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Board Games

— Cardboard, dice, and good company
136 members Created Apr 2026

My experience with Terraforming Mars after 5 years

Root's Eyrie Dynasties' decree mechanic creates the most dramatic failure state in any game I know. The decree accumulates cards each round that must be fulfilled or the dynasty collapses. Early in the game, the decree is fulfillable. Late in the game, after accumulating many cards across multiple columns, fulfilling the decree requires a board state that may not exist.

The dynasty collapse — scoring a predetermined number of points and resetting your decree — is a design feature that creates oscillating power. A powerful Eyrie that collapses resets and becomes vulnerable. An Eyrie that manages its decree carefully can maintain power without collapsing but may sacrifice flexibility in doing so.

For players learning the Eyrie: do not over-commit to the decree in early rounds. Adding too many cards to a single decree column too early creates mandatory behaviors that become impossible when the board state changes. Build the decree conservatively until you understand what board conditions you can reliably maintain.

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