Daniel DuBois
United States
Hawaii
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http://en.boardgamearena.com/archive/replay/130701-1140/?tab...=

In this game my path is set on Move #5 when I explore into Consumer Markets and a 3rd blue world. But at Move #35 I still had not gotten the Consumer Markets out. My opponent kept pounding the III phase and I felt obligated to match each one, which kept me from doing the II/V I so desperately wanted to do. Finally on Move #48 I said fuck it, I'm just going to miss a settle and went for II/$, and fortunately my opponent not only ran out of settles but went for a questionable V that was huge for me.

I feel like this happens a lot to me. I keep trying to get a gfed or expensive dev out, but I often feel like I have insufficient card flow to do it. I could easily link to other games where people have dumped out an early 6 dev that "felt" too fast to me, but it ended up working well for them.
 
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John "Omega" Williams
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Kentwood
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Problem is you are focusing on certain cards too much.

Try to flow with events, adapt as things change. Rigid or near inflexible engines and trying to get specific cards can easily turn a win into a loss if that pattern is holding you back. And a savvy opponent can try to make sure it does.
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rain
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I think playing Consumer Markets on move 15 would be better than the world on move 16. Then you'd be getting 3 cards on produce quite early on.

You do a good job of keeping up tempo by playing lots of cards. The problem is that a lot of them don't do very much for you (like the military brown windfalls). It's okay to lose a bit of tempo if it helps you gain control over a phase, especially in the base game where engines are so strong.
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Matt N

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You should really keep the contact specialist + windfall combination in your starting hand. Being able to V/$ for 4 cards is a big improvement and you would also have a contact specialist out to help with other military cards. I have a very hard time seeing how research labs would be worth keeping at the start over even an unplayable military windfall; research labs is marginal even with damaged alien factory.
I would have kept contact specialist, gone E+I/II, and skipped the settle. Against New Sparta, I would have kept the same cards but opened II/$.

Now that I've told you contact specialist is great, I would not have played it when you had 5 cards in hand + consumer markets. You had a winning strategy ready (8 point 5 card V/2x) and it is highly unlikely that your opponent could catch up. Settle is supposed to be the stronger phase, but production worlds are not useful unless you can consume the goods produced (or get a fair number of cards).

Did your opponent skip their own settle to play Galactic Renaissance? Ugh.

Edit: Perhaps I'm misunderstanding the replay, because it looks like the opponent called II next phase and then played nothing.
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Peter Bakija
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Ok, so you start what looks like the 4th turn with a 6 card hand including Consumer Markets *and* you have 2 blue production worlds (with goods) already on the table. Why are you not calling Develop, dropping Consumer Markets on the table for 4 (and keeping a card in hand, which I think could have been another blue production world), and doubling up, to immediately start the produce/consume engine? You would have gotten a third blue planet eventually in play.
 
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Peter Bakija
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Ok, so looking at the game move by move:

-As of move 14, you have 6 cards in hand, of which 1 is Consumer Markets and one is Space Port (i.e. a cheap blue world). And 2 other blue production worlds in play. With goods on them. It is at this point that you are set for victory. The thing to do here is to ignore everything else until you get Consumer Markets in play.

-Move 18, you choose to spend 3 cards in hand to play a brown production world. I mean, yeah, it is a good one that gives you a card wen it produces. But it also is spending important resources from your hand that you wanted to use to make Consumer Markets. And isn't blue.

-It takes till move 24 for you to get back to 6 cards in hand including Consumer Markets and the Space Port.

What clearly should have happened was that instead of playing Mining World on move 18, you just don't. On the next turn, pick Develop and 2X. You play Consumer Markets for 4, leaving Space Port in your hand, and then you get 4VPs.

The next turn, you pick something (I'd probably go +1 +1 explore to have money in hand in case my opponent plays settle) and produce. You put 2 cards in your hand (which are irrelevant, as they are just going to probably pay for Space Port), maybe play Space Port, and then produce 2-3 blue goods and draw 3-4 cards just for showing up (1 from producing on Gem World, 2-3 from producing with Consumer Markets). At that point, you are set up for go, and you just 2X/Produce every turn for the rest of the game, and you'll along the way fill up your hand, and get to ride on your opponent's develop and settles. This probably results in victory. Especially if you draw into a good 6 cost development you can get into play.

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