Terraforming Mars
Corporate Mulligan Draft (Terraforming Mars)
Terraforming Mars players frequently draft corporations to reduce opening mismatch and improve strategic agency.
Deal 3 corporations and 14 project cards. Keep 1 corporation and 10 project cards after drafting from the pool.
No Pass Until Two Actions (Terraforming Mars)
This Terraforming Mars pacing rule appears in BGG discussions to reduce pass-stalling and improve game tempo.
Players cannot pass in a generation until they have completed at least two actions unless they have no legal actions.
Heat Sink Catch-Up (Terraforming Mars)
A community catch-up variant gives trailing players a small heat bump so games stay competitive into late generations.
At generation end, any player 10+ VP behind the leader gains +2 heat. Maximum once per generation.
Solo Deadline Plus (Terraforming Mars)
Solo Terraforming Mars groups use this rule to increase pressure after engines become too comfortable.
In solo, if terraforming is unfinished at generation 12, immediately lose. If complete by generation 10, gain bonus objective score.
Kids Blue Card Assist (Terraforming Mars)
Families ease Terraforming Mars onboarding by reducing card-text overload during early rounds.
For first-time players, one experienced player may explain one blue card timing interaction per turn without penalty.