Asteroid Mining Consortium

Forum rules
Please DO NOT POST BUGS on this forum. Please report (and vote) bugs on : https://boardgamearena.com/bugs
FrankJones
Posts: 2447
Joined: 30 June 2024, 00:24

Re: Asteroid Mining Consortium

Post by FrankJones »

Those are valid points.

Regarding the 3rd plant tag,
He already had the third plant tag in hand.

I don’t play with preludes often, and it shows. I am not accustomed to blazing fast 8-gen games, playing cards at full cost and not waiting for any tag synergy.

As I said, I agree with your analysis, but, let’s suppose I had done all that.
So basically, draft and immediately play the energy cards and heat cards and do a TR rush. Opponent does the same. At that point, the game is decided by who had the better starting cards / random card draws / first draft picks.

I wouldn’t play a gen 4 Soletta if I knew the game was going 8 gens. I’ve never had an 8-gen game in my life.

In some of the questionable plays you mentioned, I may have already lost my focus mentally from feeling as though I had no chance. That’s a bad mentality to take in any game situation, but it happens sometimes. I was frustrated. Nuclear power, GHG, these are marginal cards. Meanwhile my opponent is putting down a gen 1 mohole, an early arctic algae, and one big card after another that I never saw in the draft.

Yes, I dangled some plants. I was trying to build up to a greenery. What am I supposed to do? Never generate plants? I had no way to protect them, and no way to make plays that got me to 8 plants. Big asteroid and asteroid were going to kill my plants regardless of what I did.
FrankJones
Posts: 2447
Joined: 30 June 2024, 00:24

Re: Asteroid Mining Consortium

Post by FrankJones »

Corvus Mortis wrote: 18 June 2025, 15:00

Crazily, I prefer Phobolog in the opener. Same cards + Vesta + Colonizer. Potentially swap Io Research Outpost for Research Network, but could go either way. Idea of Convoy on cards (or titanium if we lose cards) into Vesta + Titanium Mine. This works out very well for us when Asteroid Mining comes around gen 2. Regardless, gen 2 I would take and play Asteroid Mining even as Credicor here. Opens up Jovians as a potential scoring line, rewarded big time when GC and TG come to us later (or, if opponent cuts GC, whatever better card he took over it). I agree with the rest of aspirin's comments as the game played out.
Intriguing idea. I looked at the starting hand and it seems like a tough sell to me. Phobolog with 2 mediocre space cards in the starting hand, and a Jovian strategy with no (as of yet) Jovian multipliers. There are two titanium-producing cards, which is good. Though, Vesta is absurdly priced.

I suppose the plan is to add draft pressure against an opponent who will surely have no need for Jovian cards and multipliers that come up?

regarding the awards: Maybe this is "after-the-fact" rationalizing, but I did get two awards for 8 and 14 MC.

I'll need to review gen 5 to see whether gardener was a better option than builder.

For me, it partly comes down to this:

How much tactical game play does TFM involve? And what types of tactics?

For me, the answer might be, "not enough" (tactical game play), or "not the desired type" (of tactics).

I'll explain, using games I am familiar with as examples:

Games of Pure tactics, no hidden information, symmetrical starting conditions:
Pente, Connect6 (Or any games on a similar board such as Go, GoMoku, etc), Kulami. 100% skill, 0% luck. I like these games. Others include Othello, Chess, Chinese Chess, Chinese checkers, and numerous others. Some of these games have potential for 1000 Elo. No one will ever "play a better game" and lose.

Games of high tactical game play:
Blood rage. The factions are symmetrical, and the cards are drafted one at a time, no extra cards are acquired. Interaction is very high, and there are opportunities to bluff with bad cards. Tactics will decide the game.

7-Wonders: Asymmetrical factions, but with an attempt to make them all equal, including a recent revision. Cards are drafted one at a time, no extra cards are acquired. Opportunities to interfere with opponents' plans are high, and the cards are mostly equal in value.

Scythe: Some hidden information and some luck of the draw, but mostly tactics. Combat allows for highly tactical bluffing opportunities. Bidding helps deal with the asymmetrical starting factions/mats.

Aquatica: Nearly symmetrical starting cards; all additional character cards and location cards come from a communal pool of cards. Tactics are the major factor. Cards are generally balanced. The game has some balance issues that could easily be fixed.

Splendor and Azul: There is some hidden information, but the start is symmetrical, and the cards and pieces are communal. Tactical play is very high compared to the luck factor. This is reflected in the Elo of the highest rated players.

Games of Medum tactical play:

Wingspan: Much depends on the starting hand and the luck of the random face-don card draws. Sometimes the bird feeder stagnates uncooperatively, and sometimes the card draws are duds. Tactical means to overcome bad cards are highly limited.

Race for the Galaxy: Asymmetrical starting worlds and random card draws. The game is highly dependent on starting cards and random draws. Some cards are just plain broken. Opportunities to overcome bad cards are limited. BT - a key element is guessing correctly which 2 actions your opponent will choose, so in that regard, there are some key tactical decisions every turn.


Earth: Much depends on the starting hand, especially with regard to the common goals. This is a race game, and tactical play to overcome bad cards is very limited.

TFM: A lot depends on the Asymmetrical starting corp, cards, and preludes. Every random card draw could be Underground detonations or it would be Mars U or Earth catapult. Each draft can be a disaster if you get 0 or 2 good cards and your opponent gets 1 or 3. The extent of tactical play depends on how we define it. Card valuation is obviously crucial. I would say much of the tactics involve card valuation both in isolation (Mars U is good, Underground detonations is bad) and situationally (Sometimes Anti-grav or AI-central are game winners, sometimes they are useless).

Possibilities do present to overcome a card disadvantage, but not to the extent that I would elevate this to a "high tactical" game like the ones mentioned above. perhaps more so than any game I have played except maybe Wingspan, the cards are highly imbalanced in ways that are just puzzling and make me wonder how the decisions were made to calculate the card costs relative to their value.


The result of all this? Wingspan, Earth, RFTG, and TFM have, over time, become less interesting to me.

And we cannot forget: Texas Hold'em and Pot-limit Omaha. People think these are games of luck. They are very much mistaken. If you can review all the information gained on each street and figure out your opponent's range, and determine whether his story adds up, you can make hero calls for big profit with weak cards, you can bluff an opponent off a better hand, and you can bet for thin value, and can fold a strong second-best hand. This is the nuts and bolts of poker, not winning with AA against KK or winning with a flopped set or a nut flush.

Tactical play here is very high, especially if you start discussing tournaments with increasing blinds and antes and stack sizes.
User avatar
Corvus Mortis
Posts: 59
Joined: 16 May 2024, 18:30

Re: Asteroid Mining Consortium

Post by Corvus Mortis »

FrankJones wrote: 18 June 2025, 15:38 Intriguing idea. I looked at the starting hand and it seems like a tough sell to me. Phobolog with 2 mediocre space cards in the starting hand, and a Jovian strategy with no (as of yet) Jovian multipliers. There are two titanium-producing cards, which is good. Though, Vesta is absurdly priced.
It's not absurd to pay 18 for 4 prod and a point. Comparable to Space Hotels with a VP on it. The point of Phobolog is you come out of gen 1 with a lot more cash production than Credicor does and start with more cash. Yes, you won't be able to SP as efficiently, but you can make up for this with any luck on titanium. We hope to find multipliers, but we are just as happy with big space events like GIA, Deimos, Big Asteroid, etc. We can end up unlucky here of course, but now we have many cards that are at least annoying cuts for our opponent (weaker Jovians like Callisto, Methane, the mults, etc.) and end up much richer. We also have a head start on the Miner fund as well.
How much tactical game play does TFM involve? And what types of tactics?

For me, the answer might be, "not enough" (tactical game play), or "not the desired type" (of tactics).
I think you underestimate tactics in this game quite a bit and overstate the asymmetry. Yes, you sometimes face -5 AI Central and don't have a chance, but when folks like aspirin have ~80% win rates vs. 500-600 players, you know you have a lot of room for improvement and a lot of that is tactics. Virtually all of aspirin's suggestions are tactics (stalling out for Builder, thinking about how cards you see might affect your opponent, deciding when to fund awards, when to float plants, etc.) and have nothing to do with what cards you see.

Further, I think you're too dismissive of your chances when you have worse cards. Go through high-rated players' game history. Virtually any game you find that they win by narrow margins (<7 points, for example) they are up against much better cards and win through better execution (read: tactics). This is far from the best example, but see the below game that I have no business winning. There are tons of complex calls in this game and the win comes down to boxing out my opponent's options to score on the board. Of course he made many mistakes here, but he's a 400+ rated player and honestly I see plenty of 500s who play similarly. With best play, he wins every time here, but the tactics in TfM come down to making the most out of the cards you're given and trying to opportunistically box your opponent out of their own scoring lines.

https://boardgamearena.com/archive/repl ... s=96014413;
User avatar
Kulikk
Posts: 74
Joined: 05 April 2024, 17:32

Re: Asteroid Mining Consortium

Post by Kulikk »

FrankJones wrote: 18 June 2025, 15:38
Corvus Mortis wrote: 18 June 2025, 15:00

Crazily, I prefer Phobolog in the opener. Same cards + Vesta + Colonizer. Potentially swap Io Research Outpost for Research Network, but could go either way. Idea of Convoy on cards (or titanium if we lose cards) into Vesta + Titanium Mine. This works out very well for us when Asteroid Mining comes around gen 2. Regardless, gen 2 I would take and play Asteroid Mining even as Credicor here. Opens up Jovians as a potential scoring line, rewarded big time when GC and TG come to us later (or, if opponent cuts GC, whatever better card he took over it). I agree with the rest of aspirin's comments as the game played out.
Intriguing idea. I looked at the starting hand and it seems like a tough sell to me. Phobolog with 2 mediocre space cards in the starting hand, and a Jovian strategy with no (as of yet) Jovian multipliers. There are two titanium-producing cards, which is good. Though, Vesta is absurdly priced.

I suppose the plan is to add draft pressure against an opponent who will surely have no need for Jovian cards and multipliers that come up?

regarding the awards: Maybe this is "after-the-fact" rationalizing, but I did get two awards for 8 and 14 MC.

I'll need to review gen 5 to see whether gardener was a better option than builder.

For me, it partly comes down to this:

How much tactical game play does TFM involve? And what types of tactics?

For me, the answer might be, "not enough" (tactical game play), or "not the desired type" (of tactics).

I'll explain, using games I am familiar with as examples:

Games of Pure tactics, no hidden information, symmetrical starting conditions:
Pente, Connect6 (Or any games on a similar board such as Go, GoMoku, etc), Kulami. 100% skill, 0% luck. I like these games. Others include Othello, Chess, Chinese Chess, Chinese checkers, and numerous others. Some of these games have potential for 1000 Elo. No one will ever "play a better game" and lose.

Games of high tactical game play:
Blood rage. The factions are symmetrical, and the cards are drafted one at a time, no extra cards are acquired. Interaction is very high, and there are opportunities to bluff with bad cards. Tactics will decide the game.

7-Wonders: Asymmetrical factions, but with an attempt to make them all equal, including a recent revision. Cards are drafted one at a time, no extra cards are acquired. Opportunities to interfere with opponents' plans are high, and the cards are mostly equal in value.

Scythe: Some hidden information and some luck of the draw, but mostly tactics. Combat allows for highly tactical bluffing opportunities. Bidding helps deal with the asymmetrical starting factions/mats.

Aquatica: Nearly symmetrical starting cards; all additional character cards and location cards come from a communal pool of cards. Tactics are the major factor. Cards are generally balanced. The game has some balance issues that could easily be fixed.

Splendor and Azul: There is some hidden information, but the start is symmetrical, and the cards and pieces are communal. Tactical play is very high compared to the luck factor. This is reflected in the Elo of the highest rated players.

Games of Medum tactical play:

Wingspan: Much depends on the starting hand and the luck of the random face-don card draws. Sometimes the bird feeder stagnates uncooperatively, and sometimes the card draws are duds. Tactical means to overcome bad cards are highly limited.

Race for the Galaxy: Asymmetrical starting worlds and random card draws. The game is highly dependent on starting cards and random draws. Some cards are just plain broken. Opportunities to overcome bad cards are limited. BT - a key element is guessing correctly which 2 actions your opponent will choose, so in that regard, there are some key tactical decisions every turn.


Earth: Much depends on the starting hand, especially with regard to the common goals. This is a race game, and tactical play to overcome bad cards is very limited.

TFM: A lot depends on the Asymmetrical starting corp, cards, and preludes. Every random card draw could be Underground detonations or it would be Mars U or Earth catapult. Each draft can be a disaster if you get 0 or 2 good cards and your opponent gets 1 or 3. The extent of tactical play depends on how we define it. Card valuation is obviously crucial. I would say much of the tactics involve card valuation both in isolation (Mars U is good, Underground detonations is bad) and situationally (Sometimes Anti-grav or AI-central are game winners, sometimes they are useless).

Possibilities do present to overcome a card disadvantage, but not to the extent that I would elevate this to a "high tactical" game like the ones mentioned above. perhaps more so than any game I have played except maybe Wingspan, the cards are highly imbalanced in ways that are just puzzling and make me wonder how the decisions were made to calculate the card costs relative to their value.


The result of all this? Wingspan, Earth, RFTG, and TFM have, over time, become less interesting to me.

And we cannot forget: Texas Hold'em and Pot-limit Omaha. People think these are games of luck. They are very much mistaken. If you can review all the information gained on each street and figure out your opponent's range, and determine whether his story adds up, you can make hero calls for big profit with weak cards, you can bluff an opponent off a better hand, and you can bet for thin value, and can fold a strong second-best hand. This is the nuts and bolts of poker, not winning with AA against KK or winning with a flopped set or a nut flush.

Tactical play here is very high, especially if you start discussing tournaments with increasing blinds and antes and stack sizes.
That's interesting, I found Scythe having much less depth than tfm
User avatar
jaymc1130
Posts: 138
Joined: 11 September 2024, 19:00

Re: Asteroid Mining Consortium

Post by jaymc1130 »

Ah Scythe, the game with literally zero depth, almost no tactics, and a fully solved paint by numbers formula for perfect play for each faction that cannot ever be deviated from in competitive settings.

It’s fun the first 15 times you play it at least.
User avatar
schulni
Posts: 25
Joined: 31 August 2024, 18:05

Re: Asteroid Mining Consortium

Post by schulni »

How much tactical game play does TFM involve? And what types of tactics?

For me, the answer might be, "not enough" (tactical game play), or "not the desired type" (of tactics).
I think you underestimate tactics in this game quite a bit and overstate the asymmetry. Yes, you sometimes face -5 AI Central and don't have a chance, but when folks like aspirin have ~80% win rates vs. 500-600 players, you know you have a lot of room for improvement and a lot of that is tactics. Virtually all of aspirin's suggestions are tactics (stalling out for Builder, thinking about how cards you see might affect your opponent, deciding when to fund awards, when to float plants, etc.) and have nothing to do with what cards you see.

Further, I think you're too dismissive of your chances when you have worse cards. Go through high-rated players' game history. Virtually any game you find that they win by narrow margins (<7 points, for example) they are up against much better cards and win through better execution (read: tactics). This is far from the best example, but see the below game that I have no business winning. There are tons of complex calls in this game and the win comes down to boxing out my opponent's options to score on the board. Of course he made many mistakes here, but he's a 400+ rated player and honestly I see plenty of 500s who play similarly. With best play, he wins every time here, but the tactics in TfM come down to making the most out of the cards you're given and trying to opportunistically box your opponent out of their own scoring lines.

https://boardgamearena.com/archive/repl ... s=96014413;
[/quote]


This was a wild ride! It felt like you took an amazing starting hand and rather than controlling the heat track and just winning the game with a terraform rush, you decided to spam standard project cities and prolong the game several extra generations. Were you just messing with him since you were up 20+ points most of the game? I don't see how your opponent could have won this game if you just used arctic algae for oceans/greeneries and standard project asteroids (and bought and played mohole area). But that's looking at the game in retrospect. I'm sure it felt much harder during the game with his mc engine.
FrankJones
Posts: 2447
Joined: 30 June 2024, 00:24

Re: Asteroid Mining Consortium

Post by FrankJones »

Corvus Mortis wrote: 18 June 2025, 16:32

I think you underestimate tactics in this game quite a bit and overstate the asymmetry. Yes, you sometimes face -5 AI Central and don't have a chance, but when folks like aspirin have ~80% win rates vs. 500-600 players, you know you have a lot of room for improvement and a lot of that is tactics. Virtually all of aspirin's suggestions are tactics (stalling out for Builder, thinking about how cards you see might affect your opponent, deciding when to fund awards, when to float plants, etc.) and have nothing to do with what cards you see.
Reasonable points, but these too may factor into the other part of the tactics equation I mentioned. Maybe these aren't the kind of tactics that make a game compelling for me. I might just be burnt out on the game. I am intellectually capable of excelling at this game, and certainly experienced enough. And yet I don't seem to put in the effort or get in the right mindset. Whereas in other areas, I do. Pente, for example. I am undisputedly one of the best in the world. I put in the time and effort.

I do enjoy debugging TFM. My early efforts at helping debug the steam version helped fuel my interest in the game. Additionally, I've done a lot of work here assisting Victoria_La with debugging colonies and some edge-cases from before colonies. (So, I hope you are all appreciative :) )
Corvus Mortis wrote: 18 June 2025, 16:32 Further, I think you're too dismissive of your chances when you have worse cards.
Maybe. But against you, I do not expect to win with inferior cards. I'll review that game you posted. How much of it was your tactics , compared to your opponent's blundering?
FrankJones
Posts: 2447
Joined: 30 June 2024, 00:24

Re: Asteroid Mining Consortium

Post by FrankJones »

jaymc1130 wrote: 18 June 2025, 16:46 Ah Scythe, the game with literally zero depth, almost no tactics, and a fully solved paint by numbers formula for perfect play for each faction that cannot ever be deviated from in competitive settings.

It’s fun the first 15 times you play it at least.
Scythe, for me, has replay value. The encounters and hidden objectives add enough variability to make it interesting. I do think bidding is required.

For whatever reason, I have never had trouble getting my friend and family to play any of those gams I mentioned, but Terraforming Mars was always a big uphill battle to get onto the dining table.
FrankJones
Posts: 2447
Joined: 30 June 2024, 00:24

Re: Asteroid Mining Consortium

Post by FrankJones »

@Shulni

I think your quoting got messed up with your post.
FrankJones
Posts: 2447
Joined: 30 June 2024, 00:24

Re: Asteroid Mining Consortium

Post by FrankJones »

aspirin_ wrote: 18 June 2025, 14:23
Gen 5: You dont need great dam. You also had to slow play here to pressure him to gardener. After convoy got you rights, I wouldve fund miner for 8 here, since he has an easy landlord with that much heat and standard tech. You just dropped a pretty naked Noctis to float 4 plants. Thats just an invitation for plant hate.
Convoy - Fund - Workers - Rights - take Heat. Play slow and make him SP for gardener while you can eventually snatch it with noctis and 2 SPs.
Also no need to fund Builder here, safe cash for Gardener.
I am lost. How am I supposed to get gardener? Before I even took an action in Gen 5, Corvus had 2 greeneries, 2 plants, and was sitting on towing a comet with arctic algae.

As for slow-playing, I am not sure what you man. Do you mean take single actions? Because, I am afraid to do that, since many of the top players here have said they would automatically red_thumb me for doing single actions. Even though I have completed games with 92 actions in 22 total minutes, which I think hardly qualifies as wasting people's time.
Post Reply

Return to “Terraforming Mars”