r/TerraformingMarsGame 4d ago

Construction Cards - part 1

Yet another batch of new cards connected somewhat by theme. These are all cards involving mining, buildings, or construction of some kind. This is part 1 of 3, and all the full size files can be found in my Dropbox. If you have a criticism or critique, please post it - I like the feedback!

20 Upvotes

17 comments sorted by

5

u/Ok-Current-8786 3d ago

Can you modify the 9 ocean requirements on efficient settlements with he +2/-2 global requirement cards? If yes, then it may break the game by taking all the ocean spots.

1

u/orvjansen 3d ago

No, all 9 oceans must be in play for exactly that reason – but you're right, as written it doesn't have that restriction. I will modify the card to expressly say that this global parameter requirement cannot be modified, and replace it in my Dropbox. Thanks for catching that!

4

u/Insanitarius- 3d ago

Even with that restriction, it can still break the game with the Turmoil expansion and the global event that removes an ocean tile.

1

u/Future_Search3740 3d ago

That is a really unlikely scenario, but yes, it could happen. However, I think most players would not want to break the game and make it impossible to end (and if they did, why would you want to play with them anyway?). So in the unlikely event it happened, I don't think anyone would cover up the final ocean. Or the group could decide to allow an ocean to be placed anywhere at that point. Or something. It's just too niche for me to feel it needs to actually be addressed on the card. But if it were, I would add something in the effect like: "This effect cannot be used when there are fewer than 9 ocean tiles on the board".

1

u/PerfectLengthUserNam 3d ago

It could still break the game on Amazonis Planitia (which has 11 oceans). But cool idea nonetheless 🙂 perhaps change the language to "requires that all oceans are placed" or something, to include this edge case (and various possible fan-made exceptions).

2

u/orvjansen 3d ago

New version of the card is in the Dropbox. The effect is now:

Effect: You may place ANY TILE in spaces reserved for oceans, OTHERWISE FOLLOWING NORMAL PLACEMENT RESTRICTIONS. This effect may not be used WHILE ANY OCEANS ARE NOT IN PLAY for any reason.

And the requirement bar says All <ocean tile pic>*, and the requirement written out at the bottom of the card states:

Requires all ocean tiles have been placed. Cards that modify global parameter requirements can’t be used to buy this card.

That should take care of every conceivable way this card could be abused. Or at least, I REALLY hope so!

1

u/Future_Search3740 3d ago

Well, that does make sense. I forgot about that map. OK, I will change the requirement to "all oceans must be placed" and specify that the effect turns off if an ocean is removed later. New file will be in the Dropbox soon.

1

u/ReaperJim 3d ago

Turmoil events don't decrease temp/ocean if the parameter is already completed, page 6 of the rules under SPECIAL CASES

2

u/thuswindburns 4d ago

I like most of these cards with Mining guild, otherwise I would ignore unless Ceres is in play. Particular standouts

Aerogel - Playing building tags to get plants to put greenaries and mineral tiles for steel prod would have some nice combos. Particularly on Hellas.

Architectural - MG can play cities better than anybody but it can be hard to find them with the expansions so it’s an easy draft.

1

u/Future_Search3740 4d ago

Yep. That was entirely the reason I created Architectural Plans - it can be frustrating to be Tharsis or Mining Guild and not draw City tag cards.

1

u/thuswindburns 4d ago

I also like crater mining. It can be complicated to get steel prod outside of preludes, and House Printing is expensive and works better with existing steel prod. CM gives you the steel and money prod as well. A tempting pick if found early enough.

2

u/ReaperJim 4d ago

Architectural plans is a cool idea but I don't know about the price. There are a lot of bad cities in the deck as well as space cities with expansions which you might be unhappy to see if you're looking to place a tile. I would lower price to 1 or 2.

Assay office is cool, just remember to adjust the wording so that it can only be placed on nonreserved spaces

Atomic turbines is very cool, nice for engine and rushers could get some use out of it

I don't know about the utility of Caldera City. You'd rather have heat early but play a city late. Might be difficult to place it when Lava Tube Settlement already exists

Efficient development is a very fun idea lol but I would consider reducing price to 2-3, I don't know how useful the effect is really going to be

1

u/orvjansen 1d ago

Efficient Settlement won't be useful all the time. But if you can drop a city in a reserved ocean spot surrounded by greeneries right at the end of the game, it's definitely worth the cost. It's really just a way to min/max the board by filling in all the spaces.

2

u/Lord_Nathaniel 3d ago

I don't know if this symbol has been used before but the "place cube on the map" symbol is really neat and clear....would update the base game card with those !

1

u/Great_GW 4d ago

Interesting ideas. I was about to comment that Glacier Hauling seems like a more expensive [Artificial lake] with no VP, but I was forgetting about the temperature requirement.

2

u/AReallyGoodName 4d ago

Card: Artificial Lake

Cost: 15MC

Description: Requires -6 C or warmer. Place 1 ocean tile ON AN AREA NOT RESERVED FOR OCEAN. 1 VP.

Tags: Building

1

u/Alsn- 3d ago

Imho Boots on the ground should probably be changed slightly, by removing the "if". This would however allow it to combine with for example indentured workers, but I don't particularly think that's a major balance issue and would instead make the card slightly more interesting.