Built plant production to 5+ by gen 3–4, claimed Gardener around gen 5–6, converted plants nearly every generation thereafter, finished with 8+ greeneries placed and contention on Landlord.
Dominates board with plants and greenery; straightforward but vulnerable to plant destruction
Ramp plant production fast, secure good board spaces
Expand greenery aggressively, claim Gardener
Hoarding plants, overexposure to asteroid attacks
Placed 4–5 cities through the mid-game, claimed Mayor by gen 5–6, ramped MC production to 8+, ended with cities surrounded by greenery adjacency bonuses.
Excellent MC engine via cities and building tags
Build economy through city placement and steel
Expand city network, push Mayor milestone
Overbuilding cities too early without greenery support
Ramped heat production to 6+ by gen 4, spent heat flexibly as both MC and temperature, claimed Thermalist or Terraformer, and finished the game a generation early while ahead.
Flexible heat economy that can become money
Ramp heat aggressively
Terraform temperature quickly, shorten game if ahead
Treating heat only as temperature instead of flexible cash
Front-loaded 2–3 expensive infrastructure cards in gens 1–3 using starting cash, claimed Builder or Planner, finished with 4–6 high-cost VP cards in tableau and a Banker push.
Strong for expensive cards and efficient economy builds
Focus on economic efficiency
Leverage discounts on large cards
Buying weak cheap cards instead of leveraging discounts
Drafted Jovian tags every generation, played at least one Jovian multiplier (Io Mining, Ganymede Colony, etc.), finished with 6+ Jovian tags scoring 2+ VP each and contended Scientist.
Powerful long-game Jovian scaling
Build titanium and economy
Assemble Jovian multipliers
Failing to secure enough Jovian tags
Placed early tiles on 3+ steel/titanium bonus hexes for free production, won Miner, claimed Builder by gen 5–6, finished with a deep building-tag tableau.
Board bonus and steel-heavy strategy
Ramp steel and exploit placement bonuses
Build infrastructure efficiently
Overcommitting to steel when hand lacks targets
Drafted 5–6 science tags, used the ±2 requirement flex to play cards 1–2 generations earlier than opponents, won Scientist, closed on combo card payoffs.
Adaptable and tactical with broader requirements
Build flexible economy
Transition into science engine
Lack of strategic direction
Spent starting 10 titanium on 2–3 expensive space cards in gens 1–3, ramped titanium production, ended with stacked space-card multipliers and steady TR.
Strong titanium economy and space focus
Build titanium production fast
Efficiently deploy space events
Buying too many non-space cards
Used the +1 TR action almost every generation through the early/mid-game, claimed Terraformer by gen 7–8, finished with 35+ TR and steady incremental VP from TR alone.
Consistent TR pressure
Secure reliable terraforming options
Maintain TR gain every generation
Missing ability activations
Used 60 starting MC to ramp production hard in gens 1–3, drafted 5+ Earth-tag cards at −3 MC each, claimed Planner or Builder, finished on diversified VP across cards and cities.
Broad flexibility via MC
Build income engine
Pivot based on card draw
Lack of specialization