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Brian Bankler
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Race for the Galaxy » Forums » Strategy
Production vs Windfall Worlds
[As usual, this was originally posted on my blog. See: http://gaming.powerblogs.com/posts/1199668185.shtml.]

I'm not just playing Race, I'm pondering it. So, let's think out loud on production versus windfall.

How much worse is a windfall world? If you are a producer/consumer, the first windfall is free. (Equivalent). It still produces. Windfall worlds tend to be cheaper than production worlds, and you get the good out one cycle faster to trade/consume. (Settle --> Trade, which is 1 or 2 turns, vs Settle-->Produce-->Trade, which is 2 or 3). If you are "pioneering" produce, dropping a windfall first make sense. The card (and time) you save will help your engine. You'll likely have 1 less VP from the card (and lose out 1-2 VP from the appropriate 6-development, should you play it), but time probably outweighs and earns you back the point.

If you are "leeching" produce the windfall world becomes a one-shot trade/consume power. You probably recoup your card investment, although trading means that you are also spend time. (Conquering a windfall means a generous return on your windfall).

Production worlds, on the other hand, are slower but better leeches, assuming you have consume powers. (For New Sparta, that's a serious issue. Of all the military worlds, only Outlaw World has a general consume power. The others have to be bought or developed).

And while a production "pioneer" gets the first windfall free, others don't produce. Are there still reasons for dropping them (for either the pioneer or leech)? So far I see:

* It's your first goods world, and you aren't sure if you are a pioneer or a leech yet. Early on, the windfall/trade route is a nice burst of cards. That alone is reason to do it. If you are looking like the production pioneer, it's especially tempting.

* Timing -- A militarist and leechers want to time the game out before the consumers really start cranking out the VPs. Windfalls, being cheaper, help the timing. This is probably the primary reason that leeches drop windfalls, beside the "burst of income."

* Conversion -- You expect to play a card that allows production on windfalls. This can be a nasty shock when production is called. Suddenly you can leech again.

* You've got a big development that will earn a bonus, making them very VP efficient. Pan Galactic League, in particular, gets a 2 VP and card bonus, making those conquered Gene windfall worlds pay off nicely.

My thoughts on this are still under flux, but that's a good starting point for discussion.
Jerry Hagen
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Heavy consume x 2 strategies with a tad more consume power than goods on hand can benefit from a last-turn windfall world to squeeze another two points out of the engine, assuming someone else (perhaps the Spartan) has called Settle.
Scott Russell
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My initial response is, "It depends!" :)

But, in general, if I have a windfall and a production world that are otherwise similar in my hand when settle comes, I'll probably play the production world. However, there are many things that could affect this decsion.
Mr Hen
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In the last game I played I regretted almost all of the windfalls I played because I played too many and my 6-cost development was giving bonuses for non-windfall production worlds. Whoops.
Jay LaFountain
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I'm pondering it, too. So many card combinations, so many different things to think about... but in the end it all comes down to what you have in your hand.

Lately I have been using windfalls for quick income early in the game, before I have a chance to build a good card-getting engine, mostly to avoid exploring if at all possible. But I try to limit it to one windfall, or give up on the produce action altogether. If I can find a windfall produce card, I'll throw it down for the leech-factor, but it's not always necessary, especially towards the end-game when you already have enough cards to play whatever you need.
Alex Rockwell
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The first windfall world is awesome. I think everyone should try to get one early and trade it. They combine well with pprudction worlds. Get a gene windfall world, sell, get a blue production world, produce on both.

The are also good incombination with stuff like genetics lab, galactic engineers, alien rosetta stone world, mining league, etc that produces on them.

They are a cheap way to get a big good to trade. Gene/alien windfall + novelty/minerals production worlds works very well.


You DONT want only windfalls (unless youre military getting them free and trading them as they come). For a production strategy you really only need 1, or 1 + more if you get stuff to produce onto the extras.
Plague World Cylon
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Windfalls are particularly good in the 2-player game where you can settle & consume-trade in a single turn. This is a special boon for military folk. A similar situation occurs if you don't have a consume power (so the good won't be "accidentally" consumed if someone else calls consume).

Because of the issues with producing on more than 1 windfall world, playing more than 1 without a special produce power isn't a good idea unless the world helps you in some additional fashion (e.g., military, for a consume-trade).

A few games I've ended up having 2-4 windfalls in hand with 1 on the table and thought to myself: "These would be good to play except it looks like I'm going consume-produce and they don't intersect with a 6-dev that I have in hand or down. Oh well. Currency."
Tom Thingamagummy
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I love Windfall worlds! But I think it's great to have at least one if you have production world. Invariably, you're going to take the Producer. When you do, you get to add a good to a windfall world as its special action. So a windfall world gets its good back.

I usually don't go for the cards that repop windfall worlds, unless other players are set up for production. Then I don't have to take producer to get the windfall world back. But if nobody else is very production focused (going development or military instead), then I'm going to have to take producer myself.
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