













Ecology Cards - part 2
The rest of the cards on the green theme. Here's a link to the Dropbox.
The Sequoia is a special greenery tile, and I've included an image of it too.














The rest of the cards on the green theme. Here's a link to the Dropbox.
The Sequoia is a special greenery tile, and I've included an image of it too.
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).
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.
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.
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.
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.
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.
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.
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.