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Terraforming Mars» Forums » Variants

Subject: Has Anyone Played with a Card Row? rss

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Jack O'Brien
Australia
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Trying to spice the game up a bit and thought it would be a cool variant if we could make the cards come out on a row like in Suburbia or Through the Ages. Any tips?
 
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Eric Engelmann
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Jacko1235 wrote:
Trying to spice the game up a bit and thought it would be a cool variant if we could make the cards come out on a row like in Suburbia or Through the Ages. Any tips?


So, lay out 4 cards per player and pay 2, 3, 4, or 5 MC each for them? (first =round picks cost 5 MC, last round picks 2MC?) Won't that slow the game a bit beyond drafting? I'd try it once.
 
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Robert Schraut
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I never played it, but I tinkered out a prototype.

Just do it like TTA.

A row with about 10 cards (give or take). A player can take a card from the row using one action.
Instead of 1/2/3 or actions as a cost like TTA, you should make a continuous cost.

Possible cots in M€ for slots 1 to 10:

0 0 1 1 2 2 3 3 4 4
0 0 2 3 4 5 6 7 8 9
-3 -2 -1 0 1 2 3 4 5 (If a player takes a cars that will give him money he automatically leaves the generation. So these slots can be used only once per player in a generation.

You can experiment with the length of the row, and the cost. You could add mixed costs for the higher end of the row like x M€ plus 1 steel or titanium, or even one TFR. Some cards could cost both actions. Some slots might only be available once you acquired enough science tags.
The possibilities are endless.

Cards row can be replenished after each player or after one full round. The later would always favor the current starting player.
When the generation is over, some cards on the lower end should die.
 
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AJ Cooper
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There are, of course, many ways to tinker with the idea. The big difference that all of them have in common is that everyone will know what cards everyone has, for better or worse.
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Pedro Estêvão
Portugal
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That is one question I would like to pose the designer someday. What made him go with the draw-4-cards research phase instead of a single, open card row, from which players would choose a maximum of 4 cards (paying the required 3 Megacredits each, of course)? Was it because it denied the surprise of the attack cards? Or did it increase the duration of the game too much (people choosing from twelve instead of four)?

Just curiosity, really - love the game as it is.
 
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Jacob Fryxelius
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PSantos wrote:
That is one question I would like to pose the designer someday. What made him go with the draw-4-cards research phase instead of a single, open card row, from which players would choose a maximum of 4 cards (paying the required 3 Megacredits each, of course)? Was it because it denied the surprise of the attack cards? Or did it increase the duration of the game too much (people choosing from twelve instead of four)?

Just curiosity, really - love the game as it is.


Why not ask today?

We did try it during development, but found that
1) it was frustrating because the cards you saw and decided you wanted were gone when it was your turn.
2) you had to evaluate a lot more cards than what is the situation now - often uselessly.
3) varying costs made AP higher.
4) being able to get cards in the middle of a generation also made for a lot of AP.
5) hate drafting was more expensive but also visible, making it an unpleasant experience when it did occur.
6) players with better economy automatically got better card draw.
7) card draw effects were less interesting.

So we settled for our current version, and added draft for those who wanted more to choose from.
We also tried a 5 card research but found it increased the research time a bit too much. It would be difficult to change card draw mechanics now because so much of the game is balanced around it (Planner, card draw value, standard projects, combo cards etc.)

Cheers!

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Pedro Estêvão
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Direct response from the designer. Yay!

Thanks for satisfying my curiosity, Jacob. And thanks for this phenomenal game!
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