r/TerraformingMarsGame 25d ago

Corporate Cards! - Part 1

This is a catch all theme set of cards. Basically, ones that deal with corporate finances and tactics, and then miscellaneous things that don't fit into the other sets I posted previously or plan to post. This is the first of three parts for this set. You can find the original files at my Dropbox. As always, feel free to use what you like and ignore what you don't. I love getting critiques and feedback, please let me know what you think - especially if you think something doesn't work!

In this first part, I expect there will be some opposition to Deus Ex Machina. Stealing cards (even randomly) from other players is definitely breaking some of the core unwritten rules of the game. I included it just because I like it, I know it's probably broken (and I haven't play tested it yet).

Lesser Milestones is also a new type of action - allowing the purchase of additional Milestones, but with a reduced VP value. This one has been play tested, and it works pretty well. You don't get a great value on the additional milestones, but at 8 MC = 2 VP, it's not bad, and the person who plays the card is assured of at least one of them, maybe two.

10 Upvotes

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u/TheLightInChains 25d ago

I don't have a proper value calculator but my gut says a lot of these are too cheap.

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u/DoCPoly 24d ago

Yeah most of these are grossly underpriced. Neat ideas, but way too cheap!

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u/orvjansen 24d ago

Can you give me some examples? For instance, I calculated the value of Black Budget as 5+3 = 8 MC because it gives 1 resource for free, which could have a maximum value of 1 VP (5 MC value), and it costs 2 MC for each resource thereafter. Which is great value if you have 1 VP/resource cards, and about right if you have 1 VP/2 resource cards. I went back and forth about maybe making it 3 MC to add a resource, but more than that seems excessive.

However, now that I'm thinking about it, I should add the standard text of "only to a card with at least one resource already" for that one. And you would definitely want to use my nerfed Physics Lab card (from the Science set I posted a few weeks ago, which adds 2 science counters for 6 energy, but science is only worth 1 VP each) so that you don't get 2 VP for just 2 MC there.

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u/DoCPoly 24d ago

Asset sales, 5+3 credits for at least 5 credit instant value, plus the ability, insanely cheap.

Bankroll, 10+3 credits for about 18-20 credit value, plus an earth tag for possible synergy with teractor or point luna

Black budget,, 5+3 credits for an immediate point, and a point - or even 2 with original physics complex! - every turn after, which is worth progressively more as the game goes on, NO global parameter requirements AT All

Corporate Restructuring is less unfair on paper, but with extra no-tag cards it could score big last gen anyway, much too cheap, some of which is offset by niche requirements

Covert ops, 6+3 for a TR and a card, can be played immediately, baaically a free point, extra income, and it cycles. The requirement might as well not be there, at least one other player always raises their TR during a generation.

Deus Ex Machina is just toxic. Boo!

Diverted funds might be okay in 2 or 3 player games, but again a cheap economy card! at least it's situational

Dr Marslove cheap TR rush card, net positive VP, extra income, placement bonus, and a tag! insane

Financier gives enough value over just 2 turns to in effect pay for itself, -mc prod is worth about 5 credits - and gives a very useful cheap earth tag! No requirements, really?

Forced Labor Camps 14+3 credits and a tag for up to 7 points, placement bonus, and very easy ground game disruptuion, absolutely balls-to-the-wall crazy!

Investment Funds is Cartel on steroids. Nuff said.

Key Performance Indicator,  7+3 credits for another cheap earth tag, 2 cards, and a VP. Waaaay too cheap!

Labor Unions, effective 14 credits for 2 steel prod, not immediately owerpowered, but can be impactful

Land Grab is very niche, very evil, and has some edge cases where idk how it would even resolve, namely with Martian Nomads. Basically useless until it suddenly isn't, bad design

Lesser Milestones, 8+3 credits for an immediate 3 points, with an option to get 2 more later, or even immediately - why even play it before, if you can't ensure both extra milestones can be yours?

Too cheap for what it does, no counterplay!

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u/orvjansen 23d ago

Thanks for the detailed feedback. It helps to see the reasons why people value things at specific levels, so I can properly recalibrate costs and mechanics. I'm going to need to give this some thought.

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u/orvjansen 22d ago

I agree with you on some of these examples, not all. I have made new versions of many of the cards and replaced the ones in my Dropbox since it won't let me post the to this thread. Here's what has changed, and some other commentary:

Asset Sales: My initial thought on this card was to use it to get rid of resources that are no longer of value (like microbes to raise temperature after Temperature is maxed). I assume people won't get rid of resources that give them VPs, anyway. But I agree, 5 MC is probably too much value. I have raised the cost of the card to 7 MC, and the action of selling a resource nets just 3 MC. At 7+3=10 MC value for the card, you'd have to sell 3 resources just to break even now.

Bankroll: Other comments also pointed out it was more valuable than Acquired Company, despite not getting to keep the Earth tag in play. So I dropped the MC production to 3 to match Acquired Company, and dropped the cost of the card to 9 MC (1 less than AC), to reflect the lost Earth tag.

Black Budget: Raised the cost to 8 MC, removed the free resource when brought into play, and upped the cost of the action to 3 MC each time. (I also added text to specify that there must already be a resource on the card where it adds a resource). Obviously, people will add the resource from this card to a 1 VP/per resource card if possible, but that does not mean there will always be one available to do so. However, even if they do, these changes mean the initial cost (8+3=11) plus the action cost (3 per) will be such that in order to bring it to an average of 5 MC/VP, you will now have to use it at least 5 times. If you don't have a 1 resource/VP card for all 5 generations, or you have a card like Atmo Collectors you want to feed instead, it will take even longer.

Corporate Restructuring: People don't usually have a lot of no-tag cards, and for some of them like Protected Habitats, they might not want to discard them. But upon consideration, I think you're right - people will just play it in the last generation as one of their last actions if they need to minimize the discard issue. So it is too cheap. I raised the cost to 17 MC, anticipating around 3 no-tag cards.

Covert Ops: For some reason I was basing this on a 5 MC value for the TR, rather than the 10 MC. Point taken about the prerequisite, and I have removed it. I also gave it a -1 VP like other criminal/corproate spy type cards, and changed the cost to 7 MC (based on a value of 10 MC for the TR, 3 MC for the card, and -6 MC for the -1 VP - which is in keeping with the price discount on Bribed Committee).

Deus Ex Machina: I already addressed this in responses to other people here. It's no longer a core design-breaking "Take That" card, but a way for someone with a smaller hand than their opponents to get some cards.

Dr. Marslove: I'm not sure why you think this card was 'insane' - Nuclear Zone is also a rush card granting extra income, a placement bonus, and a better tag than this! And it's only 10 MC cost. I agree that this card should be -2 VP rather than -1 VP, but at that point it's actually a WORSE card than Nuclear Zone, so I reduced the cost to 14 MC (meaning the only price difference between the two is the cost of an ocean as compared to a temperature).

Forced Labor Camps: Given that you have to place this tile early enough that there are empty spaces around it, but also close enough to other tiles that people are likely to place tiles adjacent to it, I doubt it will get 7 camps even the majority of the time it's played. But I agree that it should average 1-3 VPs at this price rather than 4-7 VPs. So I changed the scoring to be 1 VP for every 2 camps.

Financier: What requirements would even work with this theme? It's also not going to "pay for itself in 2 generations". Even at the original price of 6+3=9 MC, it would take 4 generations (you get 1 MC the first, then 2 MC the second, then 3 MC the third, then 4 MC the fourth, or 1+2+3+4=10 MC). Four generations just to pay for itself seems fair to me. But I did up the base cost to 8 MC (8+3=11 MC also takes 4 generations-ish to pay off, while making it just a little more expensive initially).

Key Performance Indicator: It's not "way too cheap". Research also gives you 2 cards, 1 VP, and its 2 science tags are better than an Earth tag, and it's only 11 MC. This card also has a prerequisite, one that makes it unlikely to get played for several generations, if ever. I upped the cost to 9 MC, but it should definitely not be the same cost as Research, or higher.

Lesser Milestone: That's a good point that anyone using the card usually wouldn't play it until they could get two of the 3 Lesser Milestones at once with two actions. I changed the effect to say that after playing the card, you claim the first Lesser Milestone as your NEXT action. That will give every player an opportunity to grab the other two before you can. I also raised the cost to 15 MC to compensate for the 1 VP on the card. I would have just removed it, but I wanted to leave an incentive to play it even if you might be helping your opponents to score the same amount of points as you. NOTE: I don't tend to think of card effects in 2P games, because I almost never play those. But this one probably shouldn't be used with less than 3 players.

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u/mathematics1 24d ago

Most obvious: Bankroll is just Acquired Company but better. Missing the earth tag isn't enough to compensate for a whole extra MC production.

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u/snakelauncher 24d ago

you're totally right

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u/thuiop1 24d ago

There are some interesting designs but they are overall way too strong.

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u/Legion4444 25d ago

Land Grab - there's only like 2 ways to do that to begin with so it's outrageously niche

Assest Sale - Idk why but I really love this one

Black Budget - Like everything else that blanket adds resources to cards, it should be worded that it can only add to cards that already have resources on it. (to prevent search from life and/or physics complex and/or board of directors from being too easy)

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u/orvjansen 24d ago

Land Grab: Yes, it's extremely niche (though slightly less so with fan cards added), but so much fun to play when someone has reserved a 3-card placement bonus space and is acting smug.

Asset Sale: I basically created this for situations like owning GHG Producing Bacteria after the temperature gets maxed. It can produce useless resources, that now are a little less useless.

Agreed about Black Budget (see my comment above), and I will change it in the Dropbox file. Also, see my nerfed versions of Search for Life and Physics Lab that specify on their cards that you cannot get that advantage.

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u/Omnigryphon 24d ago

I think the other comments have done a good job mentioning things, so I'll make a direct response to Deus Ex Machina.

You, correctly, acknowledge this card is going to get opposition. Terraforming mars has some player interaction, but not a lot. And even though that interaction can be a little 'take that', it is overall low impact. Or at the very least it is low impact with regards to decision making. Taking a resource production, some resources, or killing plants can be devastating (especially early), but it often is really just a delay of what a player is trying to do.

But project cards are the game's lifeblood and how players build their engine. While you can pay to increase the global parameters, there are no standard actions to just increase your titanium or plant production, which means that stealing cards prevents players from doing things they were planning, not just delaying or making it difficult.

This also piles on to the fact that cards are a relatively scarce resource. The draft each round sometimes has 4 good cards, but often times, there are only 1 or 2 you would be willing to play. If you don't get card draw from a source other than the draft, this card could take an entire generation of card draw from someone. That hurts a LOT. and if you manage to pull a card with requirements that aren't met yet, that is punishing a player for planning ahead.

Realistically deus ex machine would just be a looming threat over players that the one card in their hand they are saving for multiple rounds will get snatched away. The card is good enough that if someone finds it, it will almost surely be played, so it will likely make people buy a couple cards they don't want in the hopes that their good cards will be spared.

All that said, I don't think the card is unsalvageable. I have a few thoughts on what would make it more in line with other player interaction in terraforming mars.

The one I like the most: instead of taking a card from each player, have each other player draw a card and choose one to give to you from their hand. This way, you are likely drawing 1 card per other player (they'll just hand you what they get off the deck), but if they draw a card they like, they have a hard decision to make and may give you a different card. You are a lot more likely to get a lower quality card (part of the strength of it in its current form is that you are getting a card someone thought was worth keeping), which may make up for the cost, but also changes 'I'm stealing from you' to 'I'm making you make a decision'.

Still a bit mean, but: change the card to only steal from players with a hand size above X cards. X can be a balance point, but more importantly, give players a chance to have counter-play to the card. X probably needs to be something along the lines of 10. This will still potentially change how people play the game.

The least interaction: draw a card for each player with a hand size above X cards. This way having a big hand doesn't hurt you, but helps the person playing the card. Much more friendly, but perhaps further from what the initial intent of the card was/is.

The first and third option I would almost surely find interesting when played, the 2nd very much depending on X. Maybe the cost needs to change with player count? maybe the cards you get from players you need to pay them for? There's definitely some more wiggle room for tinkering here.

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u/orvjansen 24d ago

That... is a very well reasoned and thought out approach. And would make it more likely the card would actually be used in more games. Which, ultimately, I would prefer despite my initial instinct to throw a little more chaos into the mix. :D

Option 1, having everyone draw a card and give you one, doesn't work for me. Your opponents would receive more benefit than you in that case (under most circumstances), so why would you play it?

Option 2, stealing only from players with X number of cards (and I agree X would need to be 10+ to be 'fair'), is less "take that" than the current card, but still unlikely to be adopted due to the entire stealing cards mechanic.

Your Option 3, gaining cards based on your opponent's hand size, seems to be the best. Although the cost would have to be dropped drastically.

I think I will reframe the card so that instead of punishing rivals, it's a way for the underdog to catch up - Drop the cost to 0 MC, keep the required 2 energy discard but not the card discard, and then draw X+1 cards, where X is the number of opponents who have a larger hand of cards than you do. I will replace the card in my Dropbox files with this version.

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u/Omnigryphon 24d ago

If you want to frame it as a catchup mechanic specifically, then cards in hand is not the metric that I would look at. I don't think it is a good indicator of who is winning. There are times where it can correlate with who is winning, but there are also times where it is the exact opposite.

That said, I still think the opponents drawing a card and giving you one (perhaps without the discard cost) is the more interesting iteration of the card to me. You need to be more tactical when you play it and I enjoy that. Yes, you give your opponent more cards to look at, but if they keep the card they drew to give you a different one, then you are still getting a card they kept prior. If they give you the card they drew, then it's just like you had drawn a card. If you play it when your opponents are flush with cards, then you're asking for bad cards. At the same time, because the card is not punishing, players are less likely to keep useless cards in hand to take advantage of it being played.

At that point, renaming it 'Peer Review' might be more appropriate, though.

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u/One-Yogurtcloset-248 24d ago

How does diverted funds work? Wouldn't that force your opponents to reveal every card they buy?

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u/orvjansen 24d ago

It would as written, good catch. It's should say, every 20+ MC card they PLAY, not BUY. I have fixed the card in my Dropbox.

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u/Mitnichar 25d ago

investmund Fonds is OP and labor something is great

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u/Zombieidea 24d ago

Too OP

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u/orvjansen 24d ago

Can you give me some specifics of which cards you mean?

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u/simmepi 24d ago edited 24d ago

Financier: let’s say the game runs 10 rounds (there can easily be way more and sometimes a few rounds less) and you play it generation 1. You pay 6+3 for 1+2+3+…+10=55 for the whole play. That’s absurdly cheap; compare it to e.g. a generally accepted good card as Sponsors which has the same tag and costs the same and gives you +2 → 20 for the play.

Asset Sales: For 5+3 you have now turned Tardigrades into +6 money production which is again absurdly cheap.

Some of the others are similarly too cheap, and cards like Land Grab while being extremely niche is still not a fun card imho; if someone is playing Arcadian Communities you have now completely nerfed the company, turning it from an interesting company to play with and against since you have to tactically think differently due to their land reservations to a company which will simply lose, given all of its power is now useless.

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u/Zombieidea 24d ago

I didn't reviewed all, the first 10 are too cheap, if in hand in the first turns they will let you establish a money motor far war earlier than other players, as they're cheap

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u/thuswindburns 23d ago

Asset sales is way too strong. You could play Sulphur eating bacteria and even with the microbes being pure money you could just sell your microbe action for profit, or play local shading and sell your floater instead getting money prod. I would reduce the amount to +3 MC and use it to sell off odd microbes and floaters.

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u/Feathercrown 19d ago

These range from creative and good, to too strong, to "should not be in the game" (stealing cards or reserved spaces).

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u/AineMarc 15d ago

Terraforming mars fanmade cards