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Asteroid Mining Consortium
Posted: 06 June 2025, 09:55
by Crines
Heyhey, what do you all think about this card in the current arena format (1v1)?
Just got it played against me turn 1 and it really ruined my game. And not for the first time. It feels so strong in the current format.
Just looking for some dialogue and wondering what other people think. I really despise this card. Both using it because it makes me feel bad for the other person, and having it used against me.
Re: Asteroid Mining Consortium
Posted: 06 June 2025, 13:14
by danielvictor
There's a discussion about this on Boardgamegeek. The conclusion was that it is cheap because it is situational.
Re: Asteroid Mining Consortium
Posted: 06 June 2025, 13:40
by Andrei3009
I really wanted to raise the topic of hate cards on the forum, but I couldn't get around to it. I don't like hate cards because they create awkward situations in 3p+ games, make the game stall, and, except for those related to plants, don't fit the general vibe of the game. This is just my opinion, of course, but I'll give you a few arguments in his defense anyway.
1) The most obvious thing: in a game with 3 or more players, these cards will be played on the seemingly winning player, which is not so bad if he really wins, or even worse on a random player if they are approximately equal. It is very painful to be hit by amc in 3p where everyone has a titanium production.
However, we can say that this is a problem of 3p+ games in general.
2) Despite the statement about the vibe of the game, I play competitively and, if possible, I play around hate cards, which forces me to do one action in situations where it is otherwise completely unnecessary. For example, I can play a few science cards and AI or a production card, if I knew that sabotage was not in the game, I would calmly choose the AI line, but a good opponent will wait until I play some science and play sabotage after, in the end I will not play either the AI or the production card. We can say that one action does not take extra time, but the uncertainty in my line can create additional time constraints: if, in addition to the previous example, I have a bunch of titanium that I want to play an asteroid on, but I would like to use AI first and see if I find an airbraking. As a result, I'm thinking about whether to play the asteroid earlier in order to stall and possibly kill more plants, or to play the AI at the risk of being sabotaged.
3) Terraforming Mars belongs to my favorite type of games - Euro games. The main interaction in Mars and in many similar games is the race for goals, rewards and other bonuses. I imagine this to be a real race where everyone builds an engine and tries to outrun others, someone invests in speed, someone in reliability. In this example, sabotage lake a shot in the wheel.
It's also unpleasant that you have no way to know if the opponent has these cards. In the turmoil expansion, there is a card that steals 4 plants with the requirement that the greens be in power or you have 2 delegates there. This card seems to me more suitable for the game for two reasons: first, it removes plants, which I will describe in more detail below, and secondly, you can easier play around it due to strong restrictions and you can understand that the opponent has it when he suddenly starts throwing delegates to the Green Party.
I divide the hate cards into three types:
a) cards with only one effect in the game - sabotage raiders, both consortiums and hackers,
b) cards removing plants
c) cards removing plant production
The latter categories have about 15 cards and are very strongly intertwined with the mechanics of plants in general, so they feel like a thoughtful part of the game responsible for the balance of plants. Also, because of the number of cards, they make much more sense to play around and you can be sure that having plants or their production you will one day be hit by one of these cards.
In conclusion, I would like to say that I would be happy with the option to remove hackers, sabotage, raiders, and both consortiums from the game, but this will not happen.
Thank you for reading, I would be interested in your opinions on this topic.
Re: Asteroid Mining Consortium
Posted: 06 June 2025, 13:51
by FrankJones
it's a devastatingly brutal card in 2-player; pays for itself in less than 2 generations. Can be worth many points with Jovian multipliers.
The cards were not priced with 2-player games in mind.
Re: Asteroid Mining Consortium
Posted: 06 June 2025, 15:19
by Kulikk
It's one of the most overrated cards by general community
Re: Asteroid Mining Consortium
Posted: 06 June 2025, 15:24
by FrankJones
Kulikk wrote: ↑06 June 2025, 15:19
It's one of the most overrated cards by general community
In a 2-player game?
I can see the attack cards being overrated in 3-player; since one person overpays to gain production, and the third player is not harmed.
In a 2-player game? Titanium Mine is an excellent card in the starting hand, right? (Or, not?)
Titanium mine costs 10 to buy and play. AMC costs 16 to buy and play, and gives the same value as titanium mine while also subtracting that same value from the opponent, and gives 1 (or more) VP.
What's the reasoning for it being overrated?
Re: Asteroid Mining Consortium
Posted: 06 June 2025, 21:05
by foxracing13
Andrei3009 wrote: ↑06 June 2025, 13:40
I really wanted to raise the topic of hate cards on the forum, but I couldn't get around to it. I don't like hate cards because they create awkward situations in 3p+ games, make the game stall, and, except for those related to plants, don't fit the general vibe of the game. This is just my opinion, of course, but I'll give you a few arguments in his defense anyway.
1) The most obvious thing: in a game with 3 or more players, these cards will be played on the seemingly winning player, which is not so bad if he really wins, or even worse on a random player if they are approximately equal. It is very painful to be hit by amc in 3p where everyone has a titanium production.
However, we can say that this is a problem of 3p+ games in general.
2) Despite the statement about the vibe of the game, I play competitively and, if possible, I play around hate cards, which forces me to do one action in situations where it is otherwise completely unnecessary. For example, I can play a few science cards and AI or a production card, if I knew that sabotage was not in the game, I would calmly choose the AI line, but a good opponent will wait until I play some science and play sabotage after, in the end I will not play either the AI or the production card. We can say that one action does not take extra time, but the uncertainty in my line can create additional time constraints: if, in addition to the previous example, I have a bunch of titanium that I want to play an asteroid on, but I would like to use AI first and see if I find an airbraking. As a result, I'm thinking about whether to play the asteroid earlier in order to stall and possibly kill more plants, or to play the AI at the risk of being sabotaged.
3) Terraforming Mars belongs to my favorite type of games - Euro games. The main interaction in Mars and in many similar games is the race for goals, rewards and other bonuses. I imagine this to be a real race where everyone builds an engine and tries to outrun others, someone invests in speed, someone in reliability. In this example, sabotage lake a shot in the wheel.
It's also unpleasant that you have no way to know if the opponent has these cards. In the turmoil expansion, there is a card that steals 4 plants with the requirement that the greens be in power or you have 2 delegates there. This card seems to me more suitable for the game for two reasons: first, it removes plants, which I will describe in more detail below, and secondly, you can easier play around it due to strong restrictions and you can understand that the opponent has it when he suddenly starts throwing delegates to the Green Party.
I divide the hate cards into three types:
a) cards with only one effect in the game - sabotage raiders, both consortiums and hackers,
b) cards removing plants
c) cards removing plant production
The latter categories have about 15 cards and are very strongly intertwined with the mechanics of plants in general, so they feel like a thoughtful part of the game responsible for the balance of plants. Also, because of the number of cards, they make much more sense to play around and you can be sure that having plants or their production you will one day be hit by one of these cards.
In conclusion, I would like to say that I would be happy with the option to remove hackers, sabotage, raiders, and both consortiums from the game, but this will not happen.
Thank you for reading, I would be interested in your opinions on this topic.
I absolutely agree with this in 1v1 they are strong and should be kept in ok you get asteroid mined but then you go ahead and hack them back.
In 3p games I would absolutely be for a “peaceful” mode. Although it removes a lot of cards if you include plant removal in that for the same logic as titanium removal (birds would be gone etc).
Re: Asteroid Mining Consortium
Posted: 06 June 2025, 22:10
by FrankJones
Thematically these cards fit, though. We're talking about greedy corporations here battling for supremacy. They're going to play dirty sometimes.
Re: Asteroid Mining Consortium
Posted: 07 June 2025, 06:50
by FrankJones
danielvictor wrote: ↑06 June 2025, 13:14
There's a discussion about this on Boardgamegeek. The conclusion was that it is cheap because it is situational.
This one?
https://boardgamegeek.com/thread/219961 ... -as/page/1
Holy moly. FIFTEEN pages of posts in that thread!
Re: Asteroid Mining Consortium
Posted: 07 June 2025, 08:17
by Ingoschi
I assume you didn't have to search a long time to find that thread
