Terraforming Mars Tutorial – Helion



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Today I talk about Helion, one of the last base game corporations I haven’t made a tutorial about yet. This corp is all about heat prod and rushing. Enjoy!

Intro: (0:00)
The Corp: (0:16)
When to pick: (0:39)
How to play: (0:54)
Expansion Changes: (4:40)
Outro: (7:24)

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3 thoughts on “Terraforming Mars Tutorial – Helion”

  1. I've recently played a game with Helion and thanks to your videos and advices coming from you and form other guys of this community I managed to do exactly what you told here to do playing with Helion… reaching 8°C first and than, with a combo of 3 plant tag cards ending with Insects, obtaining a 16 plant prod… this have been the most satisfying match I have ever played so far… Thank you for the passion you put into this game!!!

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  2. I disagree that you want to rush the heat track up as Helion. This is only true if you have strong plant cards such as Bushes and your other cards are leaning you towards a fast terraforming game.

    Helion's primary strength is being able to control the tempo of the game. Holding on to 8 heat may make you think you've lost a TR/1MC income, but it could unlock far greater potential in the following gen, particularly if you draw some strong engine cards.

    Furthermore, you need to understand what your opponent(s) is(are) doing. If they are trying to terraform but are lacking heat, you can control the game in your favour by holding off on those temperature bumps. You can use them in later gens to 'tap' your opponent out, not allowing them to play those temperature-locked cards; and only when they pass do you up the temperature and set yourself up for a stronger lategame.

    I think you allude to my points here mid-way through the video, but I don't think it's right to say you should be looking for a fast game when you have the strongest control over the tempo out of any corp.

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