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Terraforming Mars» Forums » Rules

Subject: Number of generations in solo play rss

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Francesco Grimaldi
Italy
Limbiate
Monza
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I can't believe the amazing scores above 100 pts in solo play...i find difficulties in reaching all the three parameters..maybe i'm wrong with number of generations (rounds).
I play first round when i draw 10 cards and buy some of them and then 13 more complete rounds where i draw 4 cards(since you play 14 generations in solo play). In the final round i count only plant production to add some greenery.
Is this correct?
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Sebastian Stückl
Germany
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inzivro wrote:
I can't believe the amazing scores above 100 pts in solo play...i find difficulties in reaching all the three parameters..maybe i'm wrong with number of generations (rounds).
I play first round when i draw 10 cards and buy some of them and then 13 more complete rounds where i draw 4 cards(since you play 14 generations in solo play). In the final round i count only plant production to add some greenery.
Is this correct?


Yes, that is correct.

In solo play, increasing your plant production and heat production is helpful in terraforming the planet quickly, so you can concentrate on accumulating points after that.
Furthermore, try to find a series of spaces to place greenery tiles that allow you to place cities adjacent to as many of them as possible. Those cities (5-6VP each) will be your most efficient ways to score VP after you are done terraforming (if there is still some time left, that is)
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Jack
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Cumberland
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Just played solo last night. Was not even worried about score, was just trying to terraform the planet. Just missed on temp.
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Joel Smith
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Mount Helen
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the rules mention: 5) You always play 14 generations (marked ’solo’).

I assume that this is where you put a cube on, and move it down after every time you "skip", but do you have another cube for Terraforming Rating (TR) that stays on 14, or moves up as you play cards etc.
 
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Örjan Almén
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JonaBullets wrote:
the rules mention: 5) You always play 14 generations (marked ’solo’).

I assume that this is where you put a cube on, and move it down after every time you "skip", but do you have another cube for Terraforming Rating (TR) that stays on 14, or moves up as you play cards etc.


Yes, there is a white cube to be used as a round counter, and you use one of your player colored cubes to keep score track as in any game
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Scott Bender
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Minneapolis
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JonaBullets wrote:
the rules mention: 5) You always play 14 generations (marked ’solo’).

I assume that this is where you put a cube on, and move it down after every time you "skip", but do you have another cube for Terraforming Rating (TR) that stays on 14, or moves up as you play cards etc.


I start the white round marker on 1 and move it up until I hit 14, and my player marker on 14 and move it up as I terraform. But counting your rounds down works the same.
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Sam Carroll
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Urbana
Illinois
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And I recommend counting out 52 (13x4) cards at the start of the game, as another way to track the progress of the game. Draw your 4 research-ohase cards from that stack; draw any other cards from the main stack. It's easy to forget to move the turn marker, but you will probably remember to draw your cards!
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Matthieu Fontaines
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spartax wrote:
And I recommend counting out 52 (13x4) cards at the start of the game, as another way to track the progress of the game. Draw your 4 research-ohase cards from that stack; draw any other cards from the main stack. It's easy to forget to move the turn marker, but you will probably remember to draw your cards!


good idea... except you will gain between 2 and 16 more cards during the game (inventors guild, placement bonus, research)

So you need to take the "unusual draft" cards from the remaining deck :)

(personally, I would psychologically have difficulties setting aside 3/4 of the deck before starting the game, but that is another story)
 
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Sam Carroll
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That's why I said "draw any other cards from the main stack"!
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