cranesflyhigh wrote: ↑18 March 2025, 15:33
chrisnn wrote: ↑17 March 2025, 03:10
Agreed. The draft that's common on Steam seems to work well: keep 4 project / 2 preludes, pass 6/2; then keep 3 /1 and pass 3/1. (No passing of Corps).
Does this meaningfully reduce the variance? I haven't played with this option, but I am slightly sus.
I am generally in favor of reducing variance, but unsure how keeping 4 (!!!) of the best project cards, both (!!!) of the corps and 2 (!!!) of the best preludes meaningfully solve most of the issues. When you keep most the biggest impact cards to begin with... is that a meaningful change?
Also gotta say: playtime is an issue in TfM. While I am in favor of reducing variance, if this results in games taking meaningfully more time... somewhat less certain...
Yeah, I don't see how this helps. For true balance, I would think it would be something more like this:
Deal out 3 corporations per player. Keep 1, pass the other 2.
Deal 4 or maybe 5 preludes per player, keep 1, pass the others. Once each player has 4 (or 5, or whatever), each player keeps 2.
Deal 10 project cards to each player. Keep 1, pass the others. Once this is completed, each player can keep at most 5? maybe 6? cards.
But, this would take a LONG time.
TFM is a game with highly unbalance cards. Many games are going to be won or lost because of one player getting better cards rather than tactical mastery.