Liz Burton
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That's pretty much all I have to say. laugh


We played 3 games tonight (without the Orb). Alien Artifacts marks the start of a fun new arc in the Race for the Galaxy universe, but there was a moment in every game when I thought, "I really need to find a +1/+2 military development," or "Where are all the high-cost military worlds?" You get the picture.


Maybe I'll just take the card from the prior arc and use it anyway.

Thoughts, anyone?
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Michael Grankin
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manutd03 wrote:
"I really need to find a +1/+2 military development,"


The Orb can actually help you with that, many artifacts give you extra military.

manutd03 wrote:
Thoughts, anyone?

It can work, but I don't think it is particularly necessary since the deck is not that big and new cards have plenty of explore bonuses. Search was a pretty inelegant gimmick to combat the streakiness inherent to large deck.


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Chris Long
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I hated the search card. It was a self-indictment of a once great game that had collapsed under its own weight.
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James 3
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radynski wrote:
I hated the search card. It was a self-indictment of a once great game that had collapsed under its own weight.


this. when i play with the first arc, i leave out prestige, takeovers, and any other cards that we just don't like, to keep the game as trim and "super filler" as possible yet with a few funky additions and lots of 6s to build around.

my new set first play was fun (no orb), and i felt the lack of improved logistics but liked the concept of the new "extra" military card to replace it, and storing up multiple brown goods on the fuel depot was a very cool totally new thing that surprised me. looking forward to exploring more, pun intended.
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flamejuggler wrote:
radynski wrote:
I hated the search card. It was a self-indictment of a once great game that had collapsed under its own weight.


this. when i play with the first arc, i leave out prestige, takeovers, and any other cards that we just don't like, to keep the game as trim and "super filler" as possible yet with a few funky additions and lots of 6s to build around
Heh, I know some extremists in my other groups will say we may as well just play San Juan then laugh
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Serge Levert
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I missed it for the first few games, then the feeling disappeared.
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mar hawkman
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For me there's always that "OMG I can only do this once" factor.... which makes me hesitant to use it.
 
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marhawkman wrote:
For me there's always that "OMG I can only do this once" factor.... which makes me hesitant to use it.
really? It's a resource like most everything else. I'd reckon you got similar situations when deciding to use other "1-shot" abilities too like NMT, Colony Ship, ICT, or R&D Crash Program. Even applies to Windfall goods... trade, or just II/III to get in a really helpful dev/world to leech off of others later on?
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Luke Stirling
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I always strongly favour holding it for a last turn Consume boost if my tableau is at all possible leaning in that direction.
 
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mar hawkman
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ackmondual wrote:
marhawkman wrote:
For me there's always that "OMG I can only do this once" factor.... which makes me hesitant to use it.
really? It's a resource like most everything else. I'd reckon you got similar situations when deciding to use other "1-shot" abilities too like NMT, Colony Ship, ICT, or R&D Crash Program. Even applies to Windfall goods... trade, or just II/III to get in a really helpful dev/world to leech off of others later on?
that's different because most of those are things I could, theoretically, get back later.

I do often think twice in situations like that though. I remember one game where I held on to my starting Doomed world for half the game simply because I hadn't found a non-military world with a cost of 4 or better...
 
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marhawkman wrote:
ackmondual wrote:
marhawkman wrote:
For me there's always that "OMG I can only do this once" factor.... which makes me hesitant to use it.
really? It's a resource like most everything else. I'd reckon you got similar situations when deciding to use other "1-shot" abilities too like NMT, Colony Ship, ICT, or R&D Crash Program. Even applies to Windfall goods... trade, or just II/III to get in a really helpful dev/world to leech off of others later on?
that's different because most of those are things I could, theoretically, get back later.

I do often think twice in situations like that though. I remember one game where I held on to my starting Doomed world for half the game simply because I hadn't found a non-military world with a cost of 4 or better...
Theoretically, yes. But unless you already have another copy of any of those cards in your hand, or the deck's about to be reshuffled, I wouldn't count on it just to be on the safe side.
 
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