Recommend
8 
 Thumb up
 Hide
9 Posts

Race for the Galaxy» Forums » Strategy

Subject: 'Master Solvers' 2 Player #1 rss

Your Tags: Add tags
Popular Tags: [View All]
Alex Rockwell
United States
Hillsboro
Oregon
flag msg tools
designer
mbmbmbmbmb
I'm totally copying this idea from Brian, cause its awesome.
But mine will be for 2 player games instead of multiplayer.


They are hands from real games, that I felt were interesting and could lead to good strategy discussion.

Choose which 4 of the 6 cards to keep, and then which TWO roles to choose (since its 2 player:

*************
You are Old Earth, opponent is Epsilon Eridani

Export Duties
Space Marines
Replicant Robots
Mining World
New Earth
Malevolent Lifeforms


 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Matt Jensen
United States
Bountiful
Utah
flag msg tools
mbmbmbmbmb
Not a Master yet but this is what I'd do.

Dump Space Marines and Malevont Lifeforms.

First Actions would be Explore +1,+1 and Develop

Explore +1,+1 - addtional hand.

Develop - Play Replicant Robots. Try to keep New Earth for second turn.

 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Jay Borden
United States
Somerset
Massachusetts
flag msg tools
mbmbmbmbmb
I would discard Export Duties and Malevolent Lifeforms.

For my first turn, I'd also pick Explore +1/+1 and Develop, planning on dropping Replicatant Robots this turn if nothing better came up on the explore. I'd drop mining world before New Earth though. The early produce will be traded so the extra card from the good consume power on New Earth will not factor in for a while. The card draw in phase 5 will always get you the card even if the good is traded...and you will see it earlier to plan with too (plus it is cheaper so it saves resources in the early game).

I would keep Space Marines over Export Duties in case I drew one of the 2 cost military windfall worlds on my explore.

 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Mark Delano
United States
Stamford
Connecticut
flag msg tools
mbmbmbmbmb
Discard Space Marines and Malevolent Lifeforms. Play Settle, Produce. Settle nets Mining World. If there's an Explore hold onto Export Duties or New Earth after paying for Mining World unless a better card comes around. T2 plan is Consume/Trade, Produce.

I'm looking to set up an early Produce/Consume spin cycle here. Replicant Robots is nice and a viable alternate path, but this should hopefully throw your opponent off balance if they did Settle, Consume/Trade.
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Jerry Hagen
United States
Madison
Wisconsin
flag msg tools
age agree eek egg erg gag gage game gamer gee geek gem germ keg kegger mag mage meek mega merge reek rem
mbmbmb
Quote:
I would discard Export Duties and Malevolent Lifeforms.

For my first turn, I'd also pick Explore +1/+1 and Develop, planning on dropping Replicatant Robots this turn if nothing better came up on the explore. I'd drop mining world before New Earth though. The early produce will be traded so the extra card from the good consume power on New Earth will not factor in for a while. The card draw in phase 5 will always get you the card even if the good is traded...and you will see it earlier to plan with too (plus it is cheaper so it saves resources in the early game).

I would keep Space Marines over Export Duties in case I drew one of the 2 cost military windfall worlds on my explore.


With 1 Space Marines in our hand, it's a little less likely that opponent is going "Little Sparta," so we may be able to afford a strategy that takes a little longer to develop.

That said I'm wholeheartedly on board with Mining World before New Earth. I'd even go so far as to say MW is a flat-out better card for the Old Earth player. The extra card on produce will help out a lot, as opposed to an admittedly very good consume power that isn't among our big needs thanks to our start world.

The goal's to get to three goods and three consume capacity ASAP, and I think Mining World gets us there quicker with the -2 cost and increased card flow, even at the expense of that third consume.
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Joe Huber

Westborough
Massachusetts
msg tools
Drop Space Marines and Malevolent Lifeforms, Explore +1/+1 and Develop (Replicant Robots). Holding on to Mining World + New Earth, or perhaps something I draw.
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Wei-Hwa Huang
United States
San Jose
California
flag msg tools
designer
mbmbmbmbmb
Discard Export Duties and New Earth, play Explore +1, +1 and Develop.

My default plan is to play Replicant Robots on my Develop. If the explore turns up, say, an uplift world, I'll put out Space Marines instead.

Export Duties is an easy discard; Old Earth already has a trade bonus, and the second trade bonus has marginal extra value.

New Earth is the one I expect a few people to disagree with me on. The problem with it is that it takes a long time to get out because of its high cost, and even when it gets out, it takes some time to get the extra money from it (you don't get any money on the Produce phase, only on the Consume phase afterwards). I certainly don't need the consumption, given my start world. And, there is an affordable alternative, the Mining World, right there. If my opponent chooses Settle (not unlikely), I'll strongly consider emptying my entire hand and have just Replicant Robots and Mining World on the tableau. Not great because I'll be at the mercy of the deck on turn 2, but then again, with Replicant Robots almost any non-military world I'll see on my (second-turn) Explore +1, +1 will be affordable.

If Malevolent Lifeforms were a more unreachable or less productive card (say, Rebel Base), I'd keep New Earth. But by keeping Malevolent Lifeforms, I gain the flexibility of being able to build it if I draw a Contact specialist, and maybe even worth thinking about if I get New Miliitary Tactics. In the early game, having a Genes good is much better than having a Rare good with an extra card draw on Consume.
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Jay Borden
United States
Somerset
Massachusetts
flag msg tools
mbmbmbmbmb
onigame wrote:
New Earth is the one I expect a few people to disagree with me on.


I disagree with the New Earth decision, but I know in either case the card we keep will be discarded to drop something else most of the time. Maybe I am thinking way too much about an obvious “fuel” card slot in this opening hand, but that seems to be the point of this discussion. I’ll go into more details on why I would pick New Earth over Malevolent Lifeforms, could you shed some light on the details behind your choice too?


onigame wrote:
The problem with it is that it takes a long time to get out because of its high cost, and even when it gets out, it takes some time to get the extra money from it (you don't get any money on the Produce phase, only on the Consume phase afterwards). I certainly don't need the consumption, given my start world. And, there is an affordable alternative, the Mining World, right there. If my opponent chooses Settle (not unlikely), I'll strongly consider emptying my entire hand and have just Replicant Robots and Mining World on the tableau. Not great because I'll be at the mercy of the deck on turn 2, but then again, with Replicant Robots almost any non-military world I'll see on my (second-turn) Explore +1, +1 will be affordable.

If Malevolent Lifeforms were a more unreachable or less productive card (say, Rebel Base), I'd keep New Earth. But by keeping Malevolent Lifeforms, I gain the flexibility of being able to build it if I draw a Contact specialist, and maybe even worth thinking about if I get New Miliitary Tactics. In the early game, having a Genes good is much better than having a Rare good with an extra card draw on Consume.


The point that the cost of New Earth is too high for an early game play is quite valid, but you go into an equally expensive plan to drop Malevolent Lifeforms as a gained flexibility if it was kept. If you drew Contact Specialist and no cheap military worlds on the Explore +1/+1, would you switch the plan to play Malevolent Lifeforms on turn 2? If not Contact Specialist, which military pump would make you decide to go in that direction over Replicant Robots?

The difference to me is that we already have a good Settle drop in Mining World, so New Earth is just a ‘didn’t draw anything better down the road’ play anyway. The fact that it happens to play better with our already planned Replicant Robots is why it would get the nod in my hand. Malevolent Lifeforms would be a complete change in direction from where our initial hand is pointing. Our explore +1/+1 would need to give us a way to get up to 4 military power and something that says military is the better path now. We still have the option of dropping the Space Marines to get a 2 cost military windfall next turn when dumping Malevolent Lifeforms, but if we don’t get it I think we have a better plan in place. Turn 2 would be Settle and Trade/Consume to get our windfall into play even if we did draw the military pump and uplift world, so it’s not likely to be played anytime soon even with the best possible turn 1 Explore +1/+1 draw that would increase Malevolent Lifeforms’ value.

onigame wrote:
In the early game, having a Genes good is much better than having a Rare good with an extra card draw on Consume.


I agree with this statement, but our opening hand is pointing towards a turn 2 most likely having either Replicant Robots out OR still being 2 military power short of playing Malevolent Lifeforms in our tableau. I don’t think Malevolent Lifeforms alone can ever beat Mining World in this opening hand, so I’d keep New Earth for the likely better synergy from our planned first turn. Having a couple of cards working towards the same Mining/ Rare Good synergy cards is worth mentioning here also, but that’s also too card dependent to rely on.



BTW Alex, great idea for a series of posts…stolen or not. A picture with the cards in question or at least the basic rundown of the cost and phase abilities would help those of us at work that don’t know all the cards and abilities by name alone. Which way did you play this hand in the game? How did it play out for you and would you play it that same way again next time?
1 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Wei-Hwa Huang
United States
San Jose
California
flag msg tools
designer
mbmbmbmbmb
PlanetSmasher wrote:
The point that the cost of New Earth is too high for an early game play is quite valid, but you go into an equally expensive plan to drop Malevolent Lifeforms as a gained flexibility if it was kept. If you drew Contact Specialist and no cheap military worlds on the Explore +1/+1, would you switch the plan to play Malevolent Lifeforms on turn 2? If not Contact Specialist, which military pump would make you decide to go in that direction over Replicant Robots?


It's not equally expensive -- military can be reused. And the cost isn't the same. An example of the ideal military pump would be getting New Sparta on the Explore. Space Marines, New Sparta, Malevolent Lifeforms. Excellent start, probably superior to Replicant Robots + Mining World.

If I drew Contact Specialist and no cheap military worlds, whether I switch or not is pretty dependent on whether my opponent has chosen Settle. If they haven't, I'll put out the Contact Specialist (thereby allowing me to keep 5 cards) and probably see what happens on a turn 2 Explore -- I might still find an Uplift world or two.

Quote:
The difference to me is that we already have a good Settle drop in Mining World, so New Earth is just a ‘didn’t draw anything better down the road’ play anyway. The fact that it happens to play better with our already planned Replicant Robots is why it would get the nod in my hand.


I think the difference is that you already plan to play Replicant Robots, where I think of that as a fallback plan -- I'd rather get something that helps better with card flow. Also, while I agree with New Earth "plays better" with Replicant Robots as compared to Malevolent Lifeforms, how often is that distinction going to matter? If Explore turns up nothing and there's a Settle on turn 1 (pretty likely, actually), that distinction won't matter at all, as I'll have Replicant Robots and Mining World out and zero cards in hand. The only case where the distinction is relevant is when there's no Settle on turn 1 and I don't find anything on the Explore. In which case I have ample opportunities to find something else that works with Replicant Robots, and there are a lot of cards that are just as good or even better than New Earth.

onigame wrote:
Having a couple of cards working towards the same Mining/ Rare Good synergy cards is worth mentioning here also, but that’s also too card dependent to rely on.


Diversified Economy is as likely to be found as Mining Conglomerate.
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Front Page | Welcome | Contact | Privacy Policy | Terms of Service | Advertise | Support BGG | Feeds RSS
Geekdo, BoardGameGeek, the Geekdo logo, and the BoardGameGeek logo are trademarks of BoardGameGeek, LLC.