Does anyone else not like how ocean tile bonuses work?

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mozkiz
Posts: 13
Joined: 21 July 2025, 18:55

Re: Does anyone else not like how ocean tile bonuses work?

Post by mozkiz »

FrankJones wrote: 28 July 2025, 15:21
advanced-ecosystems wrote: 28 July 2025, 12:51
FrankJones wrote: 27 July 2025, 20:54 TR is confusing? Add the TR to the MC production; that's how much money we get. I've never heard of anyone being confused by this.
Tbf I've introduced many people to the game IRL and they pretty consistently find this confusing. (Not that I'm saying it should be changed, just that it is confusing to new players)
For a game played by this many people, I can understand that different gaming groups will find different things confusing.

Maybe it depends on how we define terms. To me, "confusing" means I need to explain it more than once.

"Here is your TR tracker cube, which we move around the perimeter of the board as you gain TR throughout the game. During the production phase, add this number to your MC production number to determine how much money you get. If your TR is 32 and your MC production is 8, you gain 40 MC during the production phase." And, there is iconography on the player mat which shows the TR symbol with an addition symbol next to the MC production area of the mat.

I am having a difficult time envisioning why that would need to be explained more than once, but, that falls back to my first sentence of this post. :)
Well, if the person can be described as "from a gaming group" they usually get the hang of it pretty quick :P But for people who aren't into board games they typically struggle or take a few gens to grasp it. The difference between production/resources can also be a bit confusing. I try to do a practise production before starting but they sometimes still forget it. After one game I think most people should be good on the fundamentals just I know from experience that beginners can struggle with the core concepts on their first game
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Starwarrior1128
Posts: 183
Joined: 07 February 2023, 05:22

Re: Does anyone else not like how ocean tile bonuses work?

Post by Starwarrior1128 »

FrankJones wrote: 24 July 2025, 05:36 If you find yourself placing tiles adjacent to empty ocean spots ... why?
Because cards that do place down ocean tiles have temperature requirements that necessitates they be played later in the game when the planet is warmer. Isn't that obvious? Or are all the high level TM players buying them directly?
FrankJones
Posts: 2451
Joined: 30 June 2024, 00:24

Re: Does anyone else not like how ocean tile bonuses work?

Post by FrankJones »

Starwarrior1128 wrote: 31 July 2025, 20:46
FrankJones wrote: 24 July 2025, 05:36 If you find yourself placing tiles adjacent to empty ocean spots ... why?
Because cards that do place down ocean tiles have temperature requirements that necessitates they be played later in the game when the planet is warmer. Isn't that obvious? Or are all the high level TM players buying them directly?
There are plenty of ocean cards that do not have requirements. And, and of the ocean preludes are good or great preludes.

But mainly what I was saying is, "why place tiles next to empty ocean spots instead of placing the tiles near the bonus spots but no on them, thus saving those spots for later when the oceans have been placed?"

Not counting Water Import from Europa and Aquifer Pumping, there are 10 ocean cards without requirements and 4 with Requirements.

But, if placing an ocean results in 10 MC in rebates (Let's say the ocean itself gains 4 MC immediately for being next to 2 other oceans, and one or two tiles can then be places that give 6+ MC in rebates), then, sure, do a standard project ocean. Especially when you factor in the placement bonus on the ocean spot, which is often going to be plants.
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