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Race for the Galaxy» Forums » General

Subject: XI or AA for 2p? rss

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Igor Persin
Croatia
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Me and my gf ended enjoying base game really a lot. Much more than we anticipated. We would like to get 1 expansion, and first arc is eliminated since card vs $ value seems really to expensive at this point. There fore, we will get either xeno invasion or alien artifacts. Card vise, they are kidna equal. Since we only play game with 2p, which of those 2 expansion you like more, find better ballanced for 2p? To me both orb and xeno seems both fun, right now, I can't tell which one would seem more fun.

Thanks
 
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Dima Tylik
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Westborough
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I own both AA and XI and my son likes AA more because of the exploration aspect in the orb game and I like XI more because of its cooperative (need to defeat the xenos) vs. competitive (need to win the game) tension.

Also the orb game takes more time even with 2p and is more fiddly.
 
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John
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My suggestion would be to get AA now then get XI in a year. I can't really comment on XI as I've not played it, but I'm sure it'll be good. AA is designed to be easier for newer players, XI is aimed at intermediate players.

I've not played the orb much (5-6 times) but I have played AA lots (133 times as of today). I want to play the orb more at some point, but it roughly doubles the length of the game so haven't. I'm sure it's be quicker with more plays. AA is a great expansion even if you never play the orb.
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Paweł Bedz
Poland
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AA is also awesome because you can just add really good balanced cards and play without Orb Exploration module - thus you are still playing "pure" RftG but with better balance of different strategies (Alien, Military, colonization...). And if you feel like having a tad longer game (my games are usually between 20-30min mark) add Orb to explore.
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Henry Allen
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Longwood
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I haven't started using the Orb of the Invasion yet but I've played each expansion a bunch using just the cards.

For me, I mostly play 2 player and I found AA a bit meh until I played it with more than 2, then I really liked it. In two player advanced with two role picks per turn it is easier to make things happen anyways and the heavy 'discounts' theme that seems to be in A just amplified this. Finally I played a four player game and for some reason it clicked and I liked it. Then I went back and played more with two and enjoyed it more, it just has a different feel.

In contrast, XI I loved right away. The mixin explore power you get by default and the number of good combos in the deck give the game it's own feel that I really enjoy (50 something 2 player games so far).

So I'd recomend XI but both are good.
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John
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In case you're not aware you can view all the cards at http://racepics.tk/

The mix & match explore by default is probably the biggest reason XI is more complex. It does have slightly more complex card powers, but mix & match explore gives you much more complex decisions (I've played RvI).
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ackmondual
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Haven't played it, but it looks like the cards in XI would be more exciting (cult of the new bias withstanding).




For the first arc, if you can manage to get a 2nd exp, getting the 1st 2 expansion offers a great deal of variety and cards right there.
 
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Serge Levert
Canada
Vancouver
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If value for money is a big consideration, i suggest Xeno Invasion. The Invasion module is far more likely to be played and enjoyed than the Orb module.
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Igor Persin
Croatia
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Uh, you are making my decission so hard!
With xeno invasion, can you play just with cards you get, withouth module when you don't want?
 
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Graham Robinson
United Kingdom
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Both AA and Xi are playable with just the cards. AA is more straightforward in this, as Xi has more complex cards and the mix with hand explores. I haven't found much trouble with either. (One card in Xi thar one player ignored as too complex to think about. It may be the best card in the game...)

Cheers, Graham
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Scott Russell
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Clarkston
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Some of the cards don't make sense to play without using the module in both expansions also.

For example, in AA there is a card that allows your explorer to move 2 extra spaces. In XI, there are cards that provide defense against Xeno invasions.

But there aren't a lot of them and they can obviously be used to build other cards (like any card with attributes that you don't want in that particular game).
 
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John
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qzhdad wrote:
Some of the cards don't make sense to play without using the module in both expansions also.

They all have other powers too, and the AA ones at least are sometimes worth playing even without the orb game. I sure the same applies to XI too. In AA I like it when I manage to make use of one of the Alien developments in a non-orb game.
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Scott Russell
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zabdiel wrote:
qzhdad wrote:
Some of the cards don't make sense to play without using the module in both expansions also.

They all have other powers too, and the AA ones at least are sometimes worth playing even without the orb game. I sure the same applies to XI too. In AA I like it when I manage to make use of one of the Alien developments in a non-orb game.


I can't get to the pictures of the cards at work, but am fairly confident that there is one development in AA whose only power is increasing range of explorers. Of course, it does have a VP and counts as a development and as one card towards a tableau of twelve, so it's not completely meaningless.
 
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John
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Alien Survey Technology is the card you're thinking of. It allows you to settle a military alien world as a non-military world. I think there are 6 military alien worlds in AA. It is a bit specialised but as you say it's worth a point. It also scores at least 1 point on four 6-cost devs. The other card with an orb power is Alien Research Ship.



I'd estimate these two are the least played cards in non-orb AA games in my experience.

P.S. http://racepics.tk/ for card images.
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Scott Russell
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zabdiel wrote:
Alien Survey Technology is the card you're thinking of. It allows you to settle a military alien world as a non-military world. I think there are 6 military alien worlds in AA. It is a bit specialised but as you say it's worth a point. It also scores at least 1 point on four 6-cost devs. The other card with an orb power is Alien Research Ship.



I'd estimate these two are the least played cards in non-orb AA games in my experience.

P.S. http://rftgpics.tk/ for card images.


I can't get to that link at work.

I forgot the settle power (obviously).
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ackmondual
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zabdiel wrote:
Alien Survey Technology is the card you're thinking of. It allows you to settle a military alien world as a non-military world. I think there are 6 military alien worlds in AA. It is a bit specialised but as you say it's worth a point. It also scores at least 1 point on four 6-cost devs. The other card with an orb power is Alien Research Ship.



I'd estimate these two are the least played cards in non-orb AA games in my experience.

P.S. http://rftgpics.tk/ for card images.


at least four 6-costs?
1) Alien Tech Institute
2) AA's Alien 6-cost card
3) Galactic Federation
4) Galactic Expansionists

Yeah, it checks out cool In Keldon's AI, Galactic SETI Survey scores an additional point for the I power even though it shouldn't count, as that implementation doesn't have the Orb Scenario available.



Also, ARS (as well as any card that provides specialized military strength towards yellow worlds) technically does provide an extra Orb Scenario ability.... military strength when crossing the laser beams on the Orb "map"
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John
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qzhdad wrote:
I can't get to that link at work.

Alternative link is:

https://dl.dropboxusercontent.com/u/88325388/rftgpics/index....

Edit - and the rftgpics link no longer works, the only short link is racepics.tk now.
 
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John
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ackmondual wrote:
four 6-costs?

Those are the ones, 2 from ATI, 1 from the others. You should report the SETI bug if no one has already.
 
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ackmondual
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zabdiel wrote:
ackmondual wrote:
four 6-costs?

Those are the ones, 2 from ATI, 1 from the others. You should report the SETI bug if no one has already.
To Keldon or somebody else in mind? IIRC, Keldon has been busy with work ever since the final version of AA got released.
 
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John
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I thought there was a thread for bugs. I'm guessing he's busy but better that bugs are know and collected somewhere.
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P. Fowler
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Indianapolis
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How is that a bug? It's still a I power, regardless if it's usable or not...
 
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Serge Levert
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Turbine2k5 wrote:
How is that a bug? It's still a I power, regardless if it's usable or not...

It's definitely a bug. When modules are off, the powers do not exist for purposes of Goals and scoring on 6devs.
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ackmondual
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zabdiel wrote:
qzhdad wrote:
I can't get to that link at work.

Alternative link is:

https://dl.dropboxusercontent.com/u/88325388/rftgpics/index....
I don't know about qzhdad but the workplaces I've been to that don't let me get to the rftgpics site also are the same way with Dropbox No biggie... I'll have to access it elsewhere, or just bring in the spreadsheet of them.



entranced wrote:
Turbine2k5 wrote:
How is that a bug? It's still a I power, regardless if it's usable or not...

It's definitely a bug. When modules are off, the powers do not exist for purposes of Goals and scoring on 6devs.

Reported it here....
https://www.boardgamegeek.com/article/23250494#23250494

Even in RvI, we never had this issue because when NOT playing with TOs, there was always a non TO III power on the same cards, so we were covered anyways in terms of goals. BoW threw things into a loop with cards like Interstellar Cassis Belli, and the Peace/War Leader goal where the latter half is only true with TOs turned on (even though the TO powers were "still there")
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Simon Maynard
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I don't think XI is too complicated, not for seasoned players of the base vame.

I've played both (but not the orb module) and while I really like the new start worlds in AA, overall I prefer XI.
 
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