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Controlling the endgame
Posted: 19 June 2024, 06:07
by charliec247
Do you try to maneuver the game so that it ends on a generation where you are the starting player? If yes, what do you do to sway the game that way? Is there a strategical advantage to doing so?
Re: Controlling the endgame
Posted: 19 June 2024, 09:10
by Nekojin
While I do make drafting decisions based on where in the turn order I'm going to be, I've never tried to orchestrate a game so that it ends on a turn where I'm the first to play.
Whether I'll stall a game (and try to take more turns than it needs) depends on whether I'm winning or losing. If I'm winning, I'm going to try to finish the game as soon as possible, rather than letting it go to another turn where someone else's engine might surge them into the lead. If I'm losing, I want to stall a bit to get the chance for my engine or a lucky draw to give me the VP I need to win.
Re: Controlling the endgame
Posted: 19 June 2024, 17:14
by A Glitch
One of the biggest components of Mars is game control, and in particular game length control. The player who controls when the game ends has a huge advantage. If they are winning (and won't sacrifice the win by committing too much money into ending), they can end into a win. If they are losing, but have a stronger engine / better scaling, then they can choose not to end and hopefully catch up the following gen. (Of course, if you're neither winning nor have the potential to catch up next gen, then you're pretty much dead).
Typically this means heat control (either by having enough heat prod, or cards to push the heat), as heat is typically the last parameter to fill, at least in 2p. Of course, if oxygen/water is the lagging parameter, then it is control over those instead.
Whether you go first on the potential last generation doesn't really factor too much into your ability to control the game or not. So the answer to "Do you try to maneuver the game so that it ends on a generation where you are the starting player?" is no, because going first doesn't confer any benefit once you've triggered the end of the game. The benefit that going first on the potential last gen *does* confer, is the ability to fund any final awards ahead of your opponent (and with better information than the previous gen), and/or claim any last heat/oxygen/water TR (which, if the opponent were able to take themselves, is a net 2-point swing each). That, in turn, might inform whether you *should* end, but not whether you *can* end.
Re: Controlling the endgame
Posted: 17 July 2024, 09:44
by ronalda2
A Glitch wrote: ↑19 June 2024, 17:14
One of the biggest components of Mars is game control, and in particular game length control. The player who controls when the game ends has a huge advantage. If they are winning (and won't sacrifice the win by committing too much money into ending), they can end into a win. If they are losing, but have a stronger engine / better scaling, then they can choose not to end and hopefully catch up the following gen. (Of course, if you're neither winning nor have the potential to catch up next gen, then you're pretty much dead).
Typically this means heat control (either by having enough heat prod, or cards to push the heat), as heat is typically the last parameter to fill, at least in 2p. Of course, if oxygen/water is the lagging parameter, then it is control over those instead.
Whether you go first on the potential last generation doesn't really factor too much into your ability to control the game or not. So the answer to "Do you try to maneuver the game so that it ends on a generation where you are the starting player?" is no, because going first doesn't confer any benefit once you've triggered the end of the game. The benefit that going first on the potential last gen *does* confer, is the ability to fund any final awards ahead of your opponent (and with better information than the previous gen), and/or claim any last heat/oxygen/water TR (which, if the opponent were able to take themselves, is a net 2-point swing each). That, in turn, might inform whether you *should* end, but not whether you *can* end.
How does the ability to control the game's (ex:
basket random) endpoint provide a significant advantage for players, regardless of whether they are winning or losing at the time?
Re: Controlling the endgame
Posted: 17 July 2024, 15:37
by charliec247
ronalda2 wrote: ↑17 July 2024, 09:44
A Glitch wrote: ↑19 June 2024, 17:14
One of the biggest components of Mars is game control, and in particular game length control. The player who controls when the game ends has a huge advantage. If they are winning (and won't sacrifice the win by committing too much money into ending), they can end into a win. If they are losing, but have a stronger engine / better scaling, then they can choose not to end and hopefully catch up the following gen. (Of course, if you're neither winning nor have the potential to catch up next gen, then you're pretty much dead).
Typically this means heat control (either by having enough heat prod, or cards to push the heat), as heat is typically the last parameter to fill, at least in 2p. Of course, if oxygen/water is the lagging parameter, then it is control over those instead.
Whether you go first on the potential last generation doesn't really factor too much into your ability to control the game or not. So the answer to "Do you try to maneuver the game so that it ends on a generation where you are the starting player?" is no, because going first doesn't confer any benefit once you've triggered the end of the game. The benefit that going first on the potential last gen *does* confer, is the ability to fund any final awards ahead of your opponent (and with better information than the previous gen), and/or claim any last heat/oxygen/water TR (which, if the opponent were able to take themselves, is a net 2-point swing each). That, in turn, might inform whether you *should* end, but not whether you *can* end.
How does the ability to control the game's (ex:
basket random) endpoint provide a significant advantage for players, regardless of whether they are winning or losing at the time?
TfM doesn't have a set number of rounds (generations). If you can control the game length (when the game ends) you can use your resources more efficiently.
Re: Controlling the endgame
Posted: 18 July 2024, 03:47
by A Glitch
ronalda2 wrote: ↑17 July 2024, 09:44
A Glitch wrote: ↑19 June 2024, 17:14
One of the biggest components of Mars is game control, and in particular game length control. The player who controls when the game ends has a huge advantage. If they are winning (and won't sacrifice the win by committing too much money into ending), they can end into a win. If they are losing, but have a stronger engine / better scaling, then they can choose not to end and hopefully catch up the following gen. (Of course, if you're neither winning nor have the potential to catch up next gen, then you're pretty much dead).
Typically this means heat control (either by having enough heat prod, or cards to push the heat), as heat is typically the last parameter to fill, at least in 2p. Of course, if oxygen/water is the lagging parameter, then it is control over those instead.
Whether you go first on the potential last generation doesn't really factor too much into your ability to control the game or not. So the answer to "Do you try to maneuver the game so that it ends on a generation where you are the starting player?" is no, because going first doesn't confer any benefit once you've triggered the end of the game. The benefit that going first on the potential last gen *does* confer, is the ability to fund any final awards ahead of your opponent (and with better information than the previous gen), and/or claim any last heat/oxygen/water TR (which, if the opponent were able to take themselves, is a net 2-point swing each). That, in turn, might inform whether you *should* end, but not whether you *can* end.
How does the ability to control the game's (ex:
basket random) endpoint provide a significant advantage for players, regardless of whether they are winning or losing at the time?
Because if you are winning, you can end the game into a win. And if you are losing, you can choose not to end and wait until you can catch up, assuming that you think you can score more points than your opponent in the next generation.
Think about it the other way: Let's say you're close to game end and winning currently, but don't have the ability to actually end the game. Now, if your point scoring is better than your opponent, then fine - hopefully you'll end on the next gen and still win. But if your opponent will outscore you next generation, the fact that you couldn't end now may very well lose you the game.
Moreover, if your opponent develops better scaling than you but is currently behind, they have no incentive to end. And so you may be forced to make costly, low-point moves (e.g. standard projects) in order to have a chance at ending in a generation where you'd still win.
Re: Controlling the endgame
Posted: 18 July 2024, 19:06
by cranesflyhigh
One of the core questions of the game that you should be asking yourself constantly is: "Who wants the game to end?"
Terraforming Mars has two primary playstyles: the Terraformer and the Engine. There are a couple of variations of these, some mid-ranges, but these are the core ones. Generally the Terraformer is the one who drafts less cards, plays big space events and plant prods and invests fairly little in production cards that need many gens to pay off. The engine is obviously the opposite. So the question "Who wants the game to end?" can be transformed into: "Am I the Terraformer?" If yes, you want the game to end quickly, scoring fast on TR.
Recognizing when you need to pivot is very important. Maybe you have Phobolog and wanted to play a sweet Jovian strategy. But when your opponent plays Research Outpost, Mars U and AI Central shortly after, then you are on a clock cause given more gens, the Engine will crush you. You probably need to pivot into grabbing those space events and nuking the planet. In that case the Engine will have to agressively draft TR cards away from the Terraformer and not play them (you can plant prods and stuff obviously, just be mindful). Maybe that GIA destroys 6 plants and you just have the titanium for it. It is one of the best cards in the game and playing it is very satisfying. But is it worth pushing the tracks 4 times for it - meaning fastening the game end?
Re: Controlling the endgame
Posted: 21 July 2024, 05:39
by JalanStrange
A Glitch wrote: ↑18 July 2024, 03:47
ronalda2 wrote: ↑17 July 2024, 09:44
A Glitch wrote: ↑19 June 2024, 17:14
One of the biggest components of Mars is game control, and in particular game length control. The player who controls when the game ends has a huge advantage. If they are winning (and won't sacrifice the win by committing too much money into ending), they can end into a win. If they are losing, but have a stronger engine / better scaling, then they can choose not to end and hopefully catch up the following gen. (Of course, if you're neither winning nor have the potential to catch up next gen, then you're pretty much dead).
Typically this means heat control (either by having enough heat prod, or cards to push the heat), as heat is typically the last parameter to fill, at least in 2p. Of course, if oxygen/water is the lagging parameter, then it is control over those instead.
Whether you go first on the potential last generation doesn't really factor too much into your ability to control the game or not. So the answer to "Do you try to maneuver the game so that it ends on a generation where you are the starting player?" is no, because going first doesn't confer any benefit once you've triggered the end of the game. The benefit that going first on the potential last gen *does* confer, is the ability to fund any final awards ahead of your opponent (and with better information than the previous gen), and/or claim any last heat/oxygen/water TR (which, if the opponent were able to take themselves, is a net 2-point swing each). That, in turn, might inform whether you *should* end, but not whether you *can* end.
How does the ability to control the game's (ex:
basket random) endpoint provide a significant advantage for players, regardless of whether they are winning or losing at the time?
Because if you are winning, you can end the game into a win. And if you are losing, you can choose not to end and wait until you can catch up, assuming that you think you can score more points than your opponent in the next generation.
Think about it the other way: Let's say you're close to game end and winning currently, but don't have the ability to actually end the game. Now, if your point scoring is better than your opponent, then fine - hopefully you'll end on the next gen and still win. But if your opponent will outscore you next generation, the fact that you couldn't end now may very well lose you the game.
Moreover, if your opponent develops better scaling than you but is currently behind, they have no incentive to end. And so you may be forced to make costly, low-point moves (e.g. standard projects) in order to have a chance at ending in a generation where you'd still win.
To add to this, the other thing you need to keep in the mind as the game is ending is who has more actions to play when is the game is about to end. Who has more cards in hand to do SP sell patents one at a time , who has more action cards on their board? The person that has the most actions is able to control that generation and then consequently control whether the game ends that generation. If you wait until you opponent is forced to pass you get decide if you want to end the game or go another generation and you get to make this decision with the most information possible. On the flipside if you see your opponent has more cards in hand and more actions than you and you aren't sure whether the game will end this gen or not you should terraform as much as possible as quick as possible to deny points from your opponent or try to take up desirable tiles, your opponent(s) may end or not end but by recognizing you are not going to be able to outlast your opponent with actions you give your self a better chance by going for a line of play where you sacrifice informed play for snaking points away from your opponents.