Kester wrote:
The other benefit of Consume/Trade on turn one is that it ruins the first turn windfall for Old Earth, Earth's Lost Colony, and to a lesser extent Epsilon Eridani. Their goods will get consumed. In this way it can serve as a minor stall too.
It's a minor deterrent, but I wouldn't say that it's a complete "ruin."
Case in point: I was playing
Earth's Lost Colony in a 4-player game yesterday, where
Alpha Centauri was in the game.
First turn: I choose Develop, AC chooses Consume: Trade, other players choose Explore and Settle. I put out
Drop Ships (!) and
Reptilian Uplift Race (!!) and the Genes good on
RUR gets consumed for a dinky VP chip (!!!). But so what, I can just produce next turn -- and chances are, I can settle almost anything that comes my way.
Second turn: I choose Produce, other players choose Explore, Settle, Settle. On the Explore I find
Rebel Underground and play that on the Settle! So, going into turn three, I'm nowhere behind on tableau tempo, I have a Genes and a Novelty good sitting in drydock, I already have one good's worth of consumption, and I have a total of 10 VPs already. Furthermore, I have one card in my hand (from
RU's produce power).
I eventually win the game, with what seems like a very schizophrenic tableau -- on the left side is
Consumer Markets,
Free Trade Association, and four Novelty production worlds, whereas on the right side is
Drop Ships, two Uplift worlds,
Rebel Underground, and
Rebel Base (since on a previous turn I had built
New Military Tactics speculatively).
Last edited on 2008-02-21 15:41:32 CST (Total Number of Edits: 1)