Terraforming Mars: Turmoil Board Game Expansion by Stronghold Games

Terraforming Mars: Turmoil Board Game Expansion by Stronghold Games

Turmoil, the fifth expansion to Terraforming Mars, takes players back to Mars, and the struggle for control and progress of human society on a big and dangerous planet.

This Expansion Works With:

Expansion Pack

Setup Time
15 Mins
Play Time
90-150 Mins
Players
1 to 5
Age Level
12 and Up
Our Reviews
$50.95 CAD
$50.95 CAD

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Our Reviews Details What's in the Box? How To Play Rule Book Reviews and Questions

Terraforming Mars - A Family Review

The World Government has come to a consensus—the only way to continue humankind is to reach for the stars… or at least Mars.

If you like taking the existential threats of climate change, dwindling resources, and population increase and shoving them down into the back of your brain while you gather cubes and place hexagonal cardboard, Terraforming Mars is the game for you! It’s a really fun resource management game with a solid theme and some interesting commentary on corporations, capitalism, and environmentalism.

9yo: “I liked making the story of how Mars was terraformed.”

First and foremost, this is a long game. The box says you can play it in 90 to 120 minutes, but our first game took us three hours. Of course, we were learning, and we were playing it with an eleven-year-old and a nine-year-old when the game recommends players be 14+.

Thing is, both kids completely understood the game and the mechanics. They knew what they wanted to do on their turns, they could read all of the cards, and they could make plans and execute them. They just needed help with the fiddly cubes and the order of play! If you don’t mind supporting them through their turns, kids who like board games can easily grasp this before fourteen.

11yo: “Pretty long game. You have to be ready to play all day.”

The game feels the best when you encourage players to narrate their plays and celebrate each other’s wins. Because what’s cooler than placing a mangrove forest in a river on Mars? Probably crashing an asteroid into a mountain range. You can do both!

This game is fun and complex and clever. There’s a lot of exciting stuff going on, and we’ve just scratched the surface—there’s a ton of quality replayability in this box, and no pair of sessions will ever come out the same way.

So? Will you be the corporation that earns the best terraforming rating and saves humanity by turning Mars into a paradise? Or will you settle with being the best mining corporation or the best power generator? Terraforming Mars will answer that for you.

Helpful hints

  • If you’re apprehensive about learning the game, make sure to use the beginner corporations to streamline your first play.
  • Expect to play your first game to learn and then play several sessions to master.
  • The points scoring is pretty opaque, so it’s not always clear what the best choice is on each turn—that can be frustrating.
  • There’s an optional rule for a drafting mechanic that Meric is very interested in trying out.
  • Plan turns in advance, but make the plays fun for the other players too!

Description

The expansion includes new corporations, new projects, and a new type of cards — Global Events, from dust storms to riots to rising alloy demand — that give you something to plan for 3 generations in advance.

At the heart of this is the political arena of the Terraforming Committee. A new action allows players to add delegates to different parties, the first delegate each generation being free, and additional ones costing 5 MC. Neutral delegates are added by the global events, representing the wishes and trends of society. When a player(even the neutral player) has more delegates in a party than any other player, that player takes over the party leader seat for that party, and when a party has more delegates than any other party, it becomes dominant. The dominant party will become ruling during the next generation, imposing its one-time bonus, its ongoing policy, and granting chairmanship for its party leader, awarding that player 1 terraform rating.

The political arena also determines the players’ influence, which can be used to moderate or enhance the effect of the current global event. Influence is gained from being the chairman of the Committee, being party leader in the dominant party, and for having a non-leader delegate in the dominant party. In order to pay for all these new bonuses, the Committee is revising the terraform rating, lowering it for all players by 1 step each generation.

In Turmoil, players can try to force their own agenda, or push it in a more moderate, economic way. They can play to mitigate the global events with influence, or adjust their play to better take advantage of them. And they can anticipate the competing players’ agendas and try to benefit from them, or counteract them.

Turmoil is an expert expansion – be prepared to meet the full spectrum of human civilization in the era of terraforming Mars!

What's in the Box

  • 5 Corporation cards
  • 16 Projects cards
  • 2 Reference cards
  • 31 Global Event cards
  • Global Event board
  • Terraformer Milestone tile
  • 6 Policies
  • Terraforming Committee board
  • 35 Delegates (7 in each colour)
  • 14 Neutral Delegates
  • 1 Dominance marker
  • Rules

How to Play

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