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Subject: Ariek versus the World - a 2p game of Impulse, against YOU! rss

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Christian K
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This is stupid. It's on though voted
 
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David Bohnenberger
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OK, me too. I can see that I'm the only one who voted for Trade rather than Command. Why does everyone (ok three of you) want Command instead? You'd need a command to get there to activate the command...Is it because you can us it for cruisers? Or are you hoping to get Trade into one of the Tech spots? Or am I just bad at this game?
 
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Dan Percivalle
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warwick
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I've been convinced, I haven't played a game of impulse that wasn't to teach yet...

(I've changed to trade if that's ok)
 
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Chris Currie
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Home sector is usually the most defended, and if you want to play offensively, Planning is incredibly powerful if you can chain it together. Much more powerful than comboing on Commands alone.
 
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Justin Dugger

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It's a two player game, we don't need to worry much about defending transports just yet, but we do want to make sure we have a viable win condition. Trade will do nicely if we can explore into a some blue draw.

Lets not play the command 3 at home but save it for for the sector between home and sector core; we can pitch a card to move the transport fleet up, explore into it, and possibly shove a cruiser.

Plan is a pretty good option as well, given our basic tech, and the likelyhood that we'll be spending yellow 1s on reinforcements.
 
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Richard Dewsbery
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Planning from the hand is powerful, but without some extra draw would leave us with a small hand size and potentially vulnerable. Trade fulfills no useful purpose now, and if it can be used later, that's when I'm using it. The 3Command is unlikely to be needed for combat, but with all of the other yellows in hand could potentially be boosted later in the game - ergo I'm playing the 3Command.
 
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Richard Dewsbery
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I'm planning. And the reason is that I hope to use my own tech twice beforehand (once in the tech phase, then using the first card on the impulse). Eve if I draw nothing of use, I've still got some size-1 command cards in hand to push something towards the Core.
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Richard Dewsbery
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Discarding to move when we already hold command cards (which could be played to our own plan this turn) is daft. This is one of those situations where we want to draw, draw and draw, and then use the plan opportunity to move. By discarding to move, we're reducing the options we will have to use the plan action - or running the risk that we end the turn with just two or three cards in hand. If the idea was always to discard to move, then putting the plan cad on the impulse this turn was a mistake.

Which is showing up a potential weakness in the World's gameplay. Thinking a move - or even more than one action- ahead is already proving problematic. How we're supposed to pull off multi-action combos when we vote on each action, one at a time.
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Chris Currie
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I wonder if you should open the floor to proposed chains of actions. Then, we make our proposals, you add those as votes, and proceed with large batches of decisions. Of course, those batches would break upon revealing new information, like any action that reveals cards from the deck. This is an interesting experiment, for sure, but I can see the point that just this first turn is going to take a day or two, let alone when the Impulse and our Plan start filling up.

Either way, I've got my popcorn.
 
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Richard Dewsbery
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Phuntom wrote:
Love your Struggle of Empires (Martin Wallace) geek badge, great game that I actually have a copy of the map and pieces on my game room wall as art


I can go one better. I have the original artwork, bought from Martin in a charity auction, sitting on top of my filing cabinet - to be framed (eventually) and hung in my games room. To think, it was a game I hated with a passion the first two times I played it (during play testing).
 
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Chris Cieslik
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Arlington
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Amusing to watch this!
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Lee Fisher
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Phuntom wrote:
Chris!

Great to see you following!

I would LOVE to have YOU play the world sometime, what a hoot that would be! If this session turns out like I think it can, would you be interested in participating in another game as "Designer against the World!"???

Poll
Would you like to see a game of Impulse, played in the format: The WORLD vs. The Designer?
Yes
No
      6 answers
Poll created by Phuntom


Chris is not the designer.
 
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Chris Cieslik
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Haha, yes. I'm just the developer. Dunno if Carl would want to! It definitely would take a long time to play.
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Richard Dewsbery
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Argh - I was asleep (different timezones). Of course, I would have voted to use the draw tech again, hopefully increasing my options with the upcoming plan action. As it stood, that plan (which is going to be activated next) could have been used for the command action anyway.
 
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Chris Currie
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I say plan the commands, 1Cruiser[1] first and then [1]Transport1.

The funny thing about Impulse is that the number of players greatly affects the number of times you (and your opponents) use a card you put into the Impulse. So, in a four+ player game, you and your opponents only see your Impulse card once. In a three player game, only YOU see it twice. In a two player game, you AND your opponent will see it twice. A two player game gives both players a LOT more pre-planning capacity.

So, next turn, if we use our Right Tech twice (Tech phase and Execute from the Impulse), and draw another size 1, and then we plan that Sabotage[1] and one of the four new cards that we'll draw, we can trigger our Plan to:

* Use cruiser to Patrol on the Core next turn using the 1Cruiser[1] Command card, Exploring the "straight ahead" sector, and be set up to possibly Sabotage anything the Ariek patrol the core with (currently one cruiser).

* Either use [1]Transport1 to activate the "straight ahead" card Explored by the Cruiser or Explore and activate one of the "left" or "right" sectors.

If we Command cruisers first, we get an Explore for a free card and possibly get to start building towards a Sector combo with the following transport action.

This all depends on the change of tides from our end of turn Draw2. If we draw a strong from-the-deck Mine, we could possible Execute it or Plan it before the Sabotage, hope for Red gems and boost our Sabotage; otherwise we could Execute Mine to boost Commands or (hopefully upcoming) Builds.

We should start planning to increase our fleet numbers soon. A Draw and/or Build card would be very nice, too.
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Richard Dewsbery
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We could play both COmmand-Cruiser cards to the Plan, execute them, and start a fight by heading to and then through sector core. We have two yellow-1 cards to play to that fight, though if Purple holds any green-2 cards (or gets lucky) we lose.

I'm more inclined to Command the cruiser to the core using the first plan action, and sabotage as the second; run the plan, move the cruiser to the core then take a 50-50 shot at wiping out purple's cruiser. Downside of that choice is if purple's cruiser survives, and if he holds any green-2 cards, he could fly across the core next turn and put our cruiser out of action. Which he could probably do whatever we attempt. Of course, he knows our potential combat plays, we don't know his. So a third, wussy, option is to plan one of our yellow-1 cards and not execute the plan this turn, but hold the other yellow-1s for defence.

No guts, no glory - I say go with my second option - move the cruiser and try to blow up purple's cruiser, by planning the Command-cruiser, the sabotage, and then running that plan.
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Richard Dewsbery
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The Trade(1B) is probably a good one to play to the board, when we're holding a 3-gem blue card, but I don't really want to move our transports closer to the core to be able to use it. Plus that Trade card might be a good play to the Impulse next turn (if we've not used it in combat by then). So I'm going to go with the "command a cruiser" card, as if we DO hang our transports out there, it will allow a cruiser to escort them.

Plan B would be to play the Trade card to the board (it might generate points later), as 3 yellow-1 cards might be handy in combat.
 
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Justin Dugger

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I'm going with the transport, as you can use it to chain back to our homeworld for a better move, and position us to potentially send transports to the sector core for points if our opponent elects not to patrol it. The other cards are likely better spent on the impulse.
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Richard Dewsbery
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With the Plan cards available on the Impulse or in hand, I still want to draw, draw, draw. But I want to put something in the Impulse that potentially benefits me in combat, but doesn't significantly affect my hand in terms of what I have available for combat, and which migh bring me more points than my opponent - so I'm putting the trade a blue on the impulse, hoping to trade the 3-point blue away.

I'll probably also plan the mine card later this turn, and maybe something else, but let's see what the tech-draw and impulse-execute (ie draw for me) brings in.
 
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Richard Dewsbery
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I'm going to run that draw tech AGAIN. I don't expect to get anything (we've seen plenty of 1's). But the other card that I might be tempted to use, the "build a cruiser" card, will be going on the plan. Probably along with "move a cruiser" - but that depends on what we draw, and whether anyone can convince me to plan the mine card (though as it stands, I'm probably going to mine that card during the Impulse). I might not run the plan this turn, though, as I like the threat it presents (and the increase in potential combat cards).

Remember, there is no such thing as "too many cards in hand". Until you get to ten cards in hand, by which time you're probably an unstoppable force.
 
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Justin Dugger

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Okay, this Build on home+green sector is pretty great (home+blue is broken, IMO), but we can't occupy it and the green Plan in hand this turn. What we could do is play it to the impulse, and net two bonus ships in a forward position.

Then on our turn we discard the yellow Command 1 sector to move the transport fleet forward, boost Command 1 they occupy to move both transports forward to explore a core adjacent sector into our green plan card, with the intention of building a transport at home and a second cruiser aimed at Ariek's red Mine 2.

As for the card we pick up while exploring, we can decide whether to mine, trade, plan or keep the sector we pick up. If it happens to be another command, we could play it out instead to push Plan 2 into genuine Ariek territory.

Either way, executing the plan to move the newly built cruiser patroling Ariek's mine action substantially hampers their little Mine-Refine engine before it nets them more than the 6 points they're showing presently.

The downside is that we're draining our hand, and we'll be sorely tempted by the impulse to do continue playing out our hand.
 
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Chris Currie
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I'm normally not one to spend an early turn reaching so deeply into enemy territory, and I'm loath to lose our first Build-Home+ card to the Impulse. But Justin makes an excellent point about the setup that Ariek has going. If we don't patrol that Mine card, it's going to be hard to catch up.

Another much riskier option, though, is to use the Right Hand tech to draw in an attempt to draw a 1R card that we can then mine. Then, when the Red-Research[1] Impulse card comes up, we can boost it to 2 and upgrade our Right Hand tech to the Blue-Build[1]Home/Green. Why? We would be manufacturing giants and very hard to be eliminated. Green is a very diverse color, with the most Draw (6 of 9), Plan (7 of 8), and Execute (5 of 6) cards of all the colors. It's a great color to be focused on establishing sectors around.


(Thanks pwnguin for the awesome chart)

We don't prevent Ariek from scoring huge, but we also don't overextend and start setting ourselves up for unstoppable momentum.

A few metagame things:

1) When we played our Sabotage card, did we flip a Size 1 card?

Quote:
2. Sabotage was played. Card flipped: "1 Trade: [1] Yellow card from your hand", destroying my Cruiser, scoring 1 VP.


That wouldn't have popped your cruiser :\ It's only on 2s and 3s.

2) Can you include a notation of the contents of the Impulse at the end of your Turn? It's a little difficult reading the cards in the photo.

Edit: to change 'our cruiser' to 'your cruiser'
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Justin Dugger

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It doesn't really matter which way one plays sabotage, as long as you aren't deliberately switching the rules to and fro to favor yourself.

And I don't think anyone's accusing you of that here
 
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Justin Dugger

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Oh, and another note to the world: with our pair of transports at home, we can explore the other two sectors adjacent to home. Move two transport from home to Command 1, then move the both of them to Command 3 and they can move 2 sectors and end back at Command 1. That may give us some more options to drop additional green sectors on the board to occupy later!
 
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Richard Dewsbery
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Also spending time in RL - where a key issue is a current lack of net access where I am.
 
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