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Reply: Terraforming Mars: Turmoil:: General:: Re: That Terralabs corp though....

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by 117010097

MentatYP wrote:

esque wrote:

It says on the card, lower your TR by 1. You start with 14 creds and an earth and science tag. Buying a card to hand costs you just 1 MC.

So if you use your power to the max (all 10 cards) your starting creds are 4(!).

What am I missing here ?

Thoughts?

You're missing the ability to keep cards for 1 MC every generation. You get a slow start at putting out cards but a big advantage in keeping more cards, which lets you chase the 16 card milestone among other things.


Terralabs is the awfullest corporation I have ever seen. Assume you gonna chase a 16 cards milestone, then you start with 4 mc. All you have in gen 1 is 2 prelude cards, but some of them even remove your mc. Circumstantially you can'r even play business empire since you need to lose 6 mc, which lead you to play no cards to win the milestone in gen 3.
Besides, in turmoil the core idea is terraforming committee. If you don't have enough fund then you can't become chairman, which means you lose a TR every gens. I can't see any potential about this corps, though the original idea is pretty cool.
I can provide another measurement, assume all cards in terralabs are good though to keep, which can use its power optimally. Then you save 20 mc at beginning and 8 mc per gen. This corp can change its description: You start with 34 mc and 7 mc prods, with -1 vp. Even in this demanding situation, you can only emulate terrace with luna export, or poseidon with luna colony in 4p or 5p game (45 mc and 7 mc prods).


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