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Re: Cards you never use
Posted: 23 June 2024, 14:23
by Corbz
Fusselkopp wrote: ↑23 June 2024, 10:48
The YouTube card rating guy puts Lake Marineris in the A tier - if you’re able to play it, with the temperature condition. That’s exactly my point: so far, whenever I had it, I wasn’t able to.
Edit: I got to use it today! Only 1 ocean was left, but the points still turned the game in my favour, so worth it
We've actually just been debating Lake Marineris on a TfM discord chat. We asked what percentage of the time you'd keep it in your opening hand. Of 25 top level players, 9 votes for at least 75% of the time, 7 for around half the time, and 9 votes for less than 25% of the time. So really mixed.
What i'd say is, if you are investing in early heat and plan to terraform hard, this is an awesome card to keep.
Re: Cards you never use
Posted: 23 June 2024, 18:01
by RoyalRook
I keep it if I am a rich corp, but even as UNMI I often found myself only hate drafting it unless there are tons of heat out there.
Let’s just all make a pact not to play hacker in 3p it’s the worst for anyone involved.
Re: Cards you never use
Posted: 23 June 2024, 22:25
by danielvictor
Hacker gets used in 2-player games,
Re: Cards you never use
Posted: 23 June 2024, 22:55
by Corbz
danielvictor wrote: ↑23 June 2024, 22:25
Hacker gets used in 2-player games,
It should only rarely be played in 2 player games, and never in 3 player games.
In a 2 player game it costs you between 15 to 22 MC (3 for the card, 3 to play, between 7 and 11 for the power from a card or standard project, and -1 point which people value as between 2 and 5 depending on when in the game played). This will repay in about 4 to 6 gens. But you invested a lot up front which easily could have been spent on something better.
In 3 player, whilst you are spending that amount and having that income advantage over one of the players, the other gets off Scott free and has a massive advantage over you both.
Re: Cards you never use
Posted: 24 June 2024, 01:13
by charliec247
I think Underground Detonations is the clear winner here. I've only seen it used once and that was by someone who tried to sneak out a Thermalist win.
Re: Cards you never use
Posted: 24 June 2024, 04:42
by Draffut
Alucard648 wrote: ↑22 June 2024, 21:32In one 2p game, as Thorgate corp, I got Hackers, Sabotage and Hired Raiders played in gen 1. Opponent instantly rage-quit the game for karma penalty.
What are three cards only good in a two-player game?
Re: Cards you never use
Posted: 24 June 2024, 11:46
by lisiaczek
Draffut wrote: ↑24 June 2024, 04:42
Alucard648 wrote: ↑22 June 2024, 21:32In one 2p game, as Thorgate corp, I got Hackers, Sabotage and Hired Raiders played in gen 1. Opponent instantly rage-quit the game for karma penalty.
What are three cards only good in a two-player game?
Tell me you prolonged the game by at least 1 gen without saying it. Without media group you pay 5 do take 10 credits, and then hackers for at least 13. Sounds funny but it does very little besides frustrating your opponent

Re: Cards you never use
Posted: 24 June 2024, 18:09
by RoyalRook
lisiaczek wrote: ↑24 June 2024, 11:46
Draffut wrote: ↑24 June 2024, 04:42
Alucard648 wrote: ↑22 June 2024, 21:32In one 2p game, as Thorgate corp, I got Hackers, Sabotage and Hired Raiders played in gen 1. Opponent instantly rage-quit the game for karma penalty.
What are three cards only good in a two-player game?
Tell me you prolonged the game by at least 1 gen without saying it. Without media group you pay 5 do take 10 credits, and then hackers for at least 13. Sounds funny but it does very little besides frustrating your opponent
No that’s actually very good play, since it’s 2p everything is compounded. When you take 10 from the other play, it’s worth 20, when you take the final oxygen it worth 2, and when you claim a milestone or stole an award its a 10 point swing. Thats why you should not play hacker in 3p, but extremely viable in 2p if played early with excess power.
Re: Cards you never use
Posted: 24 June 2024, 18:11
by nanospy
Why is anyone talking about 11 as a cost for an energy production? Par cost from cards is 7, and there is plenty in the deck. Standard project power is only for Thorgate and suckers.
Re: Cards you never use
Posted: 25 June 2024, 19:05
by ice wizard
Power Grid; Energy Saving; Security Fleet; Underground Detonations; Underground City; Aquifer Pumping; AAA; Caretaker Contract; Soletta; Micro Mills;
Immigration Shuttles; Space Mirrors etc.I don't want to see them in most cases.