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Race for the Galaxy» Forums » General

Subject: Largest possible hand size rss

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Bill Parker
United States
Bethel
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While writing a small program to help moderate RftG games, I wanted to know the maximum number a cards a player could have in-hand at any point in a game. I played around with the cards a bit and came up with several ways to get to 49 cards in hand during a 2-player experienced game (all variations of the same theme).

I thought it might make an interesting RftG puzzle so I left off my answer for now. I'm also interested to see if anyone can increase that to 50 or beyond.
 
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Joel Benham
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Inver Grove Heights
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I'd be interested in knowing how you manage to create a 49 card hand when you have to discard down to 10 at the end of every turn....
 
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David desJardins
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Burlingame
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NinjaPirateAssassin wrote:
I'd be interested in knowing how you manage to create a 49 card hand when you have to discard down to 10 at the end of every turn....


He's talking about getting to 49 at the end of your turn, just before you discard.
 
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James Ludlow
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Saint Louis Park
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49 is the best I can come up with so far.


2-player game. Start the hand with 10 cards and the following in play.

== Worlds (8)

Old Earth
Galactic Engineers
Merchant World
Black Market Trading World
Distant World
Spice World
New Vinland
Gem World

== Developments (3)

Drop Ships
Trade League
Consumer Markets


Opponent chooses Settle + Produce.
You choose Explore (1/1) + Consume (Trade).


10 start
+ 2 explore
- 1 settle Pirate World
+15 trade Pirate World good
+12 consume Gem World good with Trade League
+ 4 consume Distant World good with Black Market Trading World
+ 2 consume New Vinland good with itself
+ 0 consume Spice World good for VP
+ 1 produce Spice World good
+ 4 produce bonus from Consumer Markets
-------
49
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Steve Ramsden
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Leamington Spa
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Great Puzzle - tried a lot of things, there are many alternative 49s, but I can only improve this by one to 50. Follow jdLudlow's plan but remove Drop Ships and replace directly with Pirate World (built with New Military Tactics on a previous round), thus saving one more card in hand.
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James Ludlow
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bonxie wrote:
Great Puzzle - tried a lot of things, there are many alternative 49s, but I can only improve this by one to 50. Follow jdLudlow's plan but remove Drop Ships and replace directly with Pirate World (built with New Military Tactics on a previous round), thus saving one more card in hand.


Ahhhhhhh. I can't believe I didn't think of that. I found so many different 49's, but just could not squeeze out that extra point.

Very nice.

 
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Gabe Alvaro
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Berkeley
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You guys are effin' nuts! I'm impressed!
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James Palmer
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This makes me wonder what combination it would take for the players to exhaust the deck so there were no more cards to draw. It certainly seems possible!
 
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James Ludlow
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Felkor wrote:
This makes me wonder what combination it would take for the players to exhaust the deck so there were no more cards to draw. It certainly seems possible!


Easily. Consider that in the example above one player is holding 50 cards in his hand, with 12 on the board. That only leaves 52 cards between the deck and all other players. At the start of the turn, each other player could have 11 on the board and 10 in hand. That's 63 (11 more than is currently available).

Also notice that none of that counts goods, or the explore phase that happened, or anything else that those players may have drawn that turn.



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