u/orvjansen

Image 1 — Turmoil: Unity - Alternate Party Policies and Ruling Bonuses
Image 2 — Turmoil: Unity - Alternate Party Policies and Ruling Bonuses
Image 3 — Turmoil: Unity - Alternate Party Policies and Ruling Bonuses
Image 4 — Turmoil: Unity - Alternate Party Policies and Ruling Bonuses
Image 5 — Turmoil: Unity - Alternate Party Policies and Ruling Bonuses
Image 6 — Turmoil: Unity - Alternate Party Policies and Ruling Bonuses
Image 7 — Turmoil: Unity - Alternate Party Policies and Ruling Bonuses
Image 8 — Turmoil: Unity - Alternate Party Policies and Ruling Bonuses
Image 9 — Turmoil: Unity - Alternate Party Policies and Ruling Bonuses
Image 10 — Turmoil: Unity - Alternate Party Policies and Ruling Bonuses
Image 11 — Turmoil: Unity - Alternate Party Policies and Ruling Bonuses
Image 12 — Turmoil: Unity - Alternate Party Policies and Ruling Bonuses
Image 13 — Turmoil: Unity - Alternate Party Policies and Ruling Bonuses
Image 14 — Turmoil: Unity - Alternate Party Policies and Ruling Bonuses

Turmoil: Unity - Alternate Party Policies and Ruling Bonuses

This is the final part 6 of 6 of a second dump of Turmoil related material. It's meant to go with the 3 sets of Turmoil cards I posted earlier, but you can choose to ignore any or all of it, of course. I have all the files here (and in the other sets) in my Dropbox. There are subfolders for each party.

I have also included three Turmoil project cards that utilize the alternate party policies in their instructions. You should ONLY use these cards if you are using the alternate party policies and ruling bonuses. One of them (AI Governance) uses the Robots resource, described in this earlier post.

Giving credit where it's due: The idea for alternate policies and ruling bonuses for the parties originated with Christian Zoli's Political Agenda expansion on BoardGameGeek. I tweaked some of his original material and added additional Ruling Policies for each party, but it is otherwise the same as his original idea. Jim Burr, another prolific fan contributor on BGG, adopted my version and came up with some new policies of his own. The 6 sets of images I will be posting here are the final version I came up with after seeing what Jim had done.

Each political party now has EIGHT different Ruling Policies (A-H) and TWO different Ruling Bonuses (A&B), instead of the standard one each in the official game. You may choose not to use all the policies! In fact, some of them REQUIRE you have certain expansions or fan expansions, so they can be tossed if you're not using those particular expansions. I have tried to make the most esoteric of the policies tile H, for convenience. Tile A (on both policies and ruling bonuses) is the original official version from Turmoil.

PRINTING: You don't have to print these things double-sided, but the Ruling Bonuses are intended to be on opposite sides of the same tile, so you can just flip it from A to B or vice versa. The Policies should all be printed on separate tiles; if you don't like leaving the reverse blank, an image for the back side of the tile is provided, showing the colors and icon of that party.

GAME RULES: During Set Up, when Greens are made the first Ruling Party, assign them a random policy tile from their stack. Place the Ruling Bonuses for each party with their respective policy tiles, randomly setting either the A or B side face-up.

Thereafter, during the Solar Phase, when a new ruling party comes to power and a player’s delegate becomes the new Chairman, that player whether to leave that party’s Ruling Bonus tile as is, or flip it to the other side, BEFORE resolving the Ruling Bonus for all players. That player also selects which of the Ruling Policies for that party will be used this generation.

If the new Chairman is NEUTRAL, the Ruling Bonus tile is not changed, and one of the Ruling party’s policy tiles is chosen at random.

OTHER: This text will be included on each of the 6 posts (one for each party). After posting the images, I will make a post below that describes the effect of each one (in case it's not clear from the iconography).

u/orvjansen — 7 days ago

Turmoil: Scientists - Alternate Party Policies and Ruling Bonuses

This is part 5 of 6 of a second dump of Turmoil related material. It's meant to go with the 3 sets of Turmoil cards I posted earlier, but you can choose to ignore any or all of it, of course. I have all the files here (and in the other sets) in my Dropbox. There are subfolders for each party.

Giving credit where it's due: The idea for alternate policies and ruling bonuses for the parties originated with Christian Zoli's Political Agenda expansion on BoardGameGeek. I tweaked some of his original material and added additional Ruling Policies for each party, but it is otherwise the same as his original idea. Jim Burr, another prolific fan contributor on BGG, adopted my version and came up with some new policies of his own. The 6 sets of images I will be posting here are the final version I came up with after seeing what Jim had done.

Each political party now has EIGHT different Ruling Policies (A-H) and TWO different Ruling Bonuses (A&B), instead of the standard one each in the official game. You may choose not to use all the policies! In fact, some of them REQUIRE you have certain expansions or fan expansions, so they can be tossed if you're not using those particular expansions. I have tried to make the most esoteric of the policies tile H, for convenience. Tile A (on both policies and ruling bonuses) is the original official version from Turmoil.

PRINTING: You don't have to print these things double-sided, but the Ruling Bonuses are intended to be on opposite sides of the same tile, so you can just flip it from A to B or vice versa. The Policies should all be printed on separate tiles; if you don't like leaving the reverse blank, an image for the back side of the tile is provided, showing the colors and icon of that party.

GAME RULES: During Set Up, when Greens are made the first Ruling Party, assign them a random policy tile from their stack. Place the Ruling Bonuses for each party with their respective policy tiles, randomly setting either the A or B side face-up.

Thereafter, during the Solar Phase, when a new ruling party comes to power and a player’s delegate becomes the new Chairman, that player whether to leave that party’s Ruling Bonus tile as is, or flip it to the other side, BEFORE resolving the Ruling Bonus for all players. That player also selects which of the Ruling Policies for that party will be used this generation.

If the new Chairman is NEUTRAL, the Ruling Bonus tile is not changed, and one of the Ruling party’s policy tiles is chosen at random.

OTHER: This text will be included on each of the 6 posts (one for each party). The last one (Unity) will also include a few project cards that should be played if you are using these alternate policies and bonuses. After posting the images, I will make a post below that describes the effect of each one (in case it's not clear from the iconography).

u/orvjansen — 7 days ago

Turmoil: Reds - Alternate Party Policies and Ruling Bonuses

This is part 4 of 6 of a second dump of Turmoil related material. It's meant to go with the 3 sets of Turmoil cards I posted earlier, but you can choose to ignore any or all of it, of course. I have all the files here (and in the other sets) in my Dropbox. There are subfolders for each party.

Giving credit where it's due: The idea for alternate policies and ruling bonuses for the parties originated with Christian Zoli's Political Agenda expansion on BoardGameGeek. I tweaked some of his original material and added additional Ruling Policies for each party, but it is otherwise the same as his original idea. Jim Burr, another prolific fan contributor on BGG, adopted my version and came up with some new policies of his own. The 6 sets of images I will be posting here are the final version I came up with after seeing what Jim had done.

Each political party now has EIGHT different Ruling Policies (A-H) and TWO different Ruling Bonuses (A&B), instead of the standard one each in the official game. You may choose not to use all the policies! In fact, some of them REQUIRE you have certain expansions or fan expansions, so they can be tossed if you're not using those particular expansions. I have tried to make the most esoteric of the policies tile H, for convenience. Tile A (on both policies and ruling bonuses) is the original official version from Turmoil.

PRINTING: You don't have to print these things double-sided, but the Ruling Bonuses are intended to be on opposite sides of the same tile, so you can just flip it from A to B or vice versa. The Policies should all be printed on separate tiles; if you don't like leaving the reverse blank, an image for the back side of the tile is provided, showing the colors and icon of that party.

GAME RULES: During Set Up, when Greens are made the first Ruling Party, assign them a random policy tile from their stack. Place the Ruling Bonuses for each party with their respective policy tiles, randomly setting either the A or B side face-up.

Thereafter, during the Solar Phase, when a new ruling party comes to power and a player’s delegate becomes the new Chairman, that player whether to leave that party’s Ruling Bonus tile as is, or flip it to the other side, BEFORE resolving the Ruling Bonus for all players. That player also selects which of the Ruling Policies for that party will be used this generation.

If the new Chairman is NEUTRAL, the Ruling Bonus tile is not changed, and one of the Ruling party’s policy tiles is chosen at random.

OTHER: This text will be included on each of the 6 posts (one for each party). The last one (Unity) will also include a few project cards that should be played if you are using these alternate policies and bonuses. After posting the images, I will make a post below that describes the effect of each one (in case it's not clear from the iconography).

u/orvjansen — 7 days ago

Turmoil: Mars First - Alternate Party Policies and Ruling Bonuses

This is part 3 of 6 of a second dump of Turmoil related material. It's meant to go with the 3 sets of Turmoil cards I posted earlier, but you can choose to ignore any or all of it, of course. I have all the files here (and in the other sets) in my Dropbox. There are subfolders for each party.

Giving credit where it's due: The idea for alternate policies and ruling bonuses for the parties originated with Christian Zoli's Political Agenda expansion on BoardGameGeek. I tweaked some of his original material and added additional Ruling Policies for each party, but it is otherwise the same as his original idea. Jim Burr, another prolific fan contributor on BGG, adopted my version and came up with some new policies of his own. The 6 sets of images I will be posting here are the final version I came up with after seeing what Jim had done.

Each political party now has EIGHT different Ruling Policies (A-H) and TWO different Ruling Bonuses (A&B), instead of the standard one each in the official game. You may choose not to use all the policies! In fact, some of them REQUIRE you have certain expansions or fan expansions, so they can be tossed if you're not using those particular expansions. I have tried to make the most esoteric of the policies tile H, for convenience. Tile A (on both policies and ruling bonuses) is the original official version from Turmoil.

PRINTING: You don't have to print these things double-sided, but the Ruling Bonuses are intended to be on opposite sides of the same tile, so you can just flip it from A to B or vice versa. The Policies should all be printed on separate tiles; if you don't like leaving the reverse blank, an image for the back side of the tile is provided, showing the colors and icon of that party.

GAME RULES: During Set Up, when Greens are made the first Ruling Party, assign them a random policy tile from their stack. Place the Ruling Bonuses for each party with their respective policy tiles, randomly setting either the A or B side face-up.

Thereafter, during the Solar Phase, when a new ruling party comes to power and a player’s delegate becomes the new Chairman, that player whether to leave that party’s Ruling Bonus tile as is, or flip it to the other side, BEFORE resolving the Ruling Bonus for all players. That player also selects which of the Ruling Policies for that party will be used this generation.

If the new Chairman is NEUTRAL, the Ruling Bonus tile is not changed, and one of the Ruling party’s policy tiles is chosen at random.

OTHER: This text will be included on each of the 6 posts (one for each party). The last one (Unity) will also include a few project cards that should be played if you are using these alternate policies and bonuses. After posting the images, I will make a post below that describes the effect of each one (in case it's not clear from the iconography).

u/orvjansen — 7 days ago

Turmoil: Kelvinists - Alternate Party Policies and Ruling Bonuses

This is part 2 of 6 of a second dump of Turmoil related material. It's meant to go with the 3 sets of Turmoil cards I posted earlier, but you can choose to ignore any or all of it, of course. I have all the files here (and in the other sets) in my Dropbox. There are subfolders for each party.

Giving credit where it's due: The idea for alternate policies and ruling bonuses for the parties originated with Christian Zoli's Political Agenda expansion on BoardGameGeek. I tweaked some of his original material and added additional Ruling Policies for each party, but it is otherwise the same as his original idea. Jim Burr, another prolific fan contributor on BGG, adopted my version and came up with some new policies of his own. The 6 sets of images I will be posting here are the final version I came up with after seeing what Jim had done.

Each political party now has EIGHT different Ruling Policies (A-H) and TWO different Ruling Bonuses (A&B), instead of the standard one each in the official game. You may choose not to use all the policies! In fact, some of them REQUIRE you have certain expansions or fan expansions, so they can be tossed if you're not using those particular expansions. I have tried to make the most esoteric of the policies tile H, for convenience. Tile A (on both policies and ruling bonuses) is the original official version from Turmoil.

PRINTING: You don't have to print these things double-sided, but the Ruling Bonuses are intended to be on opposite sides of the same tile, so you can just flip it from A to B or vice versa. The Policies should all be printed on separate tiles; if you don't like leaving the reverse blank, an image for the back side of the tile is provided, showing the colors and icon of that party.

GAME RULES: During Set Up, when Greens are made the first Ruling Party, assign them a random policy tile from their stack. Place the Ruling Bonuses for each party with their respective policy tiles, randomly setting either the A or B side face-up.

Thereafter, during the Solar Phase, when a new ruling party comes to power and a player’s delegate becomes the new Chairman, that player whether to leave that party’s Ruling Bonus tile as is, or flip it to the other side, BEFORE resolving the Ruling Bonus for all players. That player also selects which of the Ruling Policies for that party will be used this generation.

If the new Chairman is NEUTRAL, the Ruling Bonus tile is not changed, and one of the Ruling party’s policy tiles is chosen at random.

OTHER: This text will be included on each of the 6 posts (one for each party). The last one (Unity) will also include a few project cards that should be played if you are using these alternate policies and bonuses. After posting the images, I will make a post below that describes the effect of each one (in case it's not clear from the iconography).

u/orvjansen — 7 days ago

Turmoil: Greens - Alternate Party Policies and Ruling Bonuses

This is part 1 of 6 of a second dump of Turmoil related material. It's meant to go with the 3 sets of Turmoil cards I posted earlier, but you can choose to ignore any or all of it, of course. I have all the files here (and in the other sets) in my Dropbox. There are subfolders for each party.

Giving credit where it's due: The idea for alternate policies and ruling bonuses for the parties originated with Christian Zoli's Political Agenda expansion on BoardGameGeek. I tweaked some of his original material and added additional Ruling Policies for each party, but it is otherwise the same as his original idea. Jim Burr, another prolific fan contributor on BGG, adopted my version and came up with some new policies of his own. The 6 sets of images I will be posting here are the final version I came up with after seeing what Jim had done.

Each political party now has EIGHT different Ruling Policies (A-H) and TWO different Ruling Bonuses (A&B), instead of the standard one each in the official game. You may choose not to use all the policies! In fact, some of them REQUIRE you have certain expansions or fan expansions, so they can be tossed if you're not using those particular expansions. I have tried to make the most esoteric of the policies tile H, for convenience. Tile A (on both policies and ruling bonuses) is the original official version from Turmoil.

PRINTING: You don't have to print these things double-sided, but the Ruling Bonuses are intended to be on opposite sides of the same tile, so you can just flip it from A to B or vice versa. The Policies should all be printed on separate tiles; if you don't like leaving the reverse blank, an image for the back side of the tile is provided, showing the colors and icon of that party.

GAME RULES: During Set Up, when Greens are made the first Ruling Party, assign them a random policy tile from their stack. Place the Ruling Bonuses for each party with their respective policy tiles, randomly setting either the A or B side face-up.

Thereafter, during the Solar Phase, when a new ruling party comes to power and a player’s delegate becomes the new Chairman, that player whether to leave that party’s Ruling Bonus tile as is, or flip it to the other side, BEFORE resolving the Ruling Bonus for all players. That player also selects which of the Ruling Policies for that party will be used this generation.

If the new Chairman is NEUTRAL, the Ruling Bonus tile is not changed, and one of the Ruling party’s policy tiles is chosen at random.

OTHER: This text will be included on each of the 6 posts (one for each party). The last one (Unity) will also include a few project cards that should be played if you are using these alternate policies and bonuses. After posting the images, I will make a post below that describes the effect of each one (in case it's not clear from the iconography).

u/orvjansen — 7 days ago

Comets (And Asteroids) - part 2

This is part 2 of 2 parts in this set. If you don't want to introduce a whole new resource, then feel free to treat comets and asteroids as interchangeable resources. You can find all these cards at my Dropbox.

u/orvjansen — 1 month ago

Comets (and Asteroids) - part 1

Another in the apparently never-ending series of posts of my TM card creations and mods! This whole line of cards was inspired by Matt Parker's "Kuiper Belt Cooperative" fan corporation on Board Game Geek, which introduced a comet resource counter. It got me thinking along the lines of 'why are we using asteroid resource markers on cards with comet in the name?'. So at first I started simply splitting existing cards up into asteroids and comets. Then I continued by adding more cards that would use the new comet resource. The not-quite-arbitrary method I used in deterring which resource to use on a card was that if the card involved ice, water, or gases it was a comet; and if it involved metal ores it was an asteroid. Both resources can be used to generate heat via impacts.

This is part 1 of 2 parts in this set. If you don't want to introduce a whole new resource, then feel free to treat comets and asteroids as interchangeable resources. You can find all these cards at my Dropbox.

u/orvjansen — 1 month ago

Corporate Cards - Part 3

This is a catch all theme set of cards. Basically, ones that deal with corporate finances and tactics, and then miscellaneous things that don't fit into the other sets I posted previously or plan to post. This is the last of three parts for this set. You can find the original files at my Dropbox. As always, feel free to use what you like and ignore what you don't. I love getting critiques and feedback, please let me know what you think - especially if you think something doesn't work!

u/orvjansen — 2 months ago

Corporate Cards - Part 2

This is a catch all theme set of cards. Basically, ones that deal with corporate finances and tactics, and then miscellaneous things that don't fit into the other sets I posted previously or plan to post. This is the second of three parts for this set. You can find the original files at my Dropbox. As always, feel free to use what you like and ignore what you don't. I love getting critiques and feedback, please let me know what you think - especially if you think something doesn't work!

u/orvjansen — 2 months ago

Corporate Cards! - Part 1

This is a catch all theme set of cards. Basically, ones that deal with corporate finances and tactics, and then miscellaneous things that don't fit into the other sets I posted previously or plan to post. This is the first of three parts for this set. You can find the original files at my Dropbox. As always, feel free to use what you like and ignore what you don't. I love getting critiques and feedback, please let me know what you think - especially if you think something doesn't work!

In this first part, I expect there will be some opposition to Deus Ex Machina. Stealing cards (even randomly) from other players is definitely breaking some of the core unwritten rules of the game. I included it just because I like it, I know it's probably broken (and I haven't play tested it yet).

Lesser Milestones is also a new type of action - allowing the purchase of additional Milestones, but with a reduced VP value. This one has been play tested, and it works pretty well. You don't get a great value on the additional milestones, but at 8 MC = 2 VP, it's not bad, and the person who plays the card is assured of at least one of them, maybe two.

u/orvjansen — 2 months ago

Ecology Cards - Part 1

This next installment of fan card ideas are all things free - microbes, plants, and animals! Here's the first 20, there will be a part two with the rest. As with the other earlier cards, I'm hoping to get constructive criticism and feedback. Here's a link to my Dropbox where you can get the original PNG files.

EDITED NOTE: Ignore the Marshlands card, it is supposed to go in a later post featuring tiles that get placed on ocean tiles (Special Oceans).

u/orvjansen — 2 months ago

Science! - Part 2

Here are the rest of the projects thematically connected to science (see part 1 earlier in this thread for the first 20 files). You can access the original PNGs of these files here.

There are two cards from the official game that can break if you add cards to the mix that add science resources to other cards: Physics Complex and Search for Life. I addressed Physics Complex and provided an alternate card for it in Part 1.

The problem involving Search for Life is it becomes far too easy to get the 3 VP reward if you can just drop a science resource on the card without finding a microbe tag. My solution is to add text to the action on the card stating that you can ONLY place a science resource on it by successfully using the cards action. Science resources added by other cards cannot be placed on Search for Life. That should preserve the original theme of the card and prevent its reward from being too easily obtained.

As always, use the cards you like and ignore the rest.

u/orvjansen — 2 months ago

Science! - part 1

Another set of thematically related cards. These all involve science tags, science resources, and/or scientific advances generally. There will be a part 1 and 2 again, because of the 20 image limit per post.

I've always thought the science resource was underutilized, so this was a chance to expand on it. There are two official cards that kind of break once you start adding cards to the mix that can add science resources to other cards: Physics Complex and Search for Life.

The problem with Physics Complex is that it is the only card that grants 2 VP per resource, and if you can add resources to it.... wow. My solution is the alternate version of Physics Complex included in this set. Instead of 2 VP/science, I changed it to 1 VP/science so resources added to the card aren't much more OP then adding animals to some cards. But to avoid nerfing Physics Complex, its action now adds 2 science to the card rather than 1. This preserves the ability of the card to generate 2 VP per turn with sufficient energy, while also allowing science resources from other cards to be added to it.

Search for Life I will address in part 2.

Among the images included here is a special tile for the Science Academy project.

As with the other sets of fan cards I'm posting, I encourage you to use the cards you like, and avoid the ones you don't.

u/orvjansen — 2 months ago

Re-revised Maverick Ship card

It was pointed out to me that the mechanic I set up didn't work the way I thought. So here's the third attempt for this card, granting TR for every 2 space-event cards you have played up to that moment, not VPs for space-event cards you have at the end of the game.

u/orvjansen — 2 months ago

Robots - part 2

Here's the other 14 Robot cards, including the revised version of Self-Replicating Robots for those that might want to use actual robot resources on the card. See Part 1 for comments about that.

By the way, I know Waldos will be a controversial game mechanic. Especially for those that simply HATE 'take that!' cards and interactions. But it also can be game unbalancing, so use it with that understanding. After all, there's a reason why stealing project cards from hand is not already in the game - I just liked the idea and the theme.

Hard Light Holograms (from part 1) is another unusual game mechanic that some people may netlike. But I love that one, not least because I'm a big Red Dwarf fan. As with all fan content, feel free to use what you want and not use what you don't.

I only mention these two cards because I want people to know that I do know and have thought about the potential for both cards to change things radically in the game.

u/orvjansen — 2 months ago

Robots! - Part 1

This is part 1, because Reddit will only let me share 20 images at a time. Part 2 will post shortly. As mentioned in my previous post, I have created a lot of fan material for Terraforming Mars, and I'm releasing it in chunks of thematically similar stuff. This time around, we're talking robots! Ever since the Self-Replicating Robots card came out, I thought it was a shame that robots didn't have their own resource. So I made one (with a gear icon as the resource), and cards to go with it. 

(Later, on Board Game Geek, I saw that others had the same idea that I had, and a much cooler robot resource icon, so I switched mine over to that one)

Speaking of Self-Replicating Robots, I have included a revised card in case you want to swap that over to the Robot resource too. The original version stipulates that the markers on the card are NOT actual resources, so this can be a big change. For those (like me) that want to actually use Robots on the card, I have attempted to head off the most egregious ways it could be broken. The card now states that its robots do NOT count towards the Excentric Award. And one of the new cards (Reprogramming) that gains a robot when another card gains a robot expressly blocks its effect from activating with Self-Replicating Robots (or any other card that doubles its resources as an action).

Finally, this should hopefully be a link to my Dropbox containing full-sized PNG files.

u/orvjansen — 2 months ago

Revised "Maverick Ship" card

In my recent posting about "ship" cards, the feedback was that the original of this card was too powerful. I agree, it could get out of hand, so I have revised it to give 1 VP for every 2 SPACE-EVENT cards, instead of 1 VP each.

I still like the idea of getting VPs for SPACE-EVENTS, particularly in that it tends to reward those with a rush terraforming strategy, who can face an uphill battle for victory if too many other players are resource card VP engine-builders.

u/orvjansen — 2 months ago

Ships - a renamed resource

I am a game tinkerer. I love to fiddle with the rules and add fan content and my own. For the last five years, I have been creating new and revised cards for TerraformingMars, which is definitely my favorite game of all time.

I plan to introduce them here in small batches according to the types of cards and rules they involve. This is the first such installment: Ships! Basically, I saw the Fighter resource (first introduced with Corporate Era’s Security Fleet) and wanted more cards involving it. But thematically, most of those were not really 'fighters'. So I opted for a more inclusive 'ship' resource. The blue resource icon is easier to distinguish at a glance, and the designation ‘ship’ seems more appropriate than ‘fighter’ for non-military vehicles.

For game purposes, fighters = ships, i.e. they are the same resource and can be used interchangeably. I have also provided a new Security Fleet card here that you can use to replace the one from the official game, if you want all the cards to match.

u/orvjansen — 2 months ago