

Terraforming Mars: The Dice Game – Missions
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🐸 Una rana saggia sa quando dividere l’ordine… e quando aspettare il salto giusto.
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You draw a mission. Someone at the table has the same objectives. The race has begun: every die you roll can serve you or sabotage those ahead of you. In the end, you discover that Mars was too small for everyone.
WHAT IT'S ABOUT
When colonization becomes a corporate race
Terraforming Mars: The Dice Game – Missions is the first expansion for the dice game by Jacob and Daniel Fryxelius for FryxGames. It arrives in 2025 with the goal of addressing the most cited limitation of the base game: the lack of player interaction. It does so by introducing a competitive mission system, purple dice dedicated to influence, and new corporations with abilities that directly target opponents.
At the table, you draw secret mission cards that assign you objectives on the red planet. The problem: multiple players can have the same missions. Whoever completes them first collects the points; the others are left empty-handed. The new purple dice represent political influence and bring special effects that can block, slow down, or bypass others' strategies. The result: Mars becomes an economic battlefield where every roll counts, also for what it takes away from others.
What they say abroad
This expansion brings back to the table what the base game lacked: reasons to watch what others are doing. Shared missions create immediate tension.
— FroGames
"With new corporations, new project cards, and especially a new mission mechanic that increases player interaction, this expansion breathes new life into an already beloved game."
With new corporations, new project cards, and especially a new mission mechanic that increases player interaction, this expansion breathes new life into an already beloved game.
— FryxGames (official description)
Terraforming Mars: The Dice Game – Missions
The base game supports solo play with score-based objectives to beat. The expansion adds missions that also work solo, but it loses the competitive component that is the heart of the expansion: no one steals your missions, no one blocks you with influence dice. It remains a good score challenge, but multiplayer is a different game.
What's in the box
The new tools for colonizing (and sabotaging)
Purple influence dice
The new die color represents the political and diplomatic sphere. Special effects that directly impact opponents: blocks, slowdowns, bypasses. The first resource that looks beyond your board.
Mission cards
Secret objectives drawn at the start of the game. The problem: multiple players can have the same mission. Whoever completes it first collects the points. The others are left empty-handed. The race is on.
New corporations
Corporate identities with abilities designed to exploit missions or purple dice. Some reward speed, others the ability to hinder. They change the strategic approach from setup.
81 new project cards
New projects to integrate into the base deck. Many with effects that activate in relation to missions or influence. They expand the space of combinations without complicating the rules.
Recommended sleeves 81 cards in 1 size ▼
If you play often, we recommend protecting your cards with clear sleeves to make them last a long time.
| Size | Quantity |
|---|---|
| 55 × 77 mm | 81 |
| Total cards | 81 |
🎲How to playThe rules in four steps▼
How to play
The flow of each turn (identical to the base game, with missions)
The expansion does not change the turn structure of the base game. It adds missions as parallel objectives and purple dice as a new resource. The rest is standard Terraforming Mars: The Dice Game.
You roll your production dice (those from the base game plus any purple ones if you've unlocked them). You can re-roll them by spending resources. Choose which ones to keep.
With the results obtained, decide what to do: advance global parameters, build cities, play project cards, use purple effects to influence opponents. Every choice now also weighs against the current missions.
If you have met the requirements of one or more missions, you declare them and collect the points. If someone else had the same mission and didn't complete it, they are out. They can no longer claim it.
The turn passes to the next player. The game ends when the global parameters (temperature, oceans, oxygen) are completed. Whoever has the most points (terraforming + missions + cards) wins.
⏱️Your first gameThe chronicle, moment by moment▼
A game in five moments
What happens at the table
Not the rules. The experience.
You draw missions and understand the problem
Setup: you receive two or three secret mission cards. You look at them. You realize they are ambitious objectives: complete a certain area of the planet, accumulate specific resources. Then you look up and think: how many others at the table have the same ones? The game hasn't even started and you're already calculating.
First turns: everyone races silently
No one declares what they are pursuing, but their choices speak volumes. Someone accumulates green, someone else focuses on cities. You try to balance: advance on your missions without revealing too much. The purple dice start to roll: some use them immediately, some keep them in reserve.
Mid-game: the race heats up
One player completes the first mission. They collect the points, the others realize it was contested. Now the tension rises: who is about to finish the second one? You start using the purple dice not to build, but to slow down whoever seems closest to you. Other players' boards become as important as your own.
The roll that decides everything
You're one step away from completing a big mission. You need a specific die. You roll it. It comes up or it doesn't. If it comes up, you win. If it doesn't, next turn someone else can snatch the points from you. This is the moment you'll remember: the die rolling, the table holding its breath.
End of game: count who finished first
Completed missions are revealed. You discover that what you thought was only yours was actually contested by two others, but you completed it first. Someone else lost significant points by being one turn late. The final ranking doesn't reflect who terraformed best, but who raced fastest. And that's okay.
🐸Good to know firstThree honest things, from friends▼
Good to know first
Three things that really change
There are no guaranteed personal missions. Each card can be held by multiple players. Whoever completes it first gets the points, the others lose the opportunity. If you play slow or get distracted, you pay. This raises the pressure and lowers control: sometimes you lose a mission by just one turn of delay.
The special effects of purple influence dice include actions that impact opponents: blocking resources, slowing down production, leapfrogging in the ranking. It's not gratuitous nastiness, it's tactics: if someone is about to complete a mission you also have, using a purple die to stop them is legitimate. But prepare for revenge.
This is a pure expansion: it cannot be played on its own. You need the base game Terraforming Mars: The Dice Game (dice, boards, cards, tokens). Missions adds missions, purple dice, new cards, and corporations. Nothing more. If you don't have the base game, this box is not for you.
🏆Victory and defeatWhat the ending rewards▼
How it ends
How to win (and how to lose points)
The game ends when the three global parameters (temperature, oceans, oxygen) reach their maximum. Points are counted.
Victory points
- Advanced global parameters (temperature, oceans, oxygen) and built cities
- Missions completed first (whoever comes second gets nothing)
- Project cards played with victory point value
Where you lose the game
- Missions you had but didn't complete before others (0 points)
- Wasted turns without advancing on either terraforming or missions
- Purple dice used poorly: if you hinder someone who wasn't in the running for your missions, you've wasted an action
In the end, the ranking tells who was faster, not who terraformed better. And this changes the entire way you play Terraforming Mars: The Dice Game.
💬Frequently asked questionsQuick answers before checkout▼
Frequently asked questions
FAQ about Terraforming Mars: The Dice Game – Missions
What mechanics does Terraforming Mars: The Dice Game – Missions use?
Dice rolling, competitive objectives (shared missions), resource management, light engine building. The purple dice add tactical take-that: special effects that directly influence opponents' choices. The structure remains that of the base dice game, with direct interaction grafted on top.
Can I play it without the base game?
No. This is a pure expansion: you need the complete Terraforming Mars: The Dice Game (dice, boards, decks, tokens). Missions adds missions, purple dice, new cards, and corporations, but does not include the fundamental components to play.
Are missions always shared or can I have exclusive ones?
Missions are all potentially shared. There's no guarantee yours will be unique. Whoever completes it first collects the points, others who had the same card are out. This is the heart of the expansion: the competitive race for common objectives.
How much does this expansion change the base game?
It radically changes the level of interaction. The base game was a competitive solitaire: you only looked at your board. With Missions, you have to monitor opponents: understand who is about to complete a mission, decide whether to slow them down, balance speed and construction. It's still Terraforming Mars, but with more glances at the table and less control over timing.
Is the edition for sale in Italian?
No. This edition is in English. It includes mission cards, project cards, and rulebook in English. The reference base game (Terraforming Mars: The Dice Game) also exists in Italian, but this expansion is currently only available in English.
The people behind the game
Who invented it, who designed it, who publishes it — and what else they've done.
Terraforming Mars: The Dice Game – Missions is the 2025 expansion signed by Jacob and Daniel Fryxelius for FryxGames that introduces shared competitive missions, purple influence dice with special effects, and new corporations. For 1-4 players, 45 minutes, ages 12+. Requires the base game. It radically changes interaction: missions can be held by multiple players, whoever completes it first wins the points. Purple dice allow tactical take-that actions. Includes 81 new project cards. Available on FroGames.it.

Terraforming Mars: The Dice Game – Missions
Frequently Asked Questions
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