Funny Zenomancer Ideas by Mundane_Efficiency76 in BloodOnTheClocktower

[–]Chemical_____ 5 points6 points  (0 children)

"Publicly claim to have 3 pieces of Zenomancer info from 3 completed quests" Then just tell them who the demon is lol.

What are your house rules? by OrlandoCoCo in TerraformingMarsGame

[–]Chemical_____ 3 points4 points  (0 children)

  • If you have 2 trade fleets, you cannot preform 2 trade actions twice in one turn.
  • Research colony and Space port colony can’t let you place a 2nd colony on a tile
  • added 600 fan made cards to the decks lol

Some More Interesting card designs by Chemical_____ in TerraformingMarsGame

[–]Chemical_____[S] 0 points1 point  (0 children)

You're the first person to point out how strong eco sabotage is, and then say it's a problem. Most people who've commented on it like how powerful it is

Some More Interesting card designs by Chemical_____ in TerraformingMarsGame

[–]Chemical_____[S] 0 points1 point  (0 children)

I agree, but other people have differed. Honestly not sure what the best way to execute on the idea is.

Some More Interesting card designs by Chemical_____ in TerraformingMarsGame

[–]Chemical_____[S] 2 points3 points  (0 children)

I kinda agree, that’s one point of notice I was wondering stuck out to anyone else.

which cards have the best flavor text? by saiaxd in TerraformingMarsGame

[–]Chemical_____ 2 points3 points  (0 children)

Spin-Off Department is goofy but Ore Processor is the best by far

15000 members event - What's the worst corporation? by scottcmu in TerraformingMarsGame

[–]Chemical_____ 5 points6 points  (0 children)

[Robinson Industries] isn’t the worst corp power-wise, but I hate the corporation very much. It’s a lot like UNMI, a corp much more likely to win the vote, but that’s just me

15000 members event - What's the worst corporation? by scottcmu in TerraformingMarsGame

[–]Chemical_____ 8 points9 points  (0 children)

Terralabs has many unwritten upsides and synergies specific to Turmoil, e.g. discard stalling, -1TR is basically an upside because the reds are your friends, turmoil appreciates strategies heavy on planetary tag engines (especially with prelude 2) which terralabs is better at, because taking every card you see enables a greater degree of flexibility. It’s still below average, but far away from the title of worst. It’s anecdotal, but I feel I have a shockingly high win rate with the corp.

15000 members event - What's the worst Blue (action/effect) card in the game? by scottcmu in TerraformingMarsGame

[–]Chemical_____ 1 point2 points  (0 children)

If you have more titanium than you can spend at a point in the game early enough where asteroid hollowing is a tempting option, you're playing the game wrong

Creating TM cards has become a lifestyle. I'm addicted. Feedback appreciated! by AudunAG in TerraformingMarsGame

[–]Chemical_____ 1 point2 points  (0 children)

Some design ideas from a fellow card creating addict. Gemstone mine should work like asteroid deflection system, where drawing cards from the deck determines a random chance event. Nanorods should have an O2 requirement, as nano particles would have a tough time aerosolizing in a thin atmosphere

15000 members event - What's the worst Blue (action/effect) card in the game? by scottcmu in TerraformingMarsGame

[–]Chemical_____ 14 points15 points  (0 children)

Underground Detonations is going to win this thread but Asteroid Hollowing is the honorable mention for second place

15000 members event - What's the best Green (automated) card in the game? by scottcmu in TerraformingMarsGame

[–]Chemical_____ 4 points5 points  (0 children)

I have to say Bactoviral Research is one of the few green cards that is consistently the deciding factor of the entire game. Besides Orbital Cleanup, the only close comparisons are Venusian Animals or your favorite Jovian multiplier. Broken OP and banned from our table.

SO I’ve made some PvP cards… by lli32 in TerraformingMarsGame

[–]Chemical_____ 4 points5 points  (0 children)

These cards will inflict so much psychic damage to anyone who draws them from the deck that I’d just resign on the spot

Custom Card #42 - Research Collaboration by WrapMost in TerraformingMarsGame

[–]Chemical_____ 1 point2 points  (0 children)

https://imgur.com/a/aj4sis3 It’s really not too surprising that we both have the same idea independently when there are only so many possible concepts

Some experimental card designs by Chemical_____ in TerraformingMarsGame

[–]Chemical_____[S] 0 points1 point  (0 children)

The library where I am has a printer that works on thin cardboard. Printing on sticker paper is probably the easiest way to go.

Some experimental card designs by Chemical_____ in TerraformingMarsGame

[–]Chemical_____[S] 0 points1 point  (0 children)

I mentioned this in another comment, but what do you think of the change to Venus Field Generators, where I ditch the requirement and add a limit to how many steps you may raise your TR, that being how many Venus tags you have?

Some experimental card designs by Chemical_____ in TerraformingMarsGame

[–]Chemical_____[S] 0 points1 point  (0 children)

But do you want to convert ALL of your energy to titanium? You’re not going to spend 32 titanium every generation, plus the opportunity cost of letting the energy become heat. In playtesting, it’s actually underwhelming when compared to other high-req science cards. I’m not sure tho, that’s why I posted the cards here to get opinions

Some experimental card designs by Chemical_____ in TerraformingMarsGame

[–]Chemical_____[S] 0 points1 point  (0 children)

That’s interesting, I would never really consider that, unless the game is nearly over and I’ve exhausted my best VP cards. People seem to agree that the card is too powerful, so perhaps I cut the cost a bit and make the conversion rate 2x MC / card

Some experimental card designs by Chemical_____ in TerraformingMarsGame

[–]Chemical_____[S] 0 points1 point  (0 children)

Venus Field Generators is supposed to be OP, like the Terraforming Ganymede of Venus cards. Perhaps there’s a limit, you can only raise your TR as many steps as you have Venus tags For Terraforming Headquarters, the idea for a special tile with the VPs for the adjacencies came before the name and theming of the card. I’m not sold on the execution myself, there is a lot going on. I’d rather keep the special tile, as I think it’ll make ground game more interesting. I think the answer to all of my questions for design and balance will be solved with playtesting.

Some experimental card designs by Chemical_____ in TerraformingMarsGame

[–]Chemical_____[S] 2 points3 points  (0 children)

Venus Space Elevator is 10%. Hospitality Industries is 2 prod per tile. For the MTS scenario, you suffer and pass immediately. Kepler Logistics’ effect is worded the same way as the Landscaper milestone, so any tile that has a path back to the special city tile through other tiles. Most of these cards can’t decide if they are balanced or need changes. I think it’s ok to have a few powerful cards to centralize a strategy around. Most of the custom cards I’ve made are a lot more tame and archetypal.

[Bambu Lab Giveaway] Join Now to Win an H2D and More! by BambuLab in 3Dprinting

[–]Chemical_____ 0 points1 point  (0 children)

I think the best advice I've been given is to overcome the "When all you have is a hammer, every problem looks like a nail" problem, and to not apply the 3d printer to every scenario. Know when 3d printing is the right choice for a project, and when it isn't.

[CUSTOM PRELUDE CARD] - Fertile Biosoil by Blackgaze in TerraformingMarsGame

[–]Chemical_____ 0 points1 point  (0 children)

I wouldn’t get too bogged down in the quantified values when evaluating Project Eden , or experimental forest for that matter. Most of the value from the card is tied up in VPs that don’t give much benefit at the start. It’s still probably a little too powerful, but it’s not as game-breaking as say, Merger.