Terraforming Mars vs Underwater Cities: Which Should You Buy?
If you're shopping for one of these, you're probably eyeing the other too, and honestly, fair. They're both card-driven heavy euros about making an unlivable place livable (a red rock in one, the seafloor in the other), both from that late-2010s wave of crunchy engine games, and both carry the exact same two complaints: flimsy player boards that send your bits sliding across the table, and analysis paralysis that can drag an evening out. On paper they look like siblings.
But here's the thing that actually decides it. Terraforming Mars is a big, sprawling engine game where over 200 cards let you build an economy that feels different every single play. Underwater Cities is a tight optimization puzzle where you're squeezing value out of just three cards in hand, and your engine only pays out three times all game. One is about scope, the other is about squeeze. Your table almost certainly wants one of those more than the other, and that's your answer.
/pic3536616.jpg)
/pic3536616.jpg)
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.
Affiliate link — we may earn a commission at no extra cost to you.
/pic4837710.png)
/pic4837710.png)
Underwater Cities
2018 · Vladimír Suchý
A genuinely clever optimization puzzle that earns its fans, as long as you came for the math and not for a thriving ocean metropolis. It shines solo and at two, and sags at four.
Affiliate link — we may earn a commission at no extra cost to you.
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
Underwater Cities
- The card-to-action color matching is a real, squeezy decision every single turn
- Sings as a solo game and at two players, with a meaty advanced solo board
- Building a connected network engine and watching it finally pay off feels great
- Brutal analysis paralysis, and four players can drag past two hours
- The flimsy player mats slide around and the theme never really comes alive
Terraforming Mars and Underwater Cities 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
In Terraforming Mars, you're a corporation making the planet livable: raising the temperature, flooding in oceans, seeding oxygen until Mars hits habitable. You do it all through cards, more than 200 of them, and each one bolts another part onto your economy. The theme and mechanics actually line up here, which is rarer than it should be. Every action feels like it's genuinely changing Mars, and the engine you build from scratch is some of the most satisfying in the hobby. One reviewer at Meeple Mountain put 20 games in and said no two felt the same. That's the whole hook, and it holds.
Underwater Cities plays smaller and squeezier, in a good way. You're building domed cities on the seafloor, linking them with tunnels and propping them up with farms, labs, and desalination plants. Every turn you play one of three cards onto an action slot around the board. Match the card's color to the slot and you get both the action and the card's bonus. Miss, and you only get the action. With just three cards in hand, that tiny color-matching decision is the whole game, and it's a real, tense choice every single turn. The catch: your engine only pays out three times all game (really twice in a way that matters), so if you're expecting a snowballing tableau, it can feel a little anemic. Where Mars sprawls, this one clenches.
Complexity and learning curve
Terraforming Mars is the heavier teach. It's a full heavy euro with a huge card pool, and a first game means walking new players through a deep card-driven economy while they're holding a hand full of options. That heavy hand invites analysis paralysis, an early leader tends to snowball, and it flat out punishes anyone who wanted something light and quick. Save it for a group that actually asked for a two-hour brain workout. The one mercy is the theme, which carries the teach beautifully. Everyone understands heating up a planet.
Underwater Cities sits a notch lighter at medium-heavy, and the core loop is genuinely simple to explain: play a card, pick a slot, try to match the color. The depth comes from the squeeze, not from a mountain of rules, so it's the gentler on-ramp for a first play. That said, don't mistake simpler for faster. The analysis paralysis here is brutal in its own right, because every one of those three-card decisions matters so much, and an AP-prone group of four can drag past two hours.
Replayability and table presence
Variety is where Terraforming Mars runs away with it. Over 200 project cards and 12 corporations means the game genuinely reshuffles every play, and it sits at number nine on BoardGameGeek for a reason. 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. Fair warning on the box itself: the components are rough for the price, and those little plastic cubes slide everywhere. Grab a playmat or some baggies and you'll forgive it.
Underwater Cities flips that player-count math completely. It shines solo, with a meaty advanced solo board, and it's tense and sharp at two, with barely any elbows from other players. At four, the three-turns-per-round rhythm gets stop-start and overstays its welcome. Its staying power comes from the puzzle rather than spectacle, because the theme never really comes alive. Your grand ocean city ends up as colored discs and domes, and the art leans weirdly corporate, so it's not a game you show off. It's one you quietly chew on, and watching your connected network finally pay off feels great.
Both are keepers, so this comes down to your table. Buy Terraforming Mars if you regularly seat three or four strategy gamers who want the big one, the sprawling card pool, the engine that snowballs, the game people play twenty times and keep finding new lines in. Buy Underwater Cities if you mostly play solo or with one other person and you came for the math, because that's exactly where it's sharpest and exactly where Mars is at its weakest. If you want theme and spectacle, Mars is the clear pick, since every action feels like it's changing the planet, while the ocean city stays colored discs and domes. Both have cheap components and both can bog down with slow thinkers, so neither dodges those complaints. Pick by your player count and you honestly can't go wrong.
Terraforming Mars is the better group game, Underwater Cities is the better puzzle for one or two, and your usual player count picks the winner for you.