A TURN-BASED, PERMA-DEATH, REALISTIC SPACE STRATEGY GAME. WITH DICE. AND CANNIBALISM.
Developer: Choice Provisions
Platforms: PC, PS4
Price: $14.99
OVERVIEW:
When we first discovered the signal emanating from Mars, we thought it was a mistake. After so much time spent combing the farthest reaches of space for proof of intelligent life, we never thought we'd end up finding it so close to home.
There was talk at first of ignoring it. Even with a crew ready and willing to take part in the mission, many of us were frightened by the idea of validating the signal's existence. Were people truly ready to accept the reality of other life in the universe? Was I?
But as is often the case with humanity, our curiosity got the better of us. We told the world we were embarking on the first-ever mission to Mars in the name of scientific discovery—technically true, but not the whole story—and sent a crew of five brave men and women.
Will they make it alive? The outcome could save or doom humanity.
THE GAME:
A mysterious signal originating from the Tharsis region of Mars set us on a frantic mission. Who sent it? And why? Impossible questions, but in them lie the key to humanity's survival.
Now, millions of miles away from home a micrometeoroid storm has left us with a severely damaged ship, two deceased crew, and the sneaking suspicion this trip was doomed from the start.
Tharsis puts you in control of humanity's first manned mission to Mars, just as it's struck by a micrometeoroid storm. You must guide your crew through disasters, food shortages, and the unforgiving nature of space — all while maintaining your sanity amidst cryptic signals and warnings from Mars.
A mysterious signal originating from the Tharsis region of Mars set us on a frantic mission. Who sent it? And why? Impossible questions, but in them lie the key to humanity's survival.
Now, millions of miles away from home a micrometeoroid storm has left us with a severely damaged ship, two deceased crew, and the sneaking suspicion this trip was doomed from the start.
Tharsis puts you in control of humanity's first manned mission to Mars, just as it's struck by a micrometeoroid storm. You must guide your crew through disasters, food shortages, and the unforgiving nature of space — all while maintaining your sanity amidst cryptic signals and warnings from Mars.
MODULE ABILITIES:
Understanding each of your 7 module abilities is crucial for mission success. Below are descriptions of each module, along with tips and tricks.
Understanding each of your 7 module abilities is crucial for mission success. Below are descriptions of each module, along with tips and tricks.
FLIGHT CONTROL:
Drop a 5 or higher into the module and you will be able to pass through events without injury to your character. This comes in very handy when you need to get to another module, or if you need to get the best possible character to an event. This room can also free up your characters' movement to get them to Flight Control on your final turn.
Drop a 5 or higher into the module and you will be able to pass through events without injury to your character. This comes in very handy when you need to get to another module, or if you need to get the best possible character to an event. This room can also free up your characters' movement to get them to Flight Control on your final turn.
GREENHOUSE:
Ultimately, the Greenhouse is more about the psychological benefits of tending to a slice of earth. That being said, it does provide small portions of food when module ability is performed.
You will need a matching pair of dice added to the module ability to receive 1 food or three of a kind to get 2 food.
Ultimately, the Greenhouse is more about the psychological benefits of tending to a slice of earth. That being said, it does provide small portions of food when module ability is performed.
You will need a matching pair of dice added to the module ability to receive 1 food or three of a kind to get 2 food.
LIFE SUPPORT:
The center of the ship, Life Support is a powerful room. Add any die to this module to get 2 dice in return, make a pair and you will have 4 dice on your next turn.
The center of the ship, Life Support is a powerful room. Add any die to this module to get 2 dice in return, make a pair and you will have 4 dice on your next turn.
OPERATIONS:
The long voyage to Mars can get lonely. Being able to contact Earth and correspond with your friends and family helps take the edge off. A 5 or higher in this module will reduce stress.
High stress will drastically affect the choices presented to you by the crew during the Side Project phase. A character with low stress will suggest options with a better outcome. High stress options can even make a character suicidal.
The long voyage to Mars can get lonely. Being able to contact Earth and correspond with your friends and family helps take the edge off. A 5 or higher in this module will reduce stress.
High stress will drastically affect the choices presented to you by the crew during the Side Project phase. A character with low stress will suggest options with a better outcome. High stress options can even make a character suicidal.
MEDBAY:
In extreme cases, the Medbay can act as a morgue. It's also where the only toilet is.
This module can restore your health to full, If all systems are operational.
In extreme cases, the Medbay can act as a morgue. It's also where the only toilet is.
This module can restore your health to full, If all systems are operational.
LABORATORY:
5 or higher will get you 3 extra Assists. Being able to block Hazard dice with an Assist will get you out of sticky situations.
For example, if you have an Event with a 5 Injury and a 2 Void and you roll 2 fives, you will get 2 Injury to your character. If you had an Assist, it would block the Injury and you would live to tell the tale.
MAINTENANCE:
When you need to repair your Ship, do so here. Adding a pair will get you 2 "Ship" and 3 of a kind will get you a total of 3 Ship.
If you run out of Ship you die. It's a good idea to keep a character near or in this module.
CLASS ABILITY:
Each Character has a "Class Ability." When used correctly, they can be extremely beneficial with both short and long-term rewards. Knowing when and where to use these traits greatly increases your odds of getting to Mars.
Each Character has a "Class Ability." When used correctly, they can be extremely beneficial with both short and long-term rewards. Knowing when and where to use these traits greatly increases your odds of getting to Mars.
Kayla Jones
DOCTOR
Use Kayla last to heal as many members of the crew in a module as possible.
Pacal Lavorin
MECHANIC
Pavel can get you an extra "Ship." He is the only one keeping the ship from falling apart.
Allison Silva
SPECIALIST
As a master engineer, Allison is able to roll up to 3 times in a turn. You'll need it...
Jean Olowe
CAPTAIN
The Captain can get more out of his crew by inspiring them when in the same module.
John Park
PSYCHOLOGIST
A rolling stone gathers no moss - stress reduction is a must for the crew.
Niki Karam
COMMANDER
A commander keeps informed on the situation at all times. +4 repair.
Yuri Novak
PILOT
The ability to pass through events unharmed gives you free rein of the ship.
Joy Lee
TECHNICIAN
An expert in the practical application of science. Joy can help block hazards.
Sofia Diaz
CANNIBAL
"I like my meat raw!"
Reviews:
Reviews:
https://games.tiscali.cz/recenze/tharsis-recenze-271096Tharsis is FTL for real cosmonauts who know problems are solved by random dice throw and by marginal ability to strategize in unclear situations. And it's funny!
Tharsis offers some interesting mechanics, a story with little innovation but plenty of space for the player to create his narrative, and a lot of replayability, but all of that comes at a price: the difficulty level that can make players abandon the title before they see everything it has to offer.
http://www.softpedia.com/reviews/games/pc/tharsis-review-499071.shtml
THE TEAM:
Tharsis was funded and developed by Choice Provisions, Inc. The intention was to make a unique science fiction game. It is the brainchild of Director Mike Roush, who was initially inspired by the tale of the whaling ship Essex. The Essex was sunk by a whale and the crew, escaping in dinghies, floated around the sea for 95 days doing "whatever" they could to stay alive.