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Terraforming Mars» Forums » General

Subject: Generation Marker rss

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Mark Evans
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We were playing the standard game and dutifully moving the generation marker each turn. It didn't seem to have a game effect other than a way of telling us how long it takes us in comparative playings to terraform Mars. Is there a game effect in the standard game or is this only in the variants?
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Jack Francisco
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You only really need it in the solo game where there is a 14 generation limit.
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J
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We also use it as a convenience in the drafting variant to remind us whether we need to pass clockwise or counter clockwise.
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Joseph Cochran
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allstar64 wrote:
We also use it as a convenience in the drafting variant to remind us whether we need to pass clockwise or counter clockwise.


We were doing that until we realized that we had some extra CW/CCW turn order dials from Cthulhu Wars, so we stuck one of those in the game box and just flip it every time we pass the start player disk. But before that, yeah, using the generation marker to help us remember draft direction was its primary use.
 
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AJ Cooper
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It also can provide potentially useful information about how many more generations to expect.
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Scott Little
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senorcoo wrote:
You only really need it in the solo game where there is a 14 generation limit.


This is true, but I find it easier to track the generation in the solo game by setting out my 4 research cards/generation for the remaining 13 generations during setup. I find that to be a more effective timer for me in the solo game.
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John Wimbush
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halkster14 wrote:
This is true, but I find it easier to track the generation in the solo game by setting out my 4 research cards/generation for the remaining 13 generations during setup. I find that to be a more effective timer for me in the solo game.


That's a really nifty idea which I intend to shamelessly steal. I do find it difficult to be sure whether I moved the marker on sometimes as I tend to get absorbed with the cards and probably err on the side of caution.
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Steve Clark
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halkster14 wrote:
senorcoo wrote:
You only really need it in the solo game where there is a 14 generation limit.


This is true, but I find it easier to track the generation in the solo game by setting out my 4 research cards/generation for the remaining 13 generations during setup. I find that to be a more effective timer for me in the solo game.


The only problem with that method is that it doesn't take other sources of card draw into account. If you do draw at least 1 extra card, you'll be getting it from much further down in the deck than you should be...plus all the research hands after that would be wrong as well. (which could alter the outcome)

Although to be fair, you could use the same argument for randomising the neutral cities (ie. throwing the first 4 cards away vs. my preferred method of using dice or RNG)
 
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Sam Carroll
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Steve C wrote:
The only problem with that method is that it doesn't take other sources of card draw into account. If you do draw at least 1 extra card, you'll be getting it from much further down in the deck than you should be...plus all the research hands after that would be wrong as well. (which could alter the outcome)


Nope. A random card is a random card, no matter where in the deck it comes from.
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Peter Bakija
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Steve C wrote:
The only problem with that method is that it doesn't take other sources of card draw into account. If you do draw at least 1 extra card, you'll be getting it from much further down in the deck than you should be...plus all the research hands after that would be wrong as well. (which could alter the outcome)


Yeah. this is completely irrelevant. This game doesn't revolve around the order of the deck.

The suggested Solo play rules (in the online Solo play threads in the Organized Play forum), suggest dealing out 52 cards to be your research pile (i.e. 4 cards for each of the next 13 generations), and then draw 10 off the rest of the deck for your initial hand, and any time you draw cards for other reasons (i.e. AI Central or a card resource on the map or whatever), you just draw off the rest of the deck.

It doesn't matter if you draw cards from "further down in the deck" or whatever. If the deck is random, the deck is random and it doesn't matter where in the deck you draw cards from.
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Richard Young
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jsciv wrote:
allstar64 wrote:
We also use it as a convenience in the drafting variant to remind us whether we need to pass clockwise or counter clockwise.


We were doing that until we realized that we had some extra CW/CCW turn order dials from Cthulhu Wars, so we stuck one of those in the game box and just flip it every time we pass the start player disk. But before that, yeah, using the generation marker to help us remember draft direction was its primary use.
There is a similar marker in one of the Eclipse expansions - but you could make one out of the idle disk that came with TM - same size and colour as the "First Player" disk. Appropriate arrow on each side...
 
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Karl S.
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Steve C wrote:
Although to be fair, you could use the same argument for randomising the neutral cities (ie. throwing the first 4 cards away vs. my preferred method of using dice or RNG)


Actually what I usually do is just flip the first 4 of my initial 10 and use the value of those for city/greenery placement. That way there is no lose of cards and it's still random placement.
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