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Re: Draft on the first 10 cards

Posted: 19 March 2025, 21:19
by RoyalRook
It's essentially an official variance, all tournament play uses this ruling. It's much needed.

Re: Draft on the first 10 cards

Posted: 21 March 2025, 19:05
by nano_kaiju
RoyalRook wrote: 19 March 2025, 21:19 It's essentially an official variance, all tournament play uses this ruling. It's much needed.
A variant is official, or not. There is no 'essentially'.

Yes, most tournaments use house rules.

Re: Draft on the first 10 cards

Posted: 23 March 2025, 07:57
by zivct
nano_kaiju wrote: 17 March 2025, 15:39 As I understand, BGA only implements official rules/variants. There is no official variant for drafting the start cards, so this is very unlikely to happen.
In the gaia project game for example i saw that they added no official variants

Re: Draft on the first 10 cards

Posted: 23 March 2025, 08:04
by zivct
FrankJones wrote: 19 March 2025, 13:08
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.
i totally agree, in will be great if there be also an option to draw more corp and preludes.
i don't like the idea of keeping only 5 or 6 cards, because of the draft on all the cards then the strong cards should be divided evenly.
i also herd of draft that each player draft 5 cards and after this they do draft again for 5 more cards, in the first time the draft is clockwise and in the second draft it counterclockwise

Re: Draft on the first 10 cards

Posted: 27 March 2025, 17:07
by Mars4ever
nano_kaiju wrote: 17 March 2025, 15:39 As I understand, BGA only implements official rules/variants. There is no official variant for drafting the start cards, so this is very unlikely to happen.
I know that but I know an exception on "the crew". Here on BGA there's the option to make all the taken cards visible, while the official rules say that you can look at only the last previous trick. Where's that variant in the manual? I can't find it.

Re: Draft on the first 10 cards

Posted: 31 March 2025, 23:48
by etschie
If u really want to reduce the variance, then just play without preludes. I think its the first way to do. Otherwise it would be chill, when the cards itself could be balanced. In a digital version of the game, this could be easy implementated.

Re: Draft on the first 10 cards

Posted: 02 April 2025, 14:17
by SFactor
We can always send a friendly note to Jacob Fryxelius, he's not impossible to reach. With his blessings I am certain anything is OK. :)

As I said earlier: if you can dream it, you can do it!

Re: Draft on the first 10 cards

Posted: 27 April 2025, 13:14
by RAIONX
agree