Terraforming Mars: The Dice Game is a card-driven dice game in which players use special dice to develop their corporations and terraform Mars into a new home for humanity. The dice represent resources that players spend to play cards and perform other actions. During the game, you increase your production of dice, terraform, place cities and greenery tiles on the board, and gain various bonuses. Each turn, you either produce new dice (Production Turn) or perform actions (Action Turn).
Whenever you terraform Mars (raise oxygen or temperature, or place an ocean tile), you gain 2 Victory Points (VP). You can also gain VP for placing tiles and playing cards, as well as winning Awards and Milestones.
The game ends when two of the three global parameters — oxygen/temperature/ocean — have been completed. The player with most VP wins.
- accessible solo setup with clear, explained steps
- dice-driven decisions create tension and meaningful choices
- engaging engine-building via cards, tiles, and tracks
- fast setup and straightforward solo rules with a helper app reference
- high replayability due to card draws and milestone variants
- dice luck can constrain options on some turns
- solo AI/rule interactions can be nuanced and occasionally confusing
- card-heavy strategies may overemphasize blue/red card density depending on draw
- terraforming, resource management, engine-building
- Mars, space colonization with terraforming tracks and planetary development
- dice-driven decisions with card-driven actions and tile placement
- Monopoly
Mechanics (from transcript analysis)
- action economy - support actions — each turn begins with support actions to gain or modify dice, then a main action
- card play / tableau engine — play project and corporate cards with varied costs and effects, influencing engine and scoring
- dice drafting / dice resolution — roll and assign resource dice to gain actions and production opportunities
- milestones and awards — milestones provide VP; awards influence scoring through symbols and card interactions
- production cycle — production phase converts resources and dice into further resources, cards, and bonuses
- tile placement — placing ocean, forest, and city tiles with adjacency effects and scoring implications
- Track advancement — advance oxygen, temperature, and ocean tracks to push toward endgame scoring
Video topics + discussion points
Quotes (from this video)
- I am enjoying it so far because of the dice rolling
- the setup is fairly easy
- it's not going to remember everything but it was you know took less than five minutes
References (from this video)
- Faster, lighter, and more approachable than the base game
- Good entry point for new players or casual sessions
- Reduced depth and variety compared to the full game
- Greater reliance on luck may frustrate some players
- space exploration with a focus on stochastic resource generation.
- Mars terraforming pursued through dice-driven mechanisms.
- lighter, more accessible interpretation of the Mars terraforming concept.
- Terraforming Mars
Mechanics (from transcript analysis)
- Dice rolling — Dice outcomes drive actions and resource production, introducing a luck element to pacing.
- Dice rolling and resource generation — Dice outcomes drive actions and resource production, introducing a luck element to pacing.
- Shared action selection / simultaneous resolution — Players select actions in a shared turn structure, enabling quicker play and interaction.
- Simultaneous Actions — Players select actions in a shared turn structure, enabling quicker play and interaction.
Video topics + discussion points
Quotes (from this video)
- That's madness. That's that's just a wrong answer.
- do you like Terraform Mara's The Dice game better?
- Care for Mars Aries expedition better?
References (from this video)
- fast-paced dice-based variant
- accessible entry point for Terraforming Mars fans
- less depth than the full card game
Mechanics (from transcript analysis)
- Dice-driven actions — Roll dice to take actions and develop terraforming projects.
Video topics + discussion points
Quotes (from this video)
- We've been making content for four years.
- Four is a number I love; if we play four games in a game night, that's an ideal game night.
- We are ready to do four more with you.
References (from this video)
- Clear emphasis on luck mitigation through a repeatable set of supporting actions, which can enhance player agency even in a dice-driven system
- Significant reduction in playtime relative to the base Terraforming Mars, creating a more approachable entry point for new players
- Streamlined and slightly simplified thematic and mechanical loop, which makes the game feel compact and focused
- Good entry point for new players into the Terraforming Mars ecosystem without requiring heavy knowledge of the original game
- Heavy reliance on dice outcomes which can still produce random momentum swings and occasional unrewarding turns
- Card market and deck balance can feel inconsistent from game to game, leading to moments of perceived stagnation or aimless cycling
- Lacks the deeper meta-strategy and card-interaction friction that the larger Terraforming Mars experience provides; some players may miss the feel of more locked-in engine-building
- terraforming, engine-building, resource management under luck-driven dice outcomes
- Mars in a near-future terraforming scenario where players push planetary parameters to make Mars habitable via a dice-driven engine.
- analytic and comparative, with explicit emphasis on how the dice-driven design changes player experience relative to Terraforming Mars base and its peers
- Aries Expedition
Mechanics (from transcript analysis)
- Card-driven engine-building — Green cards provide ongoing engine production, blue cards offer intermittent actions, and red cards grant points and direct terraforming effects; cards require specific die faces to be paid.
- dice-based resource production — Players roll a set of dice (represented by red, blue, and yellow symbols) to generate resources and fuel card costs, creating a luck-influenced engine that players try to optimize over turns.
- mitigation and die-face manipulation — Supporting actions let players turn in resources or dice for draws or to flip dice to favorable faces, mitigating luck to some degree and enabling more precise plays.
- production and main action phases — Two distinct action rounds per turn: a production phase where cards are refreshed and dice are rerolled, followed by a main action phase where players play cards and advance terraforming progress with various symbol costs.
- terraforming progress end-game trigger — Game ends when two of the three global terraforming parameters (temperature, oxygen, oceans) are completed by all players, followed by a final scoring phase.
Video topics + discussion points
Quotes (from this video)
- the green cards are that engine
- I think this die mechanic is pretty novel and interesting
- the slot machine I imagine myself in Vegas yanking on that thing
- the terraforming Mars Jr that you're looking for
- I really like the action selection mechanism
- I think it reduces Play Time by about 15 minutes
References (from this video)
- strong solo play, lots of options, approachable dice-driven engine
- dice luck can be frustrating if rolls don’t cooperate
- space colonization and terraforming goals
- Mars terraforming with a dice-driven engine
- strategic planning and resource management
- Terraforming Mars (base game)
Mechanics (from transcript analysis)
- Dice drafting / dice-driven actions — collect and spend dice to activate actions and pay for cards
- dice mitigation / resource strategy — various options to mitigate unfavorable dice results to achieve objectives
- tableau building — build a personal board by acquiring cards and spending dice to activate them
- tableau-building / card play — build a personal board by acquiring cards and spending dice to activate them
Video topics + discussion points
Quotes (from this video)
- I do really enjoy when solo games have a challenge like that
- it's not stressful it is just a wonderful relaxing game of flipping over vegetable cards
- I will probably continue to play [Friday] until I at least beat it one time
- I am obsessed with the art in this game [Worm Span]
- Planet Unknown solo is extremely simple basically you have some objectives
- the tactile feel of taking the tiles out of the Lazy Susan and placing them on your planet … is just so satisfying
References (from this video)
- Resource system feels counterintuitive
- Less precise than original game
- Resource management
- Mars colonization
- Terraforming Mars
- Ares Expedition
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- We are pro respectful execution
- Name your camels to increase immersion by 15%
References (from this video)
- Interesting point system based on tags
- Support action at the beginning of each turn
- Attempts to preserve core economic system of original
- Dice mechanics create frustration
- Lacks fluidity
- Fails to elevate above predecessors
- Creates roadblocks to gameplay
- Space Colonization
- Mars Terraformation
- Resource Management
- Terraforming Mars
- Ares Expedition
Mechanics (from transcript analysis)
- Dice rolling — Uses dice with common, uncommon, and rare sides representing different resources
- Resource management — Players can modify dice to achieve desired outcomes
- resource manipulation — Players can modify dice to achieve desired outcomes
Video topics + discussion points
Quotes (from this video)
- I love dice games where through the long lens of Statistics you can plan on certain averages
- more often than not sets roadblocks and frustrations in front of the things that make Terraforming Mars great
References (from this video)
- Fast-paced gameplay with quick turns
- Compact footprint suitable for travel or smaller tables
- Accessible iconography and streamlined resources
- Preserves Terraforming Mars flavor with a new dice-based mechanic
- Encourages strategic dice management and quick decision-making
- Reduced tile-ownership and some depth compared to the base game
- Dice randomness can influence planning and risk assessment
- Balance adjustments from the original to the dice variant; potential pacing shifts
- terraforming, resource management, corporate competition on Mars
- Terraforming Mars universe; corporate Mars terraforming in a compact, dice-driven format
- fast-paced, iconography-driven, with minimal text
- Terraforming Mars
- Terraforming Mars: Ares Expedition
Mechanics (from transcript analysis)
- card-based costs paid with dice — Project cards require paying exact dice symbols to play, forcing players to manage a multi-colored dice pool to meet costs.
- dice as resources — Resource dice replace resource cubes; dice faces show different resources (bio, mega credits, water/oxygen/energy, heat, titanium/steel). Production is represented by rolling dice.
- iconography-driven, minimal text — Card icons carry the bulk of meaning, enabling easier learning and faster play, including for younger players.
- no generation phase; continuous production — There is no strict generation phase; if you run out of dice, you can produce more or take other actions to refresh your pool.
- production and dice pool management — Players accrue dice through production, roll them to generate resources, and manage the pool across turns.
- tile placement with instant bonuses and no ownership — Tiles grant bonuses immediately when placed; ownership is not retained for the long term, affecting scoring dynamics.
- two actions per turn (one support, one main) — Each turn consists of a single support action and a single main action, streamlining tempo and decision-making.
Video topics + discussion points
Quotes (from this video)
- we're five brothers working together in frix games and each of all of us are designing games
- bonacore... just dropped the idea into our laps and we said yes, challenge accepted we'll make your dice game
References (from this video)
- compact footprint and easier portability
- dice-as-resources provides a tactile twist
- simplified setup relative to the original game
- thematic alignment with Terraforming Mars
- instant scoring can reduce suspense of a close finish
- balance and pacing of dice economy may vary
- potential overlap with original game mechanics
- Terraforming Mars through a dice-driven engine and real-time scoring
- Mars, terraforming era
- engine-driven, real-time scoring emphasis
- Terraforming Mars
Mechanics (from transcript analysis)
- card_buying_and_engine_building — Acquire cards to improve capabilities, similar to Terraforming Mars, adapted for dice.
- dice drafting — Roll dice to generate resources and determine actions available each turn.
- dice drafting/rolling — Roll dice to generate resources and determine actions available each turn.
- dice placement — Replace or represent traditional board tiles with dice (oceans, forests, cities) via colored dice.
- dice_storage_on_corporation_boards — Can store dice on corporations for future turns.
- dice-as-resources — Dice represent resources and can be spent to perform actions or purchase cards.
- dice-based_tile_placement — Replace or represent traditional board tiles with dice (oceans, forests, cities) via colored dice.
- real-time_scoring — Score points as actions are taken, rather than a heavy end-game tally.
Video topics + discussion points
Quotes (from this video)
- the resources I'm generating are the dice
- it's like terraforming mars lights where this is terraforming mars but with dice
- the board looks awesome and chunky
- i love this game