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Serge Levert
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* Feedback welcome!
* Supports 2pe, 2p, 3p, 4p, 5p, 6p.
* No duplicate developments nor functional reprints.
* Ratios modeled after Base+AA and Base+XI sans homeworlds.
* In addition, use 47 of the 48 homeworlds (if you have the promo worlds, cut ~redundant homeworld 3a Separatist Revivalists).
* Never shuffle homeworlds into the deck. Sleeving homeworlds in a different color from the main deck works very well.
* Tiebreak order: negatives, numbers(sub-tiebreak: alphabetical)/numbers "a", letters.
* Acquiring 15+ Prestige/Favor does not trigger game end.
* Modules intended (there's some leeway):
Prestige on optional (always on: treat as Favor tokens as well)
Patronage Favor on optional (always on: treat as Prestige as well)
Patronage Agendas on optional (Intel/Uplift Agenda: add a 3rd category: Artless Cards)
TGS Goals on optional
BoW Prestige Action on optional
BoW Search Action on optional
Draft off optional
BoW Prestige Lead off may work ok, unsure
RvI Takeovers off may work ok, unsure (IPB, RA; use XI shields as defense?)
AA Orb Scenario off may work ok, unsure, 5p max (ASTx1)
XI Invasion Scenario off may work ok, unsure, 5p max (use round 1 forced Settle rule)
XI Combined Explore off may work ok, unsure (should be unnecessary)




















* Stats:
24/39 62% XI
50/90 56% Base
16/36 44% BoW
22/51 43% Patronage
7/17 41% Fusion
6/15 40% TGS
12/34 35% AA
11/33 33% RvI
12/40 30% Knowledge & Power
------- --- ------------------
160/355 45% total unique cards (non-homeworlds)
* Latest edits bolded.

* Changes:
** Forgot to mention no 15PP game end trigger.
** Sleeving homeworlds in a different color from the main deck works very well.
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John
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Madness! I'm not sure I can provide much in the way of useful feedback... Produce/Consume looks strong but so does military.

One thought on why Race has duplicate devs - they can make it reasonable easy to get powers in a certain phase, but limit how many powers one player can get in a phase - there are 7 cards with dev powers in the base game but you can only play 4 of them.
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Serge Levert
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zabdiel wrote:
One thought on why Race has duplicate devs - I they can make it reasonable easy to get powers in a certain phase, but limit how many powers one player can get in a phase - there are 7 cards with dev powers in the base game but you can only play 4 of them.

Interesting, there's a downside to no duplicates i hadn't thought of. We'll see how it plays out.
 
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Eric Ziegeweid
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This looks like a lot of fun - I'll soon have the Kearse and Scwont expansions (en route from Artscow) so I can give it a try.

But wait - there are promo cards? Where can you get them?
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Serge Levert
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reynard wrote:
there are promo cards? Where can you get them?

It's referring to the 6 New Worlds promo homeworlds that were in the (now defunct) Goko online version of Race. Last time i asked (Jan 2014) the cards were under NDA.
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John
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reynard wrote:
But wait - there are promo cards? Where can you get them?

No physical cards have been released (yet, I'm hopeful they'll be released next year in some kind of anniversary edition).
 
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rain
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I'd like to say two things, so I'll separate them into two posts.

First, I played two games of this format last night, and they were
SUPER FUN!!1
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rain
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Second, I am really impressed overall by the selection of cards included. Of course, I think it's natural to think about other options, so I thought I'd mention a few. I'm bringing them up here instead of in person or private message because I thought it might be interesting as a discussion. These aren't strong opinions, more just considerations like "Hmmm... whaddabout?"

1) Mining Robots struck me as a strange inclusion. It is very niche, but that niche seems to be well enough represented by other cards (i.e. that provide a produce on brown windfall power). One option for replacement could be Recon Intelligence, which was a favourite among our group when playing Patronage. It has been reduced in power in the latest version, which seems appropriate.


2) I don't know if Imperium Lords is the best choice for Imperium 6-dev. It certainly is the best of them, but there are already a few 6-devs that provide "draw on produce based on having X worlds" powers. Imperium War Faction, Imperium Rule (Patronage), or Imperium Arms Program (KaP) score similarly but provide different powers.

Of course making this change would cause a ripple effect (by either needing to add Blaster Gem Mines or possibly remove Imperium Battle Cruisers).


Anyhow, just some initial thoughts Thanks for putting this together!!!
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Serge Levert
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Rainstar wrote:
1) Mining Robots struck me as a strange inclusion. It is very niche, but that niche seems to be well enough represented by other cards (i.e. that provide a produce on brown windfall power).

Unfortunately Mining Robots is a necessary inclusion because it appears on Mining League. [Edit: waitaminute, it looks like i didn't end up including ML! Well that's gonna be an easy cut. :P]

Rainstar wrote:
One option for replacement could be Recon Intelligence, which was a favourite among our group when playing Patronage. It has been reduced in power in the latest version, which seems appropriate.

I'm not a huge fan of this card. It was OP when it had +3 look, but i ended up not being fond of the Intel "leech" II/III powers. They create an awkward dynamic and aren't fun. Just personal preference.

Rainstar wrote:
2) I don't know if Imperium Lords is the best choice for Imperium 6-dev. It certainly is the best of them, but there are already a few 6-devs that provide "draw on produce based on having X worlds" powers. Imperium War Faction, Imperium Rule (Patronage), or Imperium Arms Program (KaP) score similarly but provide different powers.

Of course making this change would cause a ripple effect (by either needing to add Blaster Gem Mines or possibly remove Imperium Battle Cruisers).

I would have liked nothing more than to include a brown Imperium 6dev as the Imperium 6dev. I've mentioned in the past that it's my favorite (theoretical) strategy. Unfortunately, i don't like a single one that anyone has come up with so far. Not least because i'd have to include Blaster Gem Mines from several of the better ones - one of my least favorite Race cards of all time. :P

I am a bit worried about having too many draw on produce powers, but i like the idea of that being an Imperium theme in my cube, since i'm only including 1 Imperium 6dev. I may eventually have to cut some other card that multi-draws on Produce.
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Serge Levert
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Game #28. Opening hand, what would you do?:



Spoiler (click to reveal)
I didn't really consider the Alien homeworld because Alpha Centauri + Robotic AI Race seemed like my best opening line. I also ditched Rebel Troops + Anti-Xeno Rebel Force. II/$ draw 5!*

Ironically turned into a monster Alien tableau by the end, 62-39:


*Edit: bleh, just realized i think i cheated. IIRC because Alien Weapon Plans' IV power is a power, it can't be invoked before Trading. Oops. Pretty unintuitive, as to me the point of the power always felt like a way to improve your Trade. I've made the mistake in the past before asking about it, and now did it again.
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rain
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Spoiler (click to reveal)
Alien First Contact Team plus Alien Weapon Plans is a classic XI opening, but you don't have a target for it yet. Also, the other option is even more promising (imho): Alpha Centauri plus Robotic A.I. Race, keeping Applied Alien Technology: settle Alien Worlds at -4!
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John
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Spoiler (click to reveal)
Keep everything on the right hand side, trade and settle the brown production. Applied Alien Technology would be a probably and Rebel Troops & Refugee World give some other options but will probably be cash. I have no clue really since I've only played with two of these cards and havent' really worked out what the balance of your cube is like, but nice to see Rainstar also like that line.
 
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Brendon Russell
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Spoiler (click to reveal)
entranced wrote:
*Edit: bleh, just realized i think i cheated. IIRC because Alien Weapon Plans' IV power is a power, it can't be invoked before Trading. Oops. Pretty unintuitive, as to me the point of the power always felt like a way to improve your Trade. I've made the mistake in the past before asking about it, and now did it again.
I presume you mean Applied Alien Technology? Nope, it was very intentional that it doesn't work on Trade I wasn't about to give you +3 to Novelty goods that easily
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Serge Levert
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Already up to 53 plays in the two short weeks since i put this together. It's an absolute blast! And we're still only playing with everything off (aside from Prestige/Favor "vp" tokens).
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Will
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entranced wrote:
Already up to 53 plays in the two short weeks since i put this together. It's an absolute blast! And we're still only playing with everything off (aside from Prestige/Favor "vp" tokens).

I just got AA and XI which inevitably lead me here. I'm a big fan of drafting type cubes and made a similar "power cube" for Agricola and an Mtg cube so this piqued my interest.
Is there an easy way for me to reimplement this without those 3 unpublished sets? It wouldn't be a problem if there were 10 cards to take out, but it's more than 1/4 of the cube.
I think I understand correctly that you used the percentages of card types from the base set (Edit: with AA and with XI) and went from there. Did you put the highest power level cards you could find at each cost while creating synergies?

I'm guess I'm just looking to understand your basic methodology.
Are the cards from the unpublished sets a linchpin to certain strategies? I saw some interactions that looked like they might be critical and I'm not sure if I can find a normal card replacement.

(Edit: Are the 22 extra homeworlds from these unpublished sets too?)
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Serge Levert
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Temelin wrote:
Is there an easy way for me to reimplement this without those 3 unpublished sets? It wouldn't be a problem if there were 10 cards to take out, but it's more than 1/4 of the cube.

I don't think it'd be too difficult. For each custom card just substitue an equivalent card of the ~same value/color/cost that i'm not using.

Temelin wrote:
I think I understand correctly that you used the percentages of card types from the base set (Edit: with AA and with XI) and went from there. Did you put the highest power level cards you could find at each cost while creating synergies?

No, i wanted to avoid power creep a bit. I replaced with the card that made the most sense given the whole cube. Most of the time it was quite simple.

At worst if say XI had 1x blue 5 cost windfall and 1x blue 5 cost production world, but i wanted to use a 6 cost blue prod custom world, that's close enough as a sub for the 5 cost blue prod world.

The only spot that doesn't mirror the actual game is that i didn't want any functionally equivalent cards, so no 5x 2/2 green uplift windfalls. Instead it's like replaced with 1x 1 cost, 2x 2's, 2x 3's, or something.

Temelin wrote:
I'm guess I'm just looking to understand your basic methodology.

Basically as close to 1 for 1 as possible. Made a simple chart of all the colors/windfall/etc and worked my way through color by color.

Temelin wrote:
Are the cards from the unpublished sets a linchpin to certain strategies? I saw some interactions that looked like they might be critical and I'm not sure if I can find a normal card replacement.

The 5-6 peaceful (blue) worlds are, but that's fine because i tacked them on top of the normal deck size. Don't substitute anything for them and your version would be even closer to the actual game.

Temelin wrote:
(Edit: Are the 22 extra homeworlds from these unpublished sets too?)

Yep.
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