The choosing of the Terraforming Mars Corporations cards at the beginning of the game is key. It is important to look at your initial ten action cards and make a decision based on those. Too many people just take the corporation card they want to play. You need to be taking advantage of all the information you have available to you. To give you a little guidance, we have added a letter grade to each as an indicator of strength. This is all arbitrary because it all depends on all your cards, but this should push you in the right direction. Terraforming Mars Corporation cards are broken down by expansion.
Visit the Terraforming Mars Page for all other information.
TABLE OF CONTENTS: Base Game Corporations | Venus Corporations | Prelude Corporations | Colonies Corporations | Turmoil Corporations | Promo Corporations
TERRAFORMING MARS CORPORATIONS – BASE GAME
You start with 57 MC. | Effect: After you pay for a card or standard project with a basic cost of 20MC or more, you gain 4MC
You start with 2 plant production, 3 plants and 36 MC. | Effect: You may always pay 7 plants, instead of 8, to place greenery.
You start with 3 heat production and 42 MC. | Effect: You may use heat as MC. You may not use MC as heat.
You start with 30 MC, 5 steel and 1 steel production. | Effect: Each time you get any steel or titanium as a placement bonus on the map, increase your steel production 1 step.
You start with 20 steel and 30 MC. | Effect: Each time you play an event, you gain 2 MC.
As your first action in the game, draw 3 cards. Start with 45 MC. | Effect: Your temperature, oxygen and ocean requirements are +2 or -2 steps, your choice in each case.
You start with 10 titanium and 23 MC. | Effect: Your titanium resources are each worth 1 MC extra.
You start with 40 MC. As your first action in the game, place a city tile. | Effect: When any city tile is placed ON MARS, increase you MC production 1 step. When you place a city tile, gain 3 MC.
You start with 1 energy production and 48 MC. | Effect: When playing a power card OR THE STANDARD PROJECT POWER PLANT, you pay 3 MC less for it.
United Nations Mars Initiative
You start with 40 MC. | Action: If your Terraforming Rating was raised this generation, you may pay 3 MC to raise it 1 step more.
You start with 60 MC. | Effect: When playing an Earth card, you pay 3 MC less for it.
You start with 1 titanium production and 42 MC. | Effect: Each time any Jovian tag is put into play, including this, increase your MC production 1 step.
TERRAFORMING MARS CORPORATIONS – VENUS
You start with 1 plant production and 47 MC. | Effect: Whenever Venus is terraformed 1 step, you gain 2 MC.
You start with 42 Mc. As your first action, reveal cards from the deck until you have revealed 2 cards with a floater icon on it. Take those 2 cards into hand and discard the rest. | 1 VP per 3 floaters on this card. Action: Add a floater to ANY card.
You start with 1 steel production, and 35 MC. | Effect: For each step you increase the production of a resource, including this, you also gain that resource.
Morning Star Inc
You start with 50 MC. As your first action, reveal cards from the deck until you have reveled 3 Venus-tag cards. Take those into your hand and discard the rest. | Effect: Your Venus requirements are +/- 2 steps, your choice in each case.
You start with 48 MC. | Action: Use a blue card action that has already been used this generation.
TERRAFORMING MARS CORPORATIONS – PRELUDE
Cheung Shing Mars
You start with 3 MC production and 44 MC. | Effect: When you play a building tag, you pay 2 MC less for it.
You start with 1 titanium production and 38 MC. | Effect: When you play an Earth tag, including this, draw a card.
You start with 47 MC. | Action: Spend 4 MC to increase (one of) your LOWEST PRODUCTION 1 step.
You start with 37 MC. As your first action, draw 3 Prelude cards, and play one of them. Discard the other two. | Effect: When you play a science tag, you pay 2 MC less for it.
You start with 45 MC. As your first action, fund an award for free. | Effect: When you play a card with a NON-NEGATIVE VP icon, including this, gain 3 MC.
TERRAFORMING MARS CORPORATIONS – COLONIES
You start with 40 MC. As your first action add a colony tile. | When you get a new type of tag in play (event cards do not count), increase your MC production 1 step.
You start with 45 MC. Increase your MC production 2 steps. 1 VP per 2 animals on this card. | Effect: When you play an animal or plant tag, including this, add 1 animal to this card.
You start with 50 MC. Increase your MC production 5 steps. Gain 5 titanium. | Effect: When you buy a card to hand, pay 5 MC instead of 3 MC, including the starting hand.
You start with 45 MC. As your first action, place a colony. | Effect: When any colony is placed, including this, raise your MC production 1 step.
Storm Craft Incorporated
You start with 48 MC. | Action: Add a floater to ANY card. Effect: Floaters on this card may be used as 2 heat each.
TERRAFORMING MARS CORPORATIONS – TURMOIL
You start with 54 MC. | Effect: When any ocean tile is placed, increase your MC production 1 step. Your bonus for playing adjacent to oceans is 3MC instead od 2 MC.
You start with 53 MC. decrease your TR 2 steps. 1 VP per preservation resource here. | Effect: During the production phase, if you did not get TR so far this generation, add one preservation resource here and gain 6 MC.
You start with 36 MC. When you perform an action, the wild tag counts as any tag of your choice. | Action: Gain 2 MC for EACH PARTY WHERE YOU HAVE AT LEAST 1 DELEGATE.
You start with 14 MC. Lower your TR 1 step. | Effect: Buying cards to hand costs 1 MC.
You start with 40 MC. Increase your steel and titanium production 1 step each. | Action: Decrease any production to gain 4 resources of that kind.
TERRAFORMING MARS CORPORATIONS – PROMOTIONAL
You start with 37 MC. Increase your steel production 1 step. | Action: Increase your energy production 1 step IF YOU HAVE NO ENERGY RESOURCES, or spend 3 MC to draw a building card.
You start with 48 MC. Increase your MC production 4 steps. ALL OPPONENTS DECREASE THEIR MC PRODUCTION 2 STEPS. THIS DOES NOT TRIGGER THE EFFECT. | Effect: When a player causes another player to decrease production or lose resources, pay 3 MC to the victim, or as much as possible.
You start with 47 MC. As your first axction, place a greenery tile and raise the oxygen 1 step. | Effect: Each new adjacency between your tile and an opponent’s tile gives you a standard resource of your choice.
You start with 40 MC and 10 steel. AS YOUR FIRST ACTION, PLACE A COMMUNITY PLAYER MARKER ON A NON-RESERVED AREA. | Action: Place a community player marker on a non-reserved area adjacent to one of your tiles or marked areas. Effect: Marked areas are reserved for you. When you place a tile there, gain 3 MC.
You start with 38 MC and 1 steel production. | Effect: When you play a building tag, including this, gain 1 microbe to this card, or remove 2 microbes here and raise your plant production 1 step.
Splice Tactical Genomics
You start with 44 MC. As your first action, reveal cards until you have revealed a microbe tag. Take that card into hand, and discard the rest. | Effect: When a microbe tag is played, including this, THAT PLAYER gains 2 MC, or adds a microbe to THAT card, and you gain 2 MC.