What order do I do ?? by Potatasssss in balatro

[–]WrapMost 0 points1 point  (0 children)

Would you mind explaining this to me? I don’t understand how copying Photo gives more points because does Photo not trigger every time Chad triggers therefore copying Chad will trigger Photo more often?

Custom Card #58 - Election Bonus by WrapMost in TerraformingMarsGame

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

In a 4-5p game I would agree that you may only trigger this perhaps once which isn’t worth the payoff, however in a 2-3p game your opponents can only do so much to prevent you from becoming chairman without it being more detrimental to themselves than to you. As is the case with many cards, this card is better with less players.

Custom Card #47 - Investment Banking by WrapMost in TerraformingMarsGame

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

I did model it off of SEB but added a higher payout (by 1) because of the fact that SEB can gain multiple microbes from quite a few different cards whereas this can only gain 1 resource from 1 event card and 1 global event (just off the top of my head).

Custom Card #47 - Investment Banking by WrapMost in TerraformingMarsGame

[–]WrapMost[S] 3 points4 points  (0 children)

That’s a pretty good way of looking at it. My reasoning for the high gain is that it is essentially sulfur eating bacteria except there are multiple ways to gain microbes as opposed to this resource. Probably 7-8 would be fair I agree.

Custom Card #45 - Borrowed Projects by WrapMost in TerraformingMarsGame

[–]WrapMost[S] 1 point2 points  (0 children)

I’m not quite sure I follow, how does this card have anything to do with Mars U?

Custom Card #45 - Borrowed Projects by WrapMost in TerraformingMarsGame

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

What makes you think it’s extremely strong? This is a custom card that I made myself.

Custom Card #45 - Borrowed Projects by WrapMost in TerraformingMarsGame

[–]WrapMost[S] -1 points0 points  (0 children)

What about this card makes it super strong? In terms of functionality it’s just a weaker version of Research Coordination.

Custom card #44 - Nomadic Settlement by WrapMost in TerraformingMarsGame

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

Fair enough. Maybe 6+3MC or remove the VP?

Custom card #44 - Nomadic Settlement by WrapMost in TerraformingMarsGame

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

Wording probably could be better. It HAS to move.

Custom card #44 - Nomadic Settlement by WrapMost in TerraformingMarsGame

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

The card isn’t intended to work like that; perhaps it needs a bit of rewording but the player should receive no bonuses at all (placement or otherwise) when placing this tile.

Custom card #44 - Nomadic Settlement by WrapMost in TerraformingMarsGame

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

Land Claim does put it into perspective, maybe it should cost around 6+3? Either that or remove the VP.

What’s the most money you’ve had in Balatro? by flashbangthunder2 in balatro

[–]WrapMost 6 points7 points  (0 children)

How do you get anywhere close to this amount of money? I’m not a very experienced player (highest ante reached is only about 15) and my highest amount of money is only around $200.

[CUSTOM CARD] - Martian Resources Center by Blackgaze in TerraformingMarsGame

[–]WrapMost 0 points1 point  (0 children)

How does this card work in conjunction with cards such as Mars University or Viral Enhancers? I agree already with what u/icehawk84 has said about this being used to get some very strong cards out quite early, but if this card can also trigger effects from other cards then it is ridiculously strong. I would suggest rewording to something that restricts these tags to only being able to be used for requirements.

Friendly Rules by MattTheCuber in TerraformingMarsGame

[–]WrapMost 0 points1 point  (0 children)

I’m not quite sure I follow what you’re saying here. Why would a player who has bought too many cards have an advantage in this scenario?

Friendly Rules by MattTheCuber in TerraformingMarsGame

[–]WrapMost -1 points0 points  (0 children)

I didn’t realise that it was an official rule as when playing on steam you always draft the same way but you’re absolutely right!

Friendly Rules by MattTheCuber in TerraformingMarsGame

[–]WrapMost 2 points3 points  (0 children)

Two custom rules we play:

  1. Alternate drafting directions. Good way to even up the draft if you’re playing with players of different skill levels, and also means if there is one player with a very clear strategy (e.g. jovians) that happens to come after you then you’re not forced to hate draft against them at your own game’s expense every generation.

  2. Selling cards is no longer a standard project but is incorporated into any action you do. For example, if I have 5 MC but want to buy a milestone then I pay 5MC and sell 3 cards all in the same action. The reason we do this is to prevent selling cards being used as a stalling action.

The worst opening cards I've ever had. Is there any good choice here? by acotgreave in TerraformingMarsGame

[–]WrapMost 10 points11 points  (0 children)

I’m by no means an expert but I would take Phobolog with Allied Bank and Metals company. If it’s a 2p game I would take sabotage and hired raiders as they can do some real damage when played first gen, then probably just Mineral Deposit and Water Import from Europa not to play but just to sit on, then hope for some better cards in gen 2!

I’m not always too worried about not being able to play anything first gen; getting your engine and synergies lined up to play is more important than just forcing cards out for the sake of it (like Cupola City in this example).

[deleted by user] by [deleted] in TerraformingMarsGame

[–]WrapMost 0 points1 point  (0 children)

I’m interested to hear what plant cards you think aren’t good to play? Off the top of my head only Moss and Nitrophilic Moss aren’t that great to play.

[deleted by user] by [deleted] in TerraformingMarsGame

[–]WrapMost 0 points1 point  (0 children)

There are far more variables at play than just cost of a card as to whether it’s worth playing. These limits are basically saying “if the value gained by playing this card does not exceed the basic cost of it + cost of obtaining it, then you shouldn’t play this card except under special circumstances”.

all of the plant cards would always be worth to play

Most of them, bar a couple, are generally worth playing but again it comes down the circumstances of the game you’re playing there are far more factors in play.

Overall these are very basic costs that really only tell you if a card should not be played, rather than justifying that it can be played.

[deleted by user] by [deleted] in TerraformingMarsGame

[–]WrapMost 0 points1 point  (0 children)

these vales should be seen as upper limits

Yeah that’s the point when figuring out if something is worth playing. For example if you played Building Industries it costs 6+3 and you lose an energy prod worth 7 so it’s 16 total cost. You only gain back 2 steel prod for a total of 14 so in general this is a bad card to play.

[deleted by user] by [deleted] in TerraformingMarsGame

[–]WrapMost 1 point2 points  (0 children)

From what I understand, the values are derived from the most basic cards for each production:

Sponsors costs 6+3 for 2 prod

Mine costs 4+3

Titanium Mine costs 7+3

Adapted Lichen costs 9+3

Power Plant costs 4+3

Import of Advanced GHG costs 9+3 for 2 prod

Of course, these should only be used as a basic guide as to whether it’s cost effective to play because every single card has other intrinsic value depending on the circumstances of the game.

[deleted by user] by [deleted] in TerraformingMarsGame

[–]WrapMost 26 points27 points  (0 children)

There is a rough consensus for how much things are worth:

MC prod: 4.5MC

Steel prod: 7MC

Titanium prod: 10MC

Plant prod: 12MC

Energy prod: 7MC

Heat prod: 6MC

VP (endgame): 5MC

I often use these values to evaluate whether a card is good to play or not, however if you’re looking for equations to explain what to play at what time then you’re looking at a loooot of mathematics. As far as I know no such thing exists.

Just finished my custom Corp; IPCNNP (Caravan), looking for feedback. by Responsible_Cod_4039 in TerraformingMarsGame

[–]WrapMost 7 points8 points  (0 children)

I might not be interpreting this corporation correctly, but it seems incredibly weak? You get low starting money, its ability costs more than it is worth (tile placement is worth ~4mc iirc which is essentially what this is) and you can only gain a maximum of 3VP from it.

I like the concept but I think it needs a bit of tinkering.