ackmondual
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As many of you are aware, Contact Specialist and Research Labs are the only devs that are 3-of-a-kind when you add in both expansions. What card(s) do feel should've had another copy? For non-6-cost devs, it'd be a 3rd copy. For 6-cost dev, it couldn't be the same, but only similar, like Galactic Genome Project compared to Pan Galactic League (a theme of green worlds), Galactic Bankers compared to Galactic Federation (theme of developments). For worlds, no dupes here either. At least not by name. If you want another carbon-copy world, just give it a different name, like how Comet Zone and Mining World are identical outside their themes.


I thought about putting this in the exp #3 message boards, but until the cards for that exp become available, I'd rather limit the scope to everythign up to the 1st two expansions.


I still have more trouble getting green P/C to work, so I probably would've added a 3rd Genetics Lab FWIW. Granted, green worlds have other benefits such as being higher in pts, etc.
 
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ackmondual wrote:
What card(s) do feel should've had another copy? For non-6-cost devs, it'd be a 3rd copy.

Looking thru the list of non-6devs, nothing really stands out to me as wanting.

Not sure for 6devs and worlds.
 
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Tom Lehmann
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ackmondual wrote:
I probably would've added a 3rd Genetics Lab FWIW.

Universal Symbionts is, to some extent, the third Genetics Lab.
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Kester J
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I think the balance in RvI is pretty good; the strategy space is definitely more varied than the base game and slightly better than Gathering Storm. That said, if I had to choose one dev to replicate, I'd add another Consumer Markets. Blue tableaus don't have the point density to compete with many RvI strategies, so helping them get the engine running earlier would be nice.

As to worlds, there's a gap for a "vanilla" genes world (non-military, green production world, 3 cost/2 VP, no powers) that it'd be nice to see filled in the next expansion.
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ackmondual
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Tom Lehmann wrote:
ackmondual wrote:
I probably would've added a 3rd Genetics Lab FWIW.

Universal Symbionts is, to some extent, the third Genetics Lab.
I forgot about that. Eh, for me, it's still kinda difficult to get a P/C up, let alone one for green worlds, even though I've gotten much better at the game since my last voicings about P/C.
 
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Malachi Brown
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Off topic, but today I played a game where the 6 cards dealt to me contained all three research labs... I lost.
 
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Mike Smeding
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While this isn't 'duplicates' of cards already within the deck, I still feel that an Uplift strategy is very dificult. It would be nice to see more Uplift in the next expansion.

There is more than enough rebel military now, though some more unique Imperium worlds would be nice. Maybe a blue world and a green world (just to mix things up for those combined strategies)
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Rob Neuhaus
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I've seen the 3 of the same card in the starting hand before as well (but luckily, it was contact specialist, which is not such a bad card to have in an opening hand), and I managed to win .

 
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GFireflyE wrote:
While this isn't 'duplicates' of cards already within the deck, I still feel that an Uplift strategy is very dificult. It would be nice to see more Uplift in the next expansion.

Yup, the 3-uplift goal is the hardest in the game to attain, RvI could have used 1-2 more Uplift cards.

GFireflyE wrote:
There is more than enough rebel military now

Actually, now that someone mentions it, i think the game could have used 1-2 more Rebel military worlds in RvI. Even when going full military and exploring a lot, it's often very difficult to get the 3-rebel 5pt goal.
 
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Brendon Russell
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Kester wrote:
That said, if I had to choose one dev to replicate, I'd add another Consumer Markets. Blue tableaus don't have the point density to compete with many RvI strategies, so helping them get the engine running earlier would be nice.


I agree - I was going to suggest another Novelty-friendly 6-dev, but an extra Consumer Markets would achieve a similar purpose.

Kester wrote:
As to worlds, there's a gap for a "vanilla" genes world (non-military, green production world, 3 cost/2 VP, no powers) that it'd be nice to see filled in the next expansion.


Yep, I think that would fill it a good niche (and not just ). However I'm not sure how likely this (or any other vanilla card) is to happen though, given that there's a need (certainly there's a trend so far) for a lot more Explore powers as more and more cards are added. Also I'm guessing there will be a reasonable number of cards with Prestige-related powers in the third expansion.

GFireflyE wrote:
While this isn't 'duplicates' of cards already within the deck, I still feel that an Uplift strategy is very dificult. It would be nice to see more Uplift in the next expansion.


Agreed, and I think Alien could use some extra help too - I'd like to see an Alien Uplift 6-dev, which would kill two birds with one stone. The precedent for linking the two keywords has already been set in the 2nd expansion.

GFireflyE wrote:
There is more than enough rebel military now, though some more unique Imperium worlds would be nice. Maybe a blue world and a green world (just to mix things up for those combined strategies)


Good idea, and I wouldn't be surprised to see something along these lines.
 
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ackmondual
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entranced wrote:
GFireflyE wrote:
While this isn't 'duplicates' of cards already within the deck, I still feel that an Uplift strategy is very dificult. It would be nice to see more Uplift in the next expansion.

Yup, the 3-uplift goal is the hardest in the game to attain, RvI could have used 1-2 more Uplift cards.

GFireflyE wrote:
There is more than enough rebel military now

Actually, now that someone mentions it, i think the game could have used 1-2 more Rebel military worlds in RvI. Even when going full military and exploring a lot, it's often very difficult to get the 3-rebel 5pt goal.
Well, they're both hit or miss. One game I had enough Rebel military worlds to never worry about losing Propoganda Edge most goal. I guess if they added more REBEL military worlds, it'd be like Greatest Infrastructure most goal where developments are much more plentiful.
 
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ackmondual
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scwont wrote:
Kester wrote:
That said, if I had to choose one dev to replicate, I'd add another Consumer Markets. Blue tableaus don't have the point density to compete with many RvI strategies, so helping them get the engine running earlier would be nice.


I agree - I was going to suggest another Novelty-friendly 6-dev, but an extra Consumer Markets would achieve a similar purpose.

Well, I always thought of CM as practically a 6-cost dev, for blue at that. It's bloody power when you do have alot of blue production worlds. With windfall blue, it's gonna need some 'produce on blue windfall' powers.
 
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Michael Christenson
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entranced wrote:
GFireflyE wrote:
While this isn't 'duplicates' of cards already within the deck, I still feel that an Uplift strategy is very dificult. It would be nice to see more Uplift in the next expansion.

Yup, the 3-uplift goal is the hardest in the game to attain, RvI could have used 1-2 more Uplift cards.

GFireflyE wrote:
There is more than enough rebel military now

Actually, now that someone mentions it, i think the game could have used 1-2 more Rebel military worlds in RvI. Even when going full military and exploring a lot, it's often very difficult to get the 3-rebel 5pt goal.


Explore +5 works wonders when you're trying to find quality over quantity, and the new explore power makes Explore +5 yummy good.
 
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Matt N

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ADiplomat wrote:
Explore +5 works wonders when you're trying to find quality over quantity, and the new explore power makes Explore +5 yummy good.


Sure, but it's still easy to come up dry when looking for an uplift card.

If I added something, it would be production based. I'd probably add an extra consumer markets, as stated above, or a 4 cost 2 point genes production world that yields +1 card from producing on itself.
 
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Dave J McWeasely
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E+5 kinda sucks, in my opinion.

In the opening, E+1+1 is more called for since it gives extra wealth, and buying anything expensive at that point beats buying the narrowly-targeted cheap thing you're looking for - and might not get.

In the endgame, its often possible to trade or produce for 5-8 cards, so just looking at 5 more cards is kind of lame. E+5's main advantage, and its a small one, is being slightly more nimble than Trade or Produce. Playing E+5 is usually an admission of being wrongfooted from having bough something too expensive the previous turn, without a plan for replenishing your hand.

Yes, I realize its somehow unfair to make generalizations about actions. It would be absurd, for example, to claim "Settle kinda sucks, in my opinion".

I'm doing it anyway: E+5 kinda sucks.
Don'tcha disagree with me or I'll club this baby seal!
You know I'll do it too, because I'm CRAZY McWEASELY!

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ackmondual
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MrWeasely wrote:
E+5 kinda sucks, in my opinion.

In the opening, E+1+1 is more called for since it gives extra wealth, and buying anything expensive at that point beats buying the narrowly-targeted cheap thing you're looking for - and might not get.

In the endgame, its often possible to trade or produce for 5-8 cards, so just looking at 5 more cards is kind of lame. E+5's main advantage, and its a small one, is being slightly more nimble than Trade or Produce. Playing E+5 is usually an admission of being wrongfooted from having bough something too expensive the previous turn, without a plan for replenishing your hand.

Yes, I realize its somehow unfair to make generalizations about actions. It would be absurd, for example, to claim "Settle kinda sucks, in my opinion".

I'm doing it anyway: E+5 kinda sucks.
Don'tcha disagree with me or I'll club this baby seal!
You know I'll do it too, because I'm CRAZY McWEASELY!



I find myself doing I+5 when I have plenty of cards, but nothing worth building. I need to see more cards, and I already have plenty of other crap cards to use for wealth. This 'll typically be midgame where I need to find 6-cost devs, or other cards that help me get goals. I noted how you mention V and $ as better ways for cardflow, b/c I have I+5 even after getting a fistful of cards... b/c again, they all sucked.

If I need to pay for things, I+1+1 by a longshot.
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Tom Lehmann
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The two strongest RFTG players I know have very different play styles.

In games with 3+ players, one of them calls E+5 some, but not that often.

The other one gets to 10 cards in hand during the early midgame, then calls E+5 repeatedly (often, 3 times in a row), until he has a plan to win. His theory is A) he can leech off of any other calls; B) he's willing to throw away a card if no one calls Develop or Settle, and C) he wants to explore the draw pile before the first reshuffle.

Your mileage, of course, may vary.
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Biodiesel
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entranced wrote:
ackmondual wrote:
What card(s) do feel should've had another copy? For non-6-cost devs, it'd be a 3rd copy.

Looking thru the list of non-6devs, nothing really stands out to me as wanting.

Not sure for 6devs and worlds.


Definitely need two more Alien Toy Shops, no, THREE more!
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I'm a big, big fan of E+5 in early-midgame military strategies. And it seems lately in RvI i play big military 66-75% of games. I don't know if i've just gotten better or luckier. :P
 
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Matt N

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I don't have a full mathematical analysis, but it's pretty useful to explore +5 even early in the game with New Sparta. Considering the difference between, say, an uplift genes windfall or ancient race; getting the uplift windfall saves you two cards, gives you an extra point, and gives you more value towards many 6 costs later in the game (Galactic Imperium, Imperium Lords, etc).

I would much rather double explore than explore +1/+1/settle if I don't have any decent worlds or developments, among other things.
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J
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I have a friend who does this. We usually play 2 player non adv w/out starting worlds.

He would ex +5 like 3-7 times in a row and did very well since his cards were usually what he needed rather than what he happened to have.

Eventually I caught on and did my best to always have a 2 good consm produce engine and if he explored +5 at least twice in a row I'd start non-stop produce consm (assuming of course he couldn't leach that) till he finally had to cave and start settling/dev himself.

More than once he would complain that I cost him the game because I didn't play something he could leech off of or because I didn't play settle at all when he traded blind 3 times in a row (He's a good player, he just likes to be funny)
 
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Race for the Galaxy: Rebel vs Imperium » Forums » General
Re: which card(s) would you add extra copies to further "balance" the game?
allstar64 wrote:
I have a friend who does this. We usually play 2 player non adv w/out starting worlds.

He would ex +5 like 3-7 times in a row and did very well since his cards were usually what he needed rather than what he happened to have.

Eventually I caught on and did my best to always have a 2 good consm produce engine and if he explored +5 at least twice in a row I'd start non-stop produce consm (assuming of course he couldn't leach that) till he finally had to cave and start settling/dev himself.

More than once he would complain that I cost him the game because I didn't play something he could leech off of or because I didn't play settle at all when he traded blind 3 times in a row (He's a good player, he just likes to be funny)


I had that in a 3p Genie game. 2 of us had full hands, both expecting each other to call II or III so we could leech off each other. We both ended up calling $, leeching off nothing, and getting us the equivalent of a massive explore phase instead. The 3rd player did his predictable IVx2 for 8 VP shake
 
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