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Subject: Strategies for 6-Cost Devs, thoughts as a San Juan player rss

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Matt Crawford
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Here are some thoughts and opinions on the strategy for playing the 6-cost developments (6Dev) in Race for the Galaxy. Of course none of these are explicit rules and I hope they will generate some helpful discussion.

On coming from San Juan

As a lover of San Juan, I am realizing that I need to think very differently about the 6Devs in Race for the Galaxy. I do not think that it is viable, as it is in San Juan, to build your game strategy around one particular 6Dev.

First of all, there is only one copy of each 6Dev in the deck, instead of two. So the chances of finding that one particular card are much lower than in San Juan. Even repeatedly choosing the +5 Explore often fails to turn up the card you want.

Conversely, if you already have a particular 6Dev, it is not usually viable to spend the rest of the game looking for the particular cards to make your 6Dev a "winner," especially if other people are paying attention to what you have. Of course, there are times where your best strategy is to go for it, but it can turn into a very frustrating game if your +5 Explore turns up nothing.

Second, it's not as easy to get a huge number of points from a 6Dev in Race. So whereas in San Juan a good 6Dev can easily win the game for you, that's not going to happen as often in Race.

Last, 6Devs in San Juan are just point generators that you throw down at the end of the game. In Race, many of the 6Devs have excellent special powers of their own, so you will often want to get them down earlier rather than later.

On Value

In broad strokes, I think that a 6Dev should be worth at least five points to you in order to play it. Paying six to get five points is consistent with the ratio from other large cards in the deck. Of course, on the last turn of the game you play whatever card is worth the most points, so the 6Dev could be worth less. Also, some 6Devs have excellent special powers, and so may be worth playing even if they are not worth so many points.

In my experience, an incredible combination of cards and the right 6Dev will net you nine or ten points. I think that is the upper range of what you can hope for; obviously there will be times where you can get more, but it seems rare. It is normal for a 6Dev to be worth five or six points, and getting seven or eight is doing well. (Again, this is hard to come to terms with as a San Juan player, where it is usually very easy to get a 6Dev that is worth double digits.)

On Specific Cards or Groups of Cards

There is already a good strategy article that lists all of the cards. These are some more thoughts about particular ones that I have noticed.

SETI Galactic Survey

No one 6Dev is the best because it all depends on what you need. But this one is the best. Just kidding, but this one does seem to be almost universally useful. With one point per world, you can get seven or eight points from this card without really trying, and it's not difficult to get more. For almost all of the other 6Devs, you need to be pursuing a specific strategy in order to get a lot of points from it. With the Galactic Survey, it's the opposite: there are only a couple of specific strategies that would not be able to get good point value out of this card. The card's special power (+1 on Explore draws) is pretty weak, however. compared to the other 6Devs.

Galactic Federation

This card is the complement to SETI, in that it gives you points for developments. This card is also generally useful for most strategies, and it is easy to score several points with this card with most tableaus.

Military Strategy Cards

At 1 VP per point of military strength, New Galactic Order is the other card that is consistently worth a lot of points, but of course only when you are going up strong with the military. But it is generally (not always) easy to get your military up to a nice level, where this card will be worth several points.

Galactic Imperium is a 6Dev that you want to get down early, with its +4 for conquering rebel worlds. Then hit the Explore card hard, and find those worlds. It's a high-risk strategy though, since in many games those rebel worlds never show up.

Consume-Type Cards

The Trade League and New Economy cards will bring good value in points if you are pursuing a heavy consume strategy. With a few trade or consume powers, they are already worth several points.

The Trade League's special power is also great in itself, and can be a part of a very effective, and fun, consume strategy. I have also seen New Economy's special powers be very powerful, generating tons of cards.

Color-Specific Cards

The Mining League is probably the most played one in this group, since there is usually a person in every game that will want it -- whoever starts with Alpha Centauri. Trading 2 cards in for 3 points is always fantastic, and the card itself is generally good for points as well.

The Alien Tech Institute is high-risk, high-reward card since the alien worlds are so rare. But you only need a couple to make the ATI card worth it, because the point bonuses are higher than on the other color-specific cards.

Free Trade Association certainly works well with any novelty goods (blue) strategy. Since the novelties are not worth much in trade, Free Trade Association lets you consume them for points and becomes very profitable. Many novelty worlds are easy to get down early in the game, so it's easy to get into a blue groove early, and you can start generating VPs sooner.

Pan-Galactic League makes for some interesting strategy combinations with the Contact Specialist, but even without that, one point per military world usually gives some good value.

Final Thoughts

I think that defining your entire strategy around a single 6Dev, whether it's one you've already played or one you are looking for, will not prove to be successful. Usually, looking for one or two specific cards to make that 6Dev "work" will be too costly and you may never find them. Instead, the 6Devs should be thought of as a tool for winning, not a target that you are striving towards.
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Warren Cheung
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Re: Thoughts on 6-Cost Devs, especially as a San Juan player
I liked your analysis, I'll add my observations below...

gatchaman wrote:
In my experience, an incredible combination of cards and the right 6Dev will net you nine or ten points. I think that is the upper range of what you can hope for; obviously there will be times where you can get more, but it seems rare. It is normal for a 6Dev to be worth five or six points, and getting seven or eight is doing well. (Again, this is hard to come to terms with as a San Juan player, where it is usually very easy to get a 6Dev that is worth double digits.)


The only big exception to this is Galactic Renaissance, which can be worth lots if someone's running away with the consume/produce engine. And New Galactic Order, once you start whacking the big alien military planets.

gatchaman wrote:

On Specific Cards or Groups of Cards
SETI Galactic Survey

No one 6Dev is the best because it all depends on what you need. But this one is the best. Just kidding, but this one does seem to be almost universally useful. With one point per world, you can get seven or eight points from this card without really trying, and it's not difficult to get more. For almost all of the other 6Devs, you need to be pursuing a specific strategy in order to get a lot of points from it. With the Galactic Survey, it's the opposite: there are only a couple of specific strategies that would not be able to get good point value out of this card. The card's special power (+1 on Explore draws) is pretty weak, however. compared to the other 6Devs.


The flipside to this one is Galactic Federation (which I'd argue is an even bigger no-brainer). It's worth 2 points for itself (SETI is only worth one for itself), and since everything that isn't a planet is a dev, it scores points for "everything else", with an extra point for your other 6 devs (true, SETI scores some devs...). Thing is, its power (-2 to developments) is pretty strong. In general though, these two are the "fit any tableau for reasonable points" devs.

gatchaman wrote:

Military Strategy Cards

At 1 VP per point of military strength, New Galactic Order is the other card that is consistently worth a lot of points, but of course only when you are going up strong with the military. But it is generally (not always) easy to get your military up to a nice level, where this card will be worth several points.

Galactic Imperium is a 6Dev that you want to get down early, with its +4 for conquering rebel worlds. Then hit the Explore card hard, and find those worlds. It's a high-risk strategy though, since in many games those rebel worlds never show up.


You mentioned Pan-Galactic already, but Alien Tech Inst. is also a pretty good match for Military. Not only do a lot of the alien worlds require big military, those that do also pay you back by giving more military - excellent for NGO.

gatchaman wrote:

Consume-Type Cards

I find the Trade League and New Economy cards very difficult to play for good value in points, because it seems so difficult to (a) find a bunch of trade or consume powers if you start out looking for them, or (b) already have a bunch of trade or consume powers in your tableau if you get it at the end. That's because it's not normal to want to play a ton of trade or consume powers; once you have two or three that is usually enough.

However, I think the Trade League's special power is great and can be a part of a very effective, and fun, consume strategy.


New Economy's power is pretty weak, I'd agree, but a good number of cards have consume powers, and its 2 points for each development (including itself - always good for a card to score for itself). This makes it an easy choice for someone aiming for a consume-produce engine, and it meshes well with novelty and mining specific 6s, since the 6s have consume powers, and one of their linked developments also have consume powers (consumer markets/mining conglomerate).

Probably in this category is also Merchant Guild, with a decent power and a Guild-Hall like effect - although the fact that lots of worlds are not production, and development as an alternate build phase makes it much weaker than the Guild Hall.


gatchaman wrote:

Color-Specific Cards
Free Trade Association is okay for points, but does anyone really pursue a "blue world" strategy? They aren't that easy to find either. You might say that's not the point, but I don't think the special power is that spectacular, since it's unlikely that you will need to cash in more novelty goods than you already can.


Free Trade Association's consume power is pretty incredible, in my opinion, if you consider that novelty goods are worth only 2 cards in trade. Here, you can convert up to 3 for points and cards - probably the best return short of the 2 for 3 converters - so that you can consume X2 and still get some revenue.

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Re: Thoughts on 6-Cost Devs, especially as a San Juan player
Thanks, Matt. I AM approaching Race from the point of view of a San Juan player and the 6's are definitely intimidating! My first impulse has been to try to shape my hand around my 6's, but your analysis is making me think that that might not be optimal. I think I'll try a different approach next time. Good post!
 
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Re: Thoughts on 6-Cost Devs, especially as a San Juan player
warrenac wrote:
The flipside to this one is Galactic Federation (which I'd argue is an even bigger no-brainer).


Good point, I'm sure you're right. I just haven't seen Galactic Federation come out as often, probably just because of blind luck. But it is very similar and just as generally useful.

warrenac wrote:
New Economy's power is pretty weak, I'd agree, but a good number of cards have consume powers, and its 2 points for each development (including itself - always good for a card to score for itself). This makes it an easy choice for someone aiming for a consume-produce engine, and it meshes well with novelty and mining specific 6s, since the 6s have consume powers, and one of their linked developments also have consume powers (consumer markets/mining conglomerate).


You are right; what I was meaning to say was that although these cards can be useful in the right strategies, I don't expect to get a ton of points from these cards themselves because you don't tend to need a lot of different consume powers. Perhaps I just have not found the right synergy.

In general in my recent games I have been losing out, and I'm thinking it's because I'm too inflexible with my plan once the game starts? I'll get a 6Dev early, and start planning my whole strategy around it. I think that's the San Juan mindset I need to get out of. Here, 6Devs are much more of a tool than a target. I like that: "tool, not a target."
 
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Re: Thoughts on 6-Cost Devs, especially as a San Juan player
gatchaman wrote:
it's not as easy to get a huge number of points from a 6Dev in Race. So whereas in San Juan a good 6Dev can easily win the game for you, that's not going to happen as often in Race.


You have NO IDEA how glad I am to hear you say this. I absolutely loved San Juan for the first 30 or so plays. Then I started realizing how absolutely luck-dependent/broken those 6's were. Another 20 or so plays and I sold the game.

That was my ONLY beef with the game, though...the single breaking point for a wonderful game with brilliant mechanics. I'm expecting RftG to show up on my doorstep on Tuesday. After reading through the rules, I was hoping that it fixed SJ's glaring problem and your comments clinch that for me.

 
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Brian Bankler
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Re: Thoughts on 6-Cost Devs, especially as a San Juan player
A nice article (that I will show appreciation for by disagreeing with a few points ... ah well).

I'm not sure if I agree with the 5 point minimum. I mean, it's true in general, but there are a few exceptions. I'll often get Trade League for 3-4, but it will pay for itself in cards (as I consume x2 and trade, or just leach off of other trades). And in the final turn you just play whatever gets you the most points. If a 6 gets you 4 points and nothing else gets you four, you drop it. (I'll sometimes drop a Merchant Guild with only 2-4 points showing, hoping to make it up later and get the production cards, too).

gatchaman wrote:

On Specific Cards or Groups of Cards

There is already a good strategy article that lists all of the cards. These are some more thoughts about particular ones that I have noticed.

SETI Galactic Survey

No one 6Dev is the best because it all depends on what you need. But this one is the best.

SETI is Good on points ... but it doesn't gain you any cards. As you say. Merchant Guild (for example) will often be worth ~3 less (assuming you have a few non-production worlds), but will usually throw 2-4 cards back at you (assuming you produce it early enough). The Mining League/Free Trade Association's consume powers make up the few points you typically lose to SETI. Etc.

gatchaman wrote:

Galactic Imperium is a 6Dev that you want to get down early, with its +4 for conquering rebel worlds. Then hit the Explore card hard, and find those worlds. It's a high-risk strategy though, since in many games those rebel worlds never show up.

Or you can save it for the mid-game, when you've already dropped a rebel world and a few other military worlds, then use this for the final push to get the homeworld (etc) that you've got in your hand. If you already had a high military, this may be worth 5-7 points just on one rebel world and a bunch of other military worlds.


gatchaman wrote:

Consume-Type Cards
I find the Trade League and New Economy cards very difficult to play for good value in points, because it seems so difficult to (a) find a bunch of trade or consume powers if you start out looking for them, or (b) already have a bunch of trade or consume powers in your tableau if you get it at the end. That's because it's not normal to want to play a ton of trade or consume powers; once you have two or three that is usually enough.

However, I think the Trade League's special power is great and can be a part of a very effective, and fun, consume strategy.

I called (on my blog) New Economy the red-headed step child of the bunch, but Tom's comments have led me to reconsider. (http://gaming.powerblogs.com/posts/1198424874.shtml#1238)

I disagree that you don't want a ton of consume powers. If I'm going for a consume strategy, I'd like to be able to get 4 goods. That's often 3-4 cards with powers. I'm usually happy to deficit spend on top of that (another power) and New Economy triggers off itself. If you say 1/2 of your consume powers are on worlds, that's 8 points (2 worlds, 2 devs + new Economy). And you get a card per consume. I have seen 12+ points for it.

gatchaman wrote:

Color-Specific Cards

The Alien Tech Institute is high-risk high-reward card since the alien worlds are so rare. But you only need a couple to make the ATI card worth it.

ATI let's you conquer the Robot Sentry, which can then be traded for 5+ cards. Granted, I'd rather do that with the Rosetta Stone, but you make do with what you are dealt.

gatchaman wrote:


Free Trade Association is okay for points, but does anyone really pursue a "blue world" strategy? They aren't that easy to find either. You might say that's not the point, but I don't think the special power is that spectacular, since it's unlikely that you will need to cash in more novelty goods than you already can.

Novelty goods are worth pursuing as the "Corn" strategy. Shipped goods (rarely) care about color. So you may as take the easiest worlds, perhaps with one big (Alien/Gene/Rare) world to trade. If you get 2-3 novelty worlds, Consumer Markets becomes a de-facto 6 card ... it lets you start a consume/produce cycle without falling behind on cards, and you'll often consume x2 one cycle earlier. If you get drop the Free Trade association into that, you now get cards on both sides of the equation, and you don't need to worry about running out of consume powers if you get to a 4th world (which is often a problem).

Several of the novelty worlds are just great openers, too. (New Vinland, Pirate World if you've got military, Artist Colony for Epsilon Eridini, etc), so it's easy to just back into this. I usually want my first world to be a big windfall, but I'm happy with cheap followup worlds, unless the cards are telling me something.

gatchaman wrote:

Pan-Galactic League makes for some interesting strategy combinations with the Contact Specialist, but even without that, one point per military world usually gives some good value.


And the production for each gene world can add up nicely.
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Re: Thoughts on 6-Cost Devs, especially as a San Juan player
warrenac wrote:

The flipside to this one is Galactic Federation (which I'd argue is an even bigger no-brainer). It's worth 2 points for itself (SETI is only worth one for itself), and since everything that isn't a planet is a dev, it scores points for "everything else", with an extra point for your other 6 devs (true, SETI scores some devs...). Thing is, its power (-2 to developments) is pretty strong. In general though, these two are the "fit any tableau for reasonable points" devs.

Just to be ornery, I managed to score 4 points with Gal Fed in my last game. It was my best scoring development on the 12th play. (I had nine planets, which you often get with a military power). But yes, it does usually score well...

warrenac wrote:

Free Trade Association's consume power is pretty incredible, in my opinion, if you consider that novelty goods are worth only 2 cards in trade. Here, you can convert up to 3 for points and cards - probably the best return short of the 2 for 3 converters - so that you can consume X2 and still get some revenue.


Yup....

I'm also growing quite fond of anything that consumes 2+ goods. It really helps your timing and eases space restrictions, so you can go world-world-multiple consumer instead of world/dev/world/dev. That's one reason why the worlds that tackle both sides of the equation cost more. They're worth it.
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Re: Thoughts on 6-Cost Devs, especially as a San Juan player
Bankler wrote:
And in the final turn you just play whatever gets you the most points.


I do believe I said that explicitly in the article.

Bankler wrote:
I disagree that you don't want a ton of consume powers. If I'm going for a consume strategy, I'd like to be able to get 4 goods. That's often 3-4 cards with powers.


I guess my experience has been that a couple of powers, including a 2-for-3-points card, has been enough, or maybe 3 powers. I believe you, I just haven't seen it yet. Probably I start panicking before I'm able to get down 4 consume powers because other people already have 9 cards down or something.

bankler wrote:

Novelty goods are worth pursuing as the "Corn" strategy. Shipped goods (rarely) care about color. So you may as take the easiest worlds, perhaps with one big (Alien/Gene/Rare) world to trade. If you get 2-3 novelty worlds, Consumer Markets becomes a de-facto 6 card ... it lets you start a consume/produce cycle without falling behind on cards, and you'll often consume x2 one cycle earlier. If you get drop the Free Trade association into that, you now get cards on both sides of the equation, and you don't need to worry about running out of consume powers if you get to a 4th world (which is often a problem).


I'll definitely have to look for this in the future, since two comments have pointed this out!
 
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Warren Cheung
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Re: Thoughts on 6-Cost Devs, especially as a San Juan player
A new thought on 6's...I'm starting to think that maybe it's not such a good idea to develop 6's last turn - invariably someone else is saving one and waiting to put it out, and it's invariably bigger than mine. It's easy to look in my hand and say "wow, that's worth 7 points" and be dismayed when someone puts out something worth 10.

gatchaman wrote:


Bankler wrote:
I disagree that you don't want a ton of consume powers. If I'm going for a consume strategy, I'd like to be able to get 4 goods. That's often 3-4 cards with powers.


I guess my experience has been that a couple of powers, including a 2-for-3-points card, has been enough, or maybe 3 powers. I believe you, I just haven't seen it yet. Probably I start panicking before I'm able to get down 4 consume powers because other people already have 9 cards down or something.


We're getting away from 6's now, but part of my migration away from San Juan involved realising that:

1) Quantity does not trump quality.

and

2) Consumption can be a huge point generator.

For (1) - in Race, one good build can easily trump two or three random builds. This ties into consuming mostly because I often see someone building a consumption engine, slowly, one card at a time, missing builds from time to time - especially if they're getting slim income pickings from novelty goods - but they are easily just as threatening as the person trading alien goods. Why?

Because (2) - the consume bonus is x2, not the +1 in Puerto Rico. And remember that produce/consume cycles are renewable, guaranteed sources of point generation. At 6 points/3 goods a cycle (3 pts per round) - you're already generating more points than most 2-3 cost builds. At 8 points/4 goods, you're beating most things except high-end alien/6 dev/rebels. At 10 or more points per cycle...I'm usually crying. Or laughing maniacally because it's me. And note that this is without counting the points they can generate from the develop/settle phases. And without digging through cards to find a card that they can build, and which matches their 6, etc...

And it takes surprisingly few cards to set something up that does this by mid-game. 3 production worlds. A matching multi-consume card. Icing on the cake is getting a matching 6, one of the high efficiency consumption powers (Trendsetters/Tourist world), a production income generator...
 
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Re: Thoughts on 6-Cost Devs, especially as a San Juan player
Excellent write up! After over a dozen plays, I often found the 6-cost development cards as obstacles to one's gameplay. If you happen to get one that matches the rest of your cards too early, that means one less card you can use from your hand as currency, and it becomes almost an obsession to get it out as soon as possible, many times at the expense of building up your engine. On the other hand, if you have a thriving strategy already but no matching development, then just as you said, the rest of the game becomes a search for that single card.

gatchaman wrote:
Free Trade Association is okay for points, but does anyone really pursue a "blue world" strategy? They aren't that easy to find either. You might say that's not the point, but I don't think the special power is that spectacular, since it's unlikely that you will need to cash in more novelty goods than you already can.


Funny you should mention this, this was exactly my strategy in a game last night. I had drew Free Trade Association really early, but since novelty goods are virtually worthless in trade value by themselves and I had no other way to generate cards, it was important to have it out so I could be drawing cards while consuming 2x every other round. Unfortunately, beyond the 2 blue planets I played, I never got another one. However, I did manage to obtain New Economy, so that made up for the disappointing turn out from the FTA. Anyway, in the end, I lost by one point (total was 40), even though I had only half as many cards in my tableau than everyone else.

So I don't necessarily agree with your assessment. As I said before novelty goods are bad to trade with, and most if not all of the planets do not have any card generating consume power, so that would make FTA's phase IV ability even more valuable as a result. I also think (but don't have statistical proof) there are more novelty planets than other goods, so I'm not sure why you would say that they aren't easy to find.

 
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Re: Thoughts on 6-Cost Devs, especially as a San Juan player
gatchaman wrote:

I do believe I said that explicitly in the article.

Picky picky cool

gatchaman wrote:

Bankler wrote:
I disagree that you don't want a ton of consume powers. If I'm going for a consume strategy, I'd like to be able to get 4 goods. That's often 3-4 cards with powers.


I guess my experience has been that a couple of powers, including a 2-for-3-points card, has been enough, or maybe 3 powers. I believe you, I just haven't seen it yet. Probably I start panicking before I'm able to get down 4 consume powers because other people already have 9 cards down or something.

I do count the 2 goods for 3 points cards as two consume powers, that's part of why multiple consume powers (even 1:1) or worlds that produce and consume are so nice, the crunch your 4(+) consume and 4(+) goods into few cards. This came up today.

I played a game today (don't I always) where I started with Alpha Centauri, dropped New Vinland on the opening settle (while I traded) and went pretty much instantly to a produce/trade cycle. I thin dropped Comet Zone [rare production world that earns a card when you produce]. At this point I had no definite goal ... but I got the Tourist World (2 goods for 3VPs) and a colony ship to pay for it. My first five cards were A.C., New Vinland, (Colony Ship) Tourist World, New Earth (5 cost rare production that consumes for 1&1) and some other novelty world. I could now produce/consume x2 for 6 VP and 3 cards (+1 on production) on a tableau of 5 cards. Space efficiency translates to time efficiency. That's a tough engine to stop.
 
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Re: Thoughts on 6-Cost Devs, especially as a San Juan player
Last time I played, at least one time someone else had this on their board by midgame:

(I forget card names, but the effects were

3 blue producers
IV: {any} => VP+card
IV: {any} => VP
IV: {blue} => 2cards

and no (+$) powers

They were picking Consume/$, netting them 4 cards and 1 VP
I pointed out that Consume/x2 would net them 3 cards and 4 VP (since I was teaching the game)
And also mentioned that Not picking Consume, but hoping someone else would, would net them 3 cards and 2 VP (if chosen by someone else)

The 'blue' strategy has a lot of options but I find getting down a few of the (IV: {good} => VP+card) or (IV: {good} => card) consumers means you can crank on the x2 when everyone else is needing to trade (and usually get no VP), depleting the VP pool early.




 
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Re: Thoughts on 6-Cost Devs, especially as a San Juan player
In my 6 or so plays, I've done really well with two different 'blue' strategies - 'blue trader' and 'blue producer'.

In 'blue trader', I got lots of things to boost trading of blue goods. One was +3 cards, another was +2 cards, and the last was 'pirate world', which was also +3 cards when the trade comes from Pirate World. I'd produce, consume-trade (for 10 cards), consume-trade (for 7 cards), and repeat. It worked pretty well. The military player was rather depressed, since he was picking explore+5 and was seeing fewer cards on average than I was. Plus I got to keep 6.67 cards per turn to his 1.0.
arrrh

In the 'blue producer' game, I somehow got 2 blue production and consumption by turn 1. I was doing consume x2 on turn 3 for 4vp. I continued to build blue produce/consume for the whole game - they typically only cost 3, with the notable addition of 'alien robotics facility' to produce a yellow trade good.

Blue stuff seems the most plentiful, and the most combo-prone.
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Re: Thoughts on 6-Cost Devs, especially as a San Juan player
johnweldy wrote:
gatchaman wrote:
in San Juan a good 6Dev can easily win the game for you


You have NO IDEA how glad I am to hear you say this. I absolutely loved San Juan for the first 30 or so plays. Then I started realizing how absolutely luck-dependent/broken those 6's were. Another 20 or so plays and I sold the game.



I've played SJ several hundreds of times and based on my experience I have to disagree here.

First, no single 6Dev (love that nomenclature) can ever win a game for you (with a major disclaimer that SJ is a card game and anything can happen). A good strategy built around a single 6Dev can win if you are careful to avoid letting your opponent win with *his* 6Dev.

Second, In most games of SJ most players will see a couple different 6Devs (although we tend to remember the ones in which we didn't) and can plan accordingly. Most inexperienced players ignore what their opponents are up to and tend to lose regardless of their card draws.

All that said, I agree with the analysis that 6Devs might well be less important in RftG than in SJ. Whether or not this is a good thing remains to be determined.

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Agent J
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He's looking real sharp in his 1940's fedora. He's got nerves of steel, an iron will, and several other metal-themed attributes. His fur is water tight and he's always up for a fight.
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He's a semi-aquatic egg-laying mammal of action. He's a furry little flat-foot who'll never flinch from a fray. He's got more than just mad skills, he's got a beaver tail and a bill.
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Re: Thoughts on 6-Cost Devs, especially as a San Juan player
When you pick up a 6Dev that synergizes with your entire tableau as your 12th play, you can tell my wife that there isn't any luck to this game.
 
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Matt Crawford
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Re: Strategies for 6-Cost Devs, thoughts as a San Juan playe
I've edited the original post a bit to take into account some of these good comments. Thanks, keep them coming.
 
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Matt Crawford
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Re: Strategies for 6-Cost Devs, thoughts as a San Juan playe
Thanks for the tips; I dominated our lunch time game with Free Trade Association today. laugh Had both FTA (8 pts) and Merchant Guild (14 pts) with a heavy consume strategy, I was close to winning with just the points in my tableau. With the 25 points from consuming I won going away.
 
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