MC production 1 step for every Jovian tag you have in play + half (rounded down) MarsBot's respective Jovian track position.
  • Lawsuit [Promo Card] - You steal 3 resources from MarsBot and put the card in MarsBot's played pile, but MarsBot doesn't resolve the icons on the card, nor does it lose points from the card.
  • Protected Habitat - This card does block MarsBot's bonus cards Meteor Shower and Invasive Species from forcing you to remove the respective resources.
  • Sponsored Academies [Venus Next] - If you play this card, MarsBot gains 1 MC instead of the free card draw.
  • St. Joseph of Cupertino Mission [Promo Card] - If you place a cathedral at one of MarsBot's cities, it spends 2 MC if able, but instead of drawing a card, it advances its least-advanced track (topmost if tied).
  • Toll Station - Increase your MC production a number of steps equal to MarsBot's Space track position.

Corporations

  • Mons Insurance [Promo Card] - You may not use this corporation against MarsBot.

Adding Corporations

Note: Playing against MarsBot Corporations increases the automa's difficulty, so you might want to consider a lower difficulty setting while you get acquainted with your opponent's new capabilities.

Setup

  1. After selecting and playing your own corporation (but before selecting and playing your Prelude cards, if playing with that expansion), randomly select a corporation for MarsBot. If the same corporation was selected as the one you're playing, select another.

  2. If the selected corporation mentions black or white cubes, set aside the 6 cubes of those colors included with this expansion. Place them near MarsBot's corporation card.

  3. Immediately resolve any instructions found in the "Setup" box of the card.

  4. If the card shows starting tags, resolve them as if they are shown on a card revealed during play. (Note: if the corporation shows an ongoing effect, it is already in effect during setup.)

    Like the base game, if either this or the previous step would trigger an "any player" effect on your corporation card (for example MarsBot places a city tile, while you're playing as Tharsis Republic), perform that effect.

  5. Return to the box any corporation-specific bonus cards not mentioned by the selected corporation. They will not be used this game.

  6. Now proceed to selecting and playing your Prelude cards, or to the first round if playing without Prelude.

MarsBot Corporation Card Anatomy

MarsBot corporation cards have eight pieces of information:

  1. Corporation Name.
  2. Corporation Logo.
  3. Starting Tags - These are resolved when the corporation card is played at the beginning of the game.
  4. Draft Priority - This is explained in the next section.
  5. Setup - This is resolved when the corporation card is played at the beginning of the game.
  6. Effect - This is an ability that MarsBot has throughout the game.
  7. Start Round/Beginning of Action Phase - Some corporations have effects that happen every generation. These effects are shown here.
  8. Card Number.

Draft Priority

Some MarsBot corporations have a Draft Priority. If so, the Draft Variant must be used against these corporations, and MarsBot's Draft Procedure is modified in the following way (from Generation 2 onwards, naturally). Unchanged parts are in gray in the source; they are reproduced here as plain steps.

  • Draw two piles of 4 cards from the project deck.
  • Take one pile for yourself and give one to MarsBot.
  • Pick 1 card from your pile to keep.
  • Look at MarsBot's pile: if exactly 1 card matches the Draft Priority shown on the corporation card, give that card to MarsBot. If multiple cards match equally, select one of them randomly. If none of them match, select one of the cards randomly.
    • If a card has multiple tags matching the Draft Priority, it is considered a better match than a card having only a single matching tag, and is thus selected.
    • Some corporations have multiple tags shown on the Draft Priority, separated by a ">" sign. Consider the first tag only: if no cards match that, consider the second tag, and so on. A card having the first and the second tag is a better match than a card having just the first tag (but a card having the first tag twice is an even better one), etc.
      • Example 1, Celestic: A card with two Venus tags (for example, Venusian Governor) is always the best match and selected. Otherwise, a card containing a single Venus tag is selected (choose randomly if multiple). If no Venus tags are present, a card with a Jovian tag is selected (choose randomly if multiple). If no Venus and no Jovian tags are present, one of the cards is selected randomly.
      • Example 2, Saturn Systems: A card with both space and Jovian tags (for example, Ganymede Colony) is selected over a card with just Jovian (for example, Asteroid Mining Consortium), but that card would be selected over a card with just a space tag (for example, Space Station).
    • The Wildcard tag is not considered matching the Draft Priority tag(s) for this purpose.
  • Swap piles with MarsBot.
  • Continue until you have both kept 4 cards.
  • Shuffle the cards MarsBot drafted, then reveal the top card. If it doesn't have a tag matching the Draft Priority, place it in the general discard pile. If it does, set it aside, and check the next card. Repeat this until a card is discarded or all 4 have been checked.

Special Cases

  • Credicor: From every given hand, Credicor selects the most expensive card. If there are multiple cards of the same MC cost, select one of them randomly. In the discarding step, it saves the most expensive card(s) of the 4 cards it drafted, and discards one of the others. In the unlikely case that all 4 of its drafted cards cost exactly the same, it discards nothing.
  • Aridor: Determine Aridor's priority at the beginning of the drafting. For example, if the power and the Venus tracks are on the 3rd spot, while every other track is on the 4th or higher, Aridor's draft priority is power this round (since power is closer to the top on MarsBot's tracker board than Venus). The same priority applies both in the selection and the discard step. In the given example, Aridor would be willing to discard a card with a Venus tag, but would "save" one with a power tag. Re-evaluate this priority at the beginning of the next generation only.
  • Spire: From every given hand, Spire selects the card with the highest number of tags. If there are multiple cards of the same number of tags, select one of them randomly. In the discarding step, it saves the card(s) with the most tags of the 4 cards it drafted, and discards one of the others. In the unlikely case that all 4 of its drafted cards have exactly the same number of tags, it discards nothing.

Each Generation Effects

Some of the corporations have a box marked "Round Start" or "Before Action Phase." Perform these instructions at the indicated time. Ones marked "Before Action Phase" are also resolved after setup, before the first generation's Action Phase.

Special Cubes on the MarsBot Player Mat

Some of the corporations will place credits, white cubes, or black cubes on specified spaces of MarsBot's tracks during setup. When a track advances to a space with a cube or credit, see the corporation card's effect section for what to do. This effect resolves before and in addition to the icon printed on the track, unless explicitly noted otherwise.

If you regress a MarsBot track, moving back up the track will not retrigger a corporation trigger that was previously triggered.

FAQ

Corporations

  • Ecoline [base game], Ecotec [Prelude 2] - If your cards allow you to destroy or steal plants from your opponent, you may target the resource(s) on the corporation card. If there are fewer plants there than what you are allowed to destroy or steal, the excess is lost. You are not allowed to additionally destroy/steal from MarsBot's MC supply.
  • Saturn Systems - The Jovian tag effect of this corporation is triggered only when you or MarsBot play a card with a Jovian tag. An advance tracker effect on MarsBot's player mat does not trigger Saturn Systems' ability. The ability is also triggered if your Prelude card has a Jovian tag, but not if your corporation has the tag, since your corporation card is played before MarsBot's.
    • If you're playing Saturn Systems, and the MarsBot's corporation has a Jovian starting tag, resolve your ability as if a card containing the tag was played.
  • Pharmacy Union, Splice [Promo Cards] - If you're playing Pharmacy Union or Splice, and the MarsBot's starting corporation or any track or bonus effect gives it a microbe advancement (not a plant or animal), resolve your corporation's effect as if a card with a microbe was played.
    • If MarsBot is playing Pharmacy Union or Splice, and your Prelude card has a microbe tag, trigger MarsBot's corresponding ability. However, do not trigger MarsBot's ability if your corporation has the tag, since your corporation card is played before MarsBot's.
  • Aphrodite [Venus Next], Lakefront Resorts [Turmoil] - This corporation's effect overrides Government Intervention's wording of MarsBot not gaining MC for effects from that card. When using , MarsBot gain 2 MC from that card raising Venus's global parameter; when using , MarsBot place a white cube or advance the Building track from that card placing an ocean. But either way, MarsBot still doesn't gain the TR from this card.

Adding Expansions

This rulebook contains all of the setup and rules changes you need to play with each of the Terraforming Mars expansions. You can mix and match which expansions you want to play with, just follow the instructions for each one separately.

Prelude and Prelude 2

Setup Changes

  1. If playing with the Prelude 2 expansion, remove the Prelude card Recession from the deck before drawing Prelude cards for yourself, as it is not supported against MarsBot.
  2. After picking your own Prelude cards and corporation, give MarsBot 3 extra cards from the project deck for its starting action deck, instead of giving it Prelude cards.

Gameplay Changes

When MarsBot resolves a project card with a Wild (?) tag, advance the least-advanced track, topmost if tied.

Game End Changes

If the game enters Round 18 before the game end trigger occurs, you instantly lose!

Adjust the points for MarsBot's MC, based on the round the game ended as follows:

Round #VP / ? MC (fractional points rounded down)
Up to 101 VP per 8 MC
111 VP per 7 MC
121 VP per 6 MC
131 VP per 5 MC
141 VP per 4 MC
151 VP per 3 MC
161 VP per 2 MC
171 VP per 1 MC
18MarsBot instantly wins!

Venus Next

Setup Changes

  1. Place the Venus Next MarsBot board next to the MarsBot board. Place a clear cube on the 0 space of this track.
  2. Replace the Lobbyists (B06) bonus card with the Venus Next specific Lobbyists (B15) bonus card.
  3. Set aside the Government Intervention (B16) bonus card.

Gameplay Changes

At the end of the Research Phase, if the Hoverlord Milestone is no longer available to be claimed, and MarsBot has at least 5 floater resources on its board:

  • If drafting: MarsBot spends 5 floaters to keep its 4th drafted card, instead of discarding that card.
  • If not drafting: MarsBot spends 5 floaters to gain a 4th card (from the project deck).
  • If playing on Brutal difficulty (where MarsBot always keeps its 4th card), MarsBot spends 5 floaters to gain a 5th card from the project deck.

Once MarsBot has its new action deck (including on the first round), shuffle the Government Intervention bonus card into the action deck.

Turns

Whenever MarsBot resolves a project card with a Venus tag, advance its tracker on its Venus track. The Venus track and its actions behave identically to every other track.

New MarsBot Track Actions

The following new actions appear on the Venus-specific MarsBot boards:

  • Raise Venus 1 Step: MarsBot raises the Venus global parameter 1 step, and raises its TR 1 step for advancing a global parameter, per the normal rules. If the track is maxed out, MarsBot takes a Failed Action instead.
  • Gain Floater: MarsBot places a resource token on the floater storage area to the right of the Venus track on its Venus Next MarsBot board.

Milestone Requirements

Hoverlord: Unchanged (has 7 floater resources).

When tied for choosing which milestone to claim based on "leftmost" priority, Hoverlord should be considered last in the list.

Changes to Existing Milestones

  • Planner (Tharsis): Reached spot 4 on every track except the Venus track.
  • Diversifier (Hellas): Reached spot 3 on 7 of the eight tracks. (i.e., the Venus track can substitute one other track).
  • Generalist (Elysium): Reached spot 2 on every track except the Venus track.

Award Evaluations

Venuphile: MarsBot's current position on its Venus track.

When tied for choosing which award to fund based on "leftmost" priority, Venuphile should be considered last in the list.

Solar Phase

Do not carry out Venus Next's Solar Phase Step 2 (World Government Terraforming): an equivalent effect is carried out by the Government Intervention card. You cannot use MarsBot with Venus Next without this card (even though in multiplayer you can choose to not carry out the Solar Phase).

New MarsBot Bonus Cards

  • Lobbyists: Evaluate only the first effect possible:
    • If the temperature global parameter is 1–2 steps away from a bonus step or completion, MarsBot raises the temperature 2 steps and destroys this card.
    • If the oxygen global parameter is 1–2 steps away from a bonus step or completion, MarsBot places 1 greenery tile, raises oxygen 1 step for the greenery, then raises oxygen 1 more step and destroys this card.
    • If the Venus global parameter is 1–2 steps away from a bonus step or completion, MarsBot raises Venus 2 steps (and does not destroy this card).
    • MarsBot advances the Martian global parameter furthest from completion. If tied, prioritize raising oxygen, then placing an ocean tile, and finally raising temperature.
    • MarsBot raises its TR as usual for any global parameters increased. (The sheet prints "TM rating".)
  • Government Intervention: Evaluate only the first effect possible. MarsBot does not receive TR, or MC from bonuses, for the effects of this card:
    • On an even-numbered generation, or if the Venus global parameter track is completed: MarsBot advances whichever (Martian) global parameter is furthest from being completed. If tied, prioritize oxygen, then ocean, then temperature.
    • Otherwise, raise Venus 1 step.
    • If this card causes another global parameter to be raised, resolve it, but MarsBot still does not receive TR/MC rewards for it.
  • Corporate Competition: The following action is added to all versions of the card:
    • Venuphile: Advance the Venus track.

Colonies

Setup Changes

  1. Set up Colonies as if playing a two-player game, but all Colony tiles (including Titan, Enceladus, and Miranda) start with their tracker on the highlighted second step.
  2. Replace the Expedited Construction (B05) bonus card with the Colonies-specific Expedited Construction (B16) bonus card.
  3. Shuffle the Outer System Foothold (B17) bonus card into the bonus deck.
  4. Place the MarsBot Colonies Shipping Board beside the MarsBot board.
  5. Place one Trade Fleet for MarsBot (and yourself) on the Trade Fleets tile. Place a second Trade Fleet on the 9th space of the Energy track (on the Jovian/energy track for Tharsis and Utopia Planitia, and on the City/energy track for Vastitas Borealis).
  6. Set aside the bonus cards Shipping Lines and Extended Shipping Lines (B18–B19).

Gameplay Changes

If playing with Venus Next, follow the rules for spending Floaters as written above.

If not playing with Venus Next, follow the rules for spending Floaters in the Venus Next section assuming that the Hoverlord Milestone is no longer available.

After the Research Phase, once MarsBot has its new action deck (excluding the first round), shuffle the Shipping Lines card into the action deck, and if MarsBot has unlocked its second Trade Fleet (see below) also shuffle in Extended Shipping Lines.

If at any point during MarsBot's Turn, MarsBot has 5 (or more) resources in a storage area, remove 5 resources from that area and advance the indicated track by one space. This does not apply to the Titan/Floater area.

New MarsBot Track Actions

The following new actions appear on the Colony-specific MarsBot boards:

  • Raise Venus 1 Step: Ignore this icon if playing without Venus Next. Otherwise, see the rules under Venus Next on page 2.
  • Gain Floater: If playing without Venus Next, place a resource token in the Titan storage area of the Colonies shipping board. Otherwise, see the rules under Venus Next on page 2.

New MarsBot Bonus Cards

  • Expedited Construction: Evaluate only the first effect possible:
    • MarsBot places a city tile adjacent to any mix of at least 2 greenery/ocean tiles (if tied: adjacent to most tiles of these types, then see Tile Placement Tiebreakers). The city placement must obey usual city placement rules. If it places a city tile, destroy this card.
    • If MarsBot has 1 or 0 colonies in play, it places one on a randomly selected colony tile where it doesn't have one.
      • Flip a card from the project deck. Proceed counting and looping around if needed, count through each of the eligible colony tiles, up to the card's cost. Place the colony on the final tile, then discard the flipped card.
      • Then, MarsBot gains 2 resources into the storage area on its Shipping Board corresponding to the selected colony tile.
      • Note: this option does not destroy this card.
    • Otherwise, no effect.

Outer System Foothold

Outer System Foothold: MarsBot places a colony on a randomly selected colony tile where it doesn't yet have one (using the method described under Expedited Construction). Then, MarsBot gains 2 resources into the storage area on its Shipping Board corresponding to the selected colony tile. Finally, draw a card from the bonus deck (reshuffling the discard pile if necessary, but not including the Outer System Foothold card itself in that reshuffle), and discard it without resolving the drawn card's effect. Note: this applies to MarsBot's bonus deck, not it's action deck.

Shipping Lines and Extended Shipping Lines: Select the colony tile with the most-advanced track. If multiple options are tied, select one where MarsBot has a colony. If still multiple options are available, select randomly (using the method described under Expedited Construction). MarsBot loses 1 MC and then trades with the selected colony tile (see below).

Shipping Board and Trading

  • MarsBot has a Shipping Board with 11 storage areas, corresponding to the 11 colony tiles.
  • When MarsBot places a colony (via Expedited Construction or Outer System Foothold), it ignores the printed reward of the tile, and instead it gains 2 resources into the storage area corresponding to the colony tile where it has built. Note: this rule is indicated on the bonus cards that cause this to occur.
  • When MarsBot trades with a colony tile (via Shipping Lines or Extended Shipping Lines), it ignores the colony track's trade income, and instead it gains 2 resources into the storage area corresponding to the colony tile it is trading with. If it has a colony on the tile in question, it gains an additional 1 resource into the same storage area. If you have one or more colonies on the tile in question, you receive a colony bonus as described in the core rules.
  • When you trade with a colony tile (as described in the core rules), you gain trade income and colony bonus as normal. If MarsBot has a colony on the tile in question, it gains 1 resource into the storage area corresponding to the colony tile you are trading with.
  • Both you and MarsBot must observe the One Trade Fleet per Colony Tile rule.

Colony Tile-specific Rules

  • The Titan storage area is only used if playing without Venus Next. MarsBot only spends floaters using the rules described under "Game Play Changes."
  • Europa works differently than the other 10 colony tiles:
    • When placing a colony on Europa, instead of 2 resources, MarsBot places an ocean tile (which includes it raising its TR 1 step according to the usual rules). If that is not possible, it takes a Failed Action instead.
    • When trading with Europa, instead of 2 resources, MarsBot raises its TR 1 step (still losing the 1 MC, as usual).
    • When receiving the colony bonus for Europa, instead of 1 resource, MarsBot gains 1 MC.
    • Resources are never placed in Europa's storage area.
  • Resources on Ceres, Luna, Io, Enceladus, Ganymede, Callisto, Miranda, and Triton are considered to be resources of the indicated type for the purposes of your cards. You may steal/remove from them as usual.
  • MarsBot does not gain cards for Pluto. Instead it gains science resources into the corresponding storage area.

Unlocking the 2nd Trade Fleet

When the energy track reaches the 9th space, in addition to resolving the space's effect, move the Trade Fleet from there to the Trade Fleet tile (and mark it with one of MarsBot's player markers). From the following generation onwards, shuffle Extended Shipping Lines into the action deck (as well as Shipping Lines), thus MarsBot will trade twice per generation.

Turmoil

Setup Changes

  1. Set up according to the Turmoil rules normally, however, leave all 7 delegates of MarsBot's color in the reserve.
  2. You start normally, on 20 TR. However, MarsBot's starting TR is reduced by 10, to 10 TR.
  3. After creating MarsBot's starting action deck, shuffle the Party Politics (B20) bonus card into it.

Gameplay Changes

You interact with all Turmoil components and rules the same way as described in the Turmoil rules. This section explains changes to the regular MarsBot rules for this expansion. Unless otherwise stated, play all regular MarsBot rules as written.

MarsBot ignores the ruling party's policy.

After the Research Phase each generation, shuffle the Party Politics card into MarsBot's action deck.

New MarsBot Bonus Card

Party Politics: If MarsBot has at least 1 delegate left in the reserve, place 1 of its delegates from the reserve into one of the delegate areas, then check whether the Party Leader or the Dominant Party changes because of this. To select which party to place it in, use the below priority list to narrow the options until a single party is selected:

  1. A party where placing 1 delegate would cause MarsBot to become Party Leader AND the party to become Dominant.
  2. A party where placing 1 delegate would cause MarsBot to become Party Leader.
  3. A party where MarsBot is already Party Leader, and placing 1 delegate would make the party Dominant.
  4. A party where you (the player) have the fewest (including zero) delegates (including possibly a Party Leader).
  5. A party where MarsBot has fewest (including zero) delegates (including possibly a Party Leader).
  6. The next party clockwise from the Dominance marker (circling around).

Then, if there is at least 1 MarsBot delegate remaining in reserve and MarsBot has at least 5 MC, flip a card from the project deck (and then discard it). If the flipped card's price is evenly divisible by 3, MarsBot spends 5 MC and repeats the above procedure to place a second delegate from the reserve.

Turmoil Step

  1. TR Revision: You lose 1 TR normally. MarsBot does not lose a TR.
  2. Global Event: Perform the Global Event (including influence) normally, however, it only affects you.
    • If there are any choices to be made by the first player, they are always made by you.
    • For Global Events Revolution and Election, resolve the effect for solo (instead of comparing yourself to MarsBot).
  3. New Government: Perform this sub-step normally, with the following adjustments:
    • MarsBot ignores the Ruling Party bonus.
    • MarsBot does gain 1 TR if it becomes Chairman.
    • Do not place a MarsBot delegate in the Lobby.
  4. Changing Times: Perform this sub-step normally.

End of Game

At the end of the game, both you and MarsBot score 1 VP for any Party Leader or the Chairman owned.

Increasing the Difficulty

If you find it too easy to predict MarsBot's activities on the Turmoil board, you may wish to increase the difficulty in one of the following ways:

  • Reduce its starting TR by 7, instead of 10.
  • After placing the neutral delegates during setup, select a random party (flipping a card from the project deck) and place 1 MarsBot delegate there (possibly taking the Party Leader position). For further challenge, repeat this procedure an additional time.

Hellas, Elysium, Terra Cimmeria, Utopia Planitia, and Vastitas Borealis

Setup Changes

  1. Use the MarsBot board that corresponds to the map you are using. Set out the corresponding board reference card based on the map you are using.
  2. Replace the bonus card Corporate Competition (B08) with the card of the same name that corresponds to the current map (B09–B13).

Gameplay Changes

The new map comes with a different MarsBot board with slightly tweaked tracks, and different milestones & awards.

Note the following changes:

Hellas and Elysium: the Jovian tag is paired with Science, not with Energy (as it is on the Tharsis board).

Terra Cimmeria: the Jovian tag is paired with Earth, not with Energy, and the City tag is paired with Science, not with Earth.

Vastitas Borealis: the Microbe tag is paired with Science, not with Plant/Animal; the City tag is paired with Energy, not with Earth; and the Jovian tag is paired with Earth, not with Energy.

New MarsBot Track Actions

The following new action appears on the Utopia Planitia board:

  • Place a Colony: If playing with Colonies, place a colony using the method described under Colonies' Outer System Foothold and Expedited Construction bonus cards (including gaining 2 resources into the matching storage area on its Shipping Board).

Milestones and Awards for These Maps

Milestone Requirements - Hellas
  • Diversifier - At least space 3 on every track
  • Tactician - It has at least 35 MC
  • Polar Explorer - Unchanged
  • Energizer - Energy track at space 6 or higher
  • Rim Settler - Jovian/science track at space 6 or higher
Award Evaluation - Hellas
  • Cultivator - Unchanged
  • Magnate - Unchanged (green cards in MarsBot's played pile)
  • Space Baron - Space track space
  • Eccentric - Every 5 MC counts as 1 resource
  • Contractor - Building track space
Milestone Requirements - Elysium
  • Generalist - At least space 2 on every track
  • Specialist - Any one track at space 10 or higher
  • Ecologist - Bio track at space 4 or higher
  • Tycoon - Unchanged (15 green/blue cards in MarsBot's played pile)
  • Legend - Unchanged (5 red cards in MarsBot's played pile)
Award Evaluation - Elysium
  • Celebrity - As usual, but MarsBot includes events in this count unlike you
  • Industrialist - Energy track space + 5
  • Desert Settler - Unchanged
  • Estate Dealer - Unchanged
  • Benefactor - Reduce MarsBot's TR by 15 for the purpose of this award

Note that when considering your strength for Industrialist, MarsBot counts your current steel resources, your current steel production, and your current power production. (Your current power resources do not count since they cannot be carried over.)

Milestone Requirements - Terra Cimmeria
  • Planetologist - Jovian/Earth track and Venus track has a combined value of 5 or higher
  • Architect - City/science track at space 6 or higher
  • Coast Guard - Unchanged
  • Forester - Plant/animal/microbe track at space 10 or higher
  • Financier - Event track at space 10 or higher
Award Evaluation - Terra Cimmeria
  • Electrician - Energy track space
  • Founder - Unchanged, but the Neural Instance tile counts as a special tile for MarsBot but not for you!
  • Mogul - The most-advanced track's space number doubled
  • Zoologist - Plant/animal/microbe track space + 5
  • Forecaster - Every 7 MC counts as 1 card with requirement
Milestone Requirements - Utopia Planitia
  • Specialist - 3 or more MarsBot bonus cards are destroyed
  • Pioneer - Unchanged
  • Trader - All 3 of the following tracks at space 2 or higher: Jovian/energy, City/Earth, and Venus
  • Metallurgist - Building track and Space track has a combined value of 7 or higher
  • Researcher - Science track at space 4 or higher
Award Evaluation - Utopia Planitia
  • Suburban - Unchanged
  • Investor - City/Earth track space
  • Botanist - Plant/animal/microbe track space minus 2
  • Incorporator - As usual, but MarsBot includes events in this count unlike you
  • Metropolist - Unchanged
Milestone Requirements - Vastitas Borealis
  • Agronomist - Plant/animal track at space 4 or higher
  • Spacefarer - Space track space 5 or higher
  • Geologist - Unchanged
  • Engineer - Jovian/Earth track and city/energy track has a combined value of 10 or higher
  • Farmer - Either microbe/science track or plant/animal track at space 6 or higher
Award Evaluation - Vastitas Borealis
  • Traveler - Jovian/Earth track space + 5
  • Landscaper - Unchanged
  • Highlander - Unchanged
  • Promoter - Event track space
  • Blacksmith - Building track space OR Space track space, whichever is more-advanced

Tiebreakers: in order below for all boards, on player aids for each individual board.

  1. Hellas, Elysium, Terra Cimmeria, and Utopia Planitia: Adjacent to as many oceans as possible.
  2. Hellas: Polar Region (bottom two rows).
  3. Terra Cimmeria: Adjacent to one or more special tiles (including the Neural Instance tile).
  4. Cover the most reward icons possible.
    • On Utopia Planitia, edge spaces are considered to have an additional reward icon for purposes of tiebreakers.
    • On Vastitas Borealis, volcanic spaces and spaces adjacent to them are considered to have an additional reward icon for purposes of tiebreakers.
  5. Elysium: Southern Region (bottom four rows).
  6. Vastitas Borealis: Edge spaces, if possible, otherwise adjacent to as many oceans as possible.

Additional Placement Bonus Rules

The South Pole (Hellas)

The South Pole hex containing an ocean bonus and -6 MC:

  • If there are oceans still available to place and MarsBot has at least 6 MC, this hex is treated as a higher priority than other 2-bonus-resource hexes, but otherwise is the same priority for other tiebreakers. If MarsBot places on here, it doesn't gain 2 resources, but places an ocean (gaining 1 TR) and loses 6 MC.
  • If there are no more oceans available to place or MarsBot does not have 6 MC, this hex is treated as a hex without rewards for the purposes of tiebreakers. If MarsBot places on here, it doesn't gain or lose anything.
MSL Curiosity (Terra Cimmeria)

The hex containing a colony and -5 MC:

  • If there is still a colony tile without a MarsBot colony available and MarsBot has at least 5 MC, this hex is treated as a higher priority than other 2-bonus-resource hexes (but lower than the 3 resource ones), but otherwise is the same priority for other tiebreakers. If MarsBot places on here, it doesn't gain 2 resources, but places a colony (using the method described under Expedited Construction in the Colonies expansion, including gaining 2 matching resources) and loses 5 MC.
  • If all colony tiles have a MarsBot colony or MarsBot does not have 5 MC, this hex is treated as a hex without rewards for the purposes of tiebreakers. If MarsBot places on here, it doesn't gain or lose anything.
  • If playing without Colonies, treat this hex as empty for both MarsBot and the player.
The North Pole (Vastitas Borealis)

The North Pole hex containing a temperature bonus and -4 MC:

  • If the temperature track is not maxed and MarsBot has at least 4 MC, this hex is treated as a higher priority than other 2-bonus-resource hexes, but otherwise is the same priority for other tiebreakers. If MarsBot places on here, it doesn't gain 2 resources, but increases temperature (gaining 1 TR) and loses 4 MC.
  • If the temperature track is maxed or MarsBot does not have 4 MC, this hex is treated as a hex without rewards for the purposes of tiebreakers. If MarsBot places on here, it doesn't gain or lose anything.
Viking 1 and 2 (Vastitas Borealis)

These hexes show a delegate as a bonus.

  • If playing with Turmoil, you gain the delegate when placing here, while MarsBot gains 1 MC as it would for any other benefit.

If playing without Turmoil, this hex is considered empty for MarsBot's tiebreakers, and if it does place here, it receives nothing.

Corporate Competition Helper Actions

The helper actions on the changed Corporate Competition cards are:

  • Hellas
    • Cultivator: MarsBot places a greenery tile and raises oxygen 1 step.
    • Magnate: Reveal cards from the project deck until a green card is revealed, resolve it, and discard the rest.
    • Space Baron: Advance the Space track.
    • Eccentric: You (the player) must remove the highest-scoring animal/microbe cube from a card in your tableau, if possible.
    • Contractor: Advance the Building track.
  • Elysium
    • Celebrity: Reveal cards from the project deck until a card with a cost of 20 MC or more is revealed, resolve it, and discard the rest.
    • Industrialist: Advance the Energy track.
    • Desert Settler: MarsBot places a greenery tile in the Southern Region and raises oxygen 1 step. If MarsBot cannot legally place a greenery tile in the Southern Region, this action is impossible to resolve.
    • Estate Dealer: MarsBot places a greenery tile adjacent to an ocean and raises oxygen 1 step. If MarsBot cannot legally place a greenery tile adjacent to an ocean, this action is impossible to resolve.
    • Benefactor: MarsBot raises its TR 2 steps.

Awards & Milestones Expansion

Setup Changes

  1. Use the MarsBot board and reference card for Tharsis (base game), regardless of which board you are using.
  2. Replace the bonus card Corporate Competition (B08) with the card Corporate Competition (B14) showing the expansion's icon.

Below is the list of the awards and milestones from that expansion and how they apply to MarsBot.

We recommend not using multiple milestones or awards that use identical or very similar ways of calculating the MarsBot's value in the same game. Due to the nature of this expansion, the MarsBot's behavior around claiming Milestones can become more swingy or easier to game. If you want to guarantee the pressure, we recommend using the second Hard difficulty adjustment rule detailed on page 11 of the Automa rulebook.

Milestones

  • Briber - Has 20 MC+, lose 12 MC
  • Builder - Reached Building track space 7
  • Coastguard - Owns 4+ tiles adjacent to ocean tiles
  • Diversifier - Reached track space 3 on 7+ tracks
  • Ecologist - Reached space 4 on the Plant track
  • Energizer - Reached space 6 on the Energy track
  • Engineer - Energy and Earth track spaces combined at 10+
  • Farmer - Reached space 7 on the Plant track
  • Filantrope - As usual (5 cards with non-negative VP in played pile)
  • Forester - Reached space 6 on the Plant track
  • Fundraiser - Reached space 8 on Event track
  • Gardener - As usual (owns 3+ greenery)
  • Generalist - Reached space 2 on every track except Venus
  • Geologist - As usual (owns 3 tiles on or adjacent to volcanic sites)

Awards

  • Administrator - Cards without tags in MarsBot's played pile +2
  • Banker - Sum of Building and Event track spaces
  • Benefactor - Reduce MarsBot's TR by 15 for this
  • Biologist - Plant track space +5
  • Botanist - Plant track space -2
  • Celebrity - Cards costing 20 MC or more in played pile, BUT including events
  • Collector - Number of tracks that reached space 3
  • Constructor - As usual (Cities and colonies owned)
    • Place a cube on Space track #7 and #10 and Energy track #8. When any of these cubes are reached, MarsBot loses 5 MC and resolves a "Build a Colony" action as described in the MarsBot Colonies rules. Remove that cube
  • Contractor - Building track space
  • Cultivator - As usual (greenery owned)
  • Electrician - Energy track space
  • Estate Dealer - As usual (Tiles owned next to ocean)

Corporate Competition Helper Actions (Awards & Milestones)

  • Administrator - Reveal cards from the project deck until a card without a tag is revealed. Resolve it, and MarsBot gains (an additional) 5 MC
  • Banker - Advance the Building or Event track, whichever is least advanced, building if tied
  • Benefactor - MarsBot raises its TR 2 steps
  • Biologist - Advance the Microbe track
  • Botanist - Advance the Plant track
  • Celebrity - Reveal cards from the project deck until a card costing 20+ MC is revealed. Resolve it
  • Collector - Advance the least advanced track
  • Constructor - MarsBot places a city tile
  • Contractor - Advance the Building track
  • Cultivator - MarsBot places a greenery tile and raises oxygen 1 step
  • Electrician - Advance the Energy track
  • Estate Dealer - MarsBot places a greenery tile adjacent to an ocean and raises oxygen 1 step
  • Excentric Eccentric (as printed; the award is Excentric) - You must lose 1 Animal or 1 Microbe (highest scoring if you have multiple)
  • Solar Phase
  • New MarsBot Bonus Cards
  • Colonies
    • Setup Changes
    • Gameplay Changes
    • New MarsBot Track Actions
    • New MarsBot Bonus Cards
    • Outer System Foothold
    • Shipping Board and Trading
    • Colony Tile-specific Rules
    • Unlocking the 2nd Trade Fleet
  • Turmoil
    • Setup Changes
    • Gameplay Changes
    • New MarsBot Bonus Card
    • Turmoil Step
    • End of Game
    • Increasing the Difficulty
  • Hellas, Elysium, Terra Cimmeria, Utopia Planitia, and Vastitas Borealis
    • Setup Changes
    • Gameplay Changes
    • New MarsBot Track Actions
    • Milestones and Awards for These Maps
      • Milestone Requirements - Hellas
      • Award Evaluation - Hellas
      • Milestone Requirements - Elysium
      • Award Evaluation - Elysium
      • Milestone Requirements - Terra Cimmeria
      • Award Evaluation - Terra Cimmeria
      • Milestone Requirements - Utopia Planitia
      • Award Evaluation - Utopia Planitia
      • Milestone Requirements - Vastitas Borealis
      • Award Evaluation - Vastitas Borealis
    • Additional Placement Bonus Rules
      • The South Pole (Hellas)
      • MSL Curiosity (Terra Cimmeria)
      • The North Pole (Vastitas Borealis)
      • Viking 1 and 2 (Vastitas Borealis)
  • Corporate Competition Helper Actions
  • Awards & Milestones Expansion
    • Setup Changes
    • Milestones
    • Awards
    • Corporate Competition Helper Actions (Awards & Milestones)
  • all
    (see page 9 for placement tiebreakers)
  • MarsBot advances the global parameter furthest from completion. If tied, prioritize raising oxygen, then placing an ocean tile, and finally raising temperature.
  • Local Neural Instance: MarsBot places the MarsBot Neural Instance tile on the board adjacent to no tiles. Do not place it on an edge space, nor on or adjacent to any reserved spaces (such as any space reserved for an ocean or specific cities), usual placement tiebreakers still apply. If the tile cannot be placed, MarsBot draws and resolves a project card from the project deck. (See Game End on page 10 for the effect this tile has on MarsBot's scoring.) Then, destroy this card.
  • Corporate Competition: If MarsBot has at least 5 MC, it attempts to help its position on an already funded award. If there are multiple awards funded, it helps itself on the closest funded award.
    • The closest funded award is the funded award in which you (the player) are leading by the smallest margin (or tied). If MarsBot is leading in all funded awards, the closest one is the one it is leading with the smallest margin.
    • It ignores any funded awards where the helping action is impossible to resolve. Therefore, if the closest award's helper action is impossible, it helps the second closest one, and so on.
    • If any helping action was successfully resolved, MarsBot loses 5 MC and Corporate Competition is discarded. If no helping action was resolved, draw another bonus card and resolve it, discarding both cards.
    • The helper actions are:
      • Landlord: MarsBot places a greenery tile, raising oxygen and TR as normal. All MarsBot tile placement rules and tiebreakers apply.
      • Banker: Advance the Building track or the Event track, whichever is least-advanced (Building if tied).
      • Scientist: Advance the Science track.
      • Thermalist: Advance the Jovian/energy track.
      • Miner: Advance the Space track.
  • Shuffle a MarsBot bonus card into the cards MarsBot drafted. These 4 (in rare cases it can be 5) cards become MarsBot's action deck.
  • You choose which of your cards to keep and pay for, as usual.
  • Aphrodite
    does
    Lakefront Resorts
    does
  • Pristar [Turmoil] - Government Intervention does not trigger Pristar's ability.
  • Utopia Investments [Turmoil] - Regressed tracks do not retrigger their icons on later advances, similarly if you decrease the MarsBot's track via a production reduction effect. To remember this, place one of MarsBot's player markers onto any space it regresses from.
  • Flip a card from the project deck. Proceed counting from top-left to bottom-right and looping around if needed, and count through each of the remaining tied spaces, up to the card's cost. Place the tile on the final hex.
  • Terra Cimmeria
    • Electrician: Advance the Energy track.
    • Founder: MarsBot places a city tile (respecting usual restrictions) adjacent to a special tile (including the LNI). If MarsBot cannot legally place this city tile, this action is impossible to resolve.
    • Mogul: Advance the most-advanced track, the topmost one of the tied ones in case of a tie.
    • Zoologist: Advance the plant/animal/microbe track, as if an animal tag was resolved.
    • Forecaster: Reveal cards from the project deck until a card with requirements is found, and resolve it. This option does not cost MarsBot 5 MC.
  • Utopia Planitia
    • Suburban: MarsBot places a greenery tile on an edge space and raises oxygen 1 step. If MarsBot cannot legally place a greenery tile on an edge space, this action is impossible to resolve.
    • Investor: Advance the City/Earth track.
    • Botanist: Advance the Plant track.
    • Incorporator: Reveal cards from the project deck until a card with a cost of 10 MC or less is found, resolve it, and discard the rest of the revealed cards.
    • Metropolist: MarsBot places a city tile.
  • Vastitas Borealis
    • Traveler: Advance the Jovian track.
    • Landscaper: MarsBot places a greenery tile and raises oxygen 1 step.
    • Highlander: MarsBot places a greenery tile and raises oxygen 1 step, not adjacent to an ocean or a space reserved for an ocean. If MarsBot cannot legally place a greenery tile on such a space, this action is impossible to resolve.
    • Promoter: Advance the Event track.
    • Blacksmith: Advance the Building or Space track, whichever more-advanced.
    • Volcanic sites & adjacent spaces are considered to have +1 placement bonus icon
  • Hydrologist - As usual (4 oceans placed)
    • Track both your and MarsBot's oceans separately
  • Landshaper - Owns 1+ city and 1+ greenery, and reached space 5 on the Building track.
  • Legend - As usual (4 red cards in played pile)
  • Lobbyist - Controls the Chairman and at least 2 Party Leaders
  • Mayor - As usual (owns 3+ cities)
  • Merchant - Reached space 2 on every track except Venus
  • Metallurgist - Building and Space tracks combined at 9 or higher
  • Pioneer - As usual (owns 4 colonies)
    • Place a cube on Space track #7 and #10 and Energy track #8. When any of these cubes are reached, MarsBot loses 5 MC and resolves a "Build a Colony" action as described in the MarsBot Colonies rules. Remove that cube
  • Planetologist - Reached space 3 on two tracks out of Energy, Earth, and Venus
  • Planner - Reached space 4 on every track except Venus.
  • Producer - Any three tracks (except Venus) combined at 16+
  • Researcher - Reached space 4 on the Science track
  • Rim Settler - Reached space 5 on the Energy track
  • Spacefarer - Reached space 4 on the Space track
  • Sponsor - 3 cards costing 20 MC or more in MarsBot's played pile, BUT including events
  • Tactician - Has 30 MC+
  • Terraformer - NOT SUPPORTED AGAINST THE AUTOMA
  • Terran - Reached space 5 on the Earth track
  • Thawer - As usual (Has increased temperature 5 times)
    • Track both your and MarsBot's increases separately
  • Trader - Reached space 2 on Plant, Earth, and Venus tracks
  • Tycoon - As usual (10 blue/green cards in played pile)
  • Excentric - 5 MC = 1 requirement
  • Forecaster - 7 MC = 1 requirement
  • Founder - As usual, but for MarsBot the Neural Instance also counts as special tile.
    • Spaces adjacent to special tiles (including the Neural Instance) are considered to have +1 placement bonus icon
  • Highlander - As usual (tiles not adjacent to ocean)
    • The "adjacent to ocean" tie-breaker is considered lower than the "most placement bonus" tiebreaker
  • Incorporator - Cards costing 10 MC or less in played pile, BUT including events
  • Investor - Earth track space
  • Landlord - As usual (tiles owned on the board)
  • Landscaper - As usual (group of connected tiles)
  • Magnate - As usual (blue and green cards in played pile)
  • Manufacturer - Sum of Building and Energy tracks combined
  • Metropolist - As usual (Cities owned)
  • Miner - Space track space +5
  • Mogul - Highest track space doubled
  • Politician - MarsBot is always considered to have 5 for this award
  • Promoter - Event track space
  • Scientist - Science track space
  • Space Baron - Space track space
  • Suburban - As usual (Tiles owned on the edge of the board)
    • Edge spaces are considered to have +1 placement bonus icon
  • Supplier - Energy track space +5
  • Thermalist - Energy track space +5
  • Traveller - Energy track space OR Earth track space, whichever is higher +5
  • Visionary - Lowest track space (2nd lowest if playing with Venus) doubled
  • Zoologist - Plant track space +5
  • Forecaster - Reveal cards from the project deck until a card with requirements is revealed. Resolve it, and MarsBot gains 5 MC
  • Founder - MarsBot places a city tile adjacent to a special tile
  • Highlander - MarsBot places a greenery tile not adjacent to an ocean and raises oxygen 1 step
  • Incorporator - Reveal cards from the project deck until a card costing 10 MC or less is revealed. Resolve it
  • Investor - Advance the Earth track
  • Landlord - MarsBot places a greenery tile and raises oxygen 1 step
  • Landscaper - MarsBot places a greenery tile and raises oxygen 1 step
  • Magnate - Reveal cards from the project deck until a green card is revealed. Resolve it
  • Manufacturer - Advance the Building or Energy track, whichever is least advanced, building if tied
  • Metropolist - MarsBot places a city tile
  • Miner - Advance the Space track
  • Mogul - Advance the most advanced track
  • Politician - (This award has no corresponding competition effect to resolve)
  • Promoter - Advance the Event track
  • Scientist - Advance the Science track
  • Space Baron - Advance the Space track
  • Suburban - MarsBot places a greenery tile on the edge of the map and raises oxygen 1 step
  • Supplier - Advance the Energy track
  • Thermalist - Advance the Energy track
  • Traveller - Advance the Jovian or Earth track, whichever is more-advanced
  • Visionary - Advance the least advanced track, excluding the Venus track
  • Zoologist - Advance the Animal track