Terraforming Mars vs Terraforming Mars: Ares Expedition: Which Should You Buy?
If you're shopping for one of these, you're almost certainly shopping for both. They share a designer (Jacob Fryxelius), a theme (you're a corporation making Mars livable by raising temperature, oxygen, and oceans), and the same beating heart: over 200 project cards that bolt onto each other until you've built a glorious money-printing machine. The engine-building high is the whole reason either game exists, and it's real in both boxes.
The difference that decides it is time, and what you give up to save it. The original is a heavy 90-120 minute euro with a big shared map to fight over. Ares Expedition sands that down to a 45-60 minute card game with cleaner components and a snappy phase-selection system, but the map (and most of the player interaction) goes out the airlock with it.
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Terraforming Mars
2016 · Jacob Fryxelius
One of the great engine-builders, and it earns its reputation, as long as you can forgive the cheap components and a couple of slow turns. If a deep card-driven economy sounds like a good evening, this is a keeper.
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Terraforming Mars: Ares Expedition
2021 · Jacob Fryxelius, Nick Little, and Sydney Engelstein
A genuinely fun engine-builder that fixes the original's pacing and fiddliness, as long as you're not here for the head-to-head map fight. Best at 3-4, rough at two.
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Terraforming Mars
- Over 200 project cards and 12 corporations, so the variety is genuinely huge
- The engine-building is some of the most satisfying in the hobby
- Theme and mechanics line up: every action feels like it's actually changing Mars
- Component quality is rough for the price, those plastic cubes slide everywhere
- Downtime and analysis paralysis can drag, and the leader can run away with it
Terraforming Mars: Ares Expedition
- Over 200 cards make for satisfying, breakable engine combos
- Cuts the original's two-hour runtime down to about an hour
- Cleaner components and much-improved art over the base game
- Two-player drags into a repetitive grind
- It's basically multiplayer solitaire with little real interaction
Terraforming Mars and Terraforming Mars: Ares Expedition both sit in our Thematic list. See the full Thematic ranking to find where each one lands and what else is worth a spot on your shelf.
How they actually play
Terraforming Mars is the full production. You play project cards (over 200 of them, plus 12 corporations) and each one adds another part to your economy, while out on the shared board you're flooding in oceans, grabbing city spots, and flinging asteroids at the planet. Every action feels like it's actually changing Mars, which is a big part of why fans love it so much. It's a slow build that rewards patience, and when your engine finally starts humming, it's some of the most satisfying stuff in the hobby.
Ares Expedition keeps the cards and the combo-hunting but swaps the structure. Each round everyone secretly picks a phase (build, produce, research, and so on), and only the chosen phases happen, with a bonus if you pick one your opponents also pick. Reviewers compare that little brain-pinch to Race for the Galaxy, and it's what makes the game move so fast. The trade-off is that the map is gone. No city-grabbing, no asteroid-flinging at your neighbor's plans. You're mostly tending your own garden, which is why it gets called multiplayer solitaire, and honestly, the label fits.
Complexity and learning curve
The original is a genuine heavy euro. It's rated Heavy for a reason: a big hand of cards invites analysis paralysis, turns can drag while someone weighs their options, and an early leader tends to snowball. First games run long and a little clumsy, and you'll want a group that's happy to spend two hours feeding a machine. There's also the components problem. You track everything with little plastic cubes on a flimsy player board, and one bumped table wipes out half your bookkeeping. A playmat or some baggies genuinely helps.
Ares Expedition is the friendlier teach by a comfortable margin. It's Medium weight, the components are cleaner, the art is much improved, and once your group gets the phase-selection rhythm, turns fly. If you've got a table that's curious about Terraforming Mars but flinches at 'heavy euro,' this is the on-ramp I'd hand them. The core decisions still have teeth, they just come at you in one-hour portions instead of two-hour ones.
Replayability and table presence
Both boxes have serious staying power thanks to those 200-plus card pools. With the original, one reviewer at Meeple Mountain put in 20 games and said no two felt the same, and it sits at number nine on BoardGameGeek because that variety holds up. Player count matters, though. Two-player games drag, five-player games end before your engine really sings, and three or four is the sweet spot. On the table, the big map gives it real presence, even if the cube-tracking is fiddly for the price.
Ares Expedition has the same combo variety and a very similar sweet spot: it sings at 3-4 players, where someone else usually triggers the phase you wanted. But it's rough at two. The same phases loop until you're doing mental accounting instead of having fun, so I wouldn't buy it as a couples game. Buy it as the fast fix for a group of three or four who already know they like this kind of engine.
Here's my honest read. If you want the definitive version, the one with the map, the interaction, and the deepest engine, buy Terraforming Mars and accept the two-hour commitment and the cheap cubes. If you love the idea of Terraforming Mars but keep bouncing off the runtime, Ares Expedition is your answer, and plenty of players call it the better experience for the time. Get the original for a patient strategy group of three or four, and get Ares for a group that wants the same combo joy in about an hour. Just don't buy Ares for two players, and don't buy the original for a table that likes things light and quick.
Buy Terraforming Mars for the full two-hour epic, and Ares Expedition when you want that same engine-building high on a weeknight.