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Race for the Galaxy: The Gathering Storm» Forums » Rules

Subject: Is Ancient Race a useless starting planet? rss

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Pawel Kaluza
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Could anyone help out with understanding, what is the bonus of the Ancient Race starting planet?

"Discard down to 3 (not 4) cards"???

Went through both the basic and expansion rulebook twice and still have no idea, why would anyone like this planet!
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Chris J Davis
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Re: Unclear rules
You start off with a green windfall.
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John Earles
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Re: Unclear rules
You start with a Gene Good to sell. This will be worth 4 cards (at least) when you trade it.
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Yiorgos Golfinopoulos
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Re: Unclear rules
sternikPK wrote:

"Discard down to 3 (not 4) cards"???


That's right!

As for who would like it, I don't know, someone who likes Alpha Centauri?
 
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Tiago Nunes
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Re: Unclear rules
Boofus wrote:
sternikPK wrote:

"Discard down to 3 (not 4) cards"???


That's right!

As for who would like it, I don't know, someone who likes Alpha Centauri?


Or people who like to play consume/trade on the first round to get 3 more cards than everyone else.
 
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Re: Unclear rules
sternikPK wrote:
Could anyone help out with understanding, what is the bonus of the Ancient Race starting planet?

"Discard down to 3 (not 4) cards"???

Went through both the basic and expansion rulebook twice and still have no idea, why would anyone like this planet!
The bonus is you start off with a gene windfall good which can be Consume Traded for 4 cards right from the start.

The other "bonus" that you speak of isn't really a bonus, but a negative condition is that at the beginning of the game where everyone draws 6 cards and discards down to 4 cards, you (the person who has Ancient Race as their start world) draws 6 cards and discards down to 3 cards.
 
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Pawel Kaluza
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Re: Unclear rules
Thank you all very much! Indeed, a gene to sell at the beggining is a treat! :-) The negative part suggests, that the gene is such a huge bonus, that it needs to be discounted. That makes sense. Come to think of it, it gives you the same number of cards after the trade as the Alien starting planet.
 
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Chris Linneman
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Re: Unclear rules
Actually, you end up with one fewer card than Damaged Alien Factory, but you get the cards a turn earlier.

Damaged Alien Factory
Turn 1: 4 cards, discard 1 to produce
Turn 2: Trade for 5 cards, finish with 8

Ancient Race
Turn 1: 3 cards, Trade for 4 cards, finish with 7
 
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Re: Unclear rules
QBert80 wrote:
Actually, you end up with one fewer card than Damaged Alien Factory, but you get the cards a turn earlier.

Damaged Alien Factory
Turn 1: 4 cards, discard 1 to produce
Turn 2: Trade for 5 cards, finish with 8

Ancient Race
Turn 1: 3 cards, Trade for 4 cards, finish with 7
The one drawback of DAF is you should always try to have a card in your hand whenever you think produce might come up. Otherwise, you don't get to produce Usually not an issue, but you now need to be careful about not spending all of the cards in your hand to build something.
 
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Guy Srinivasan
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Re: Unclear rules
ackmondual wrote:
Usually not an issue, but you now need to be careful about not spending all of the cards in your hand to build something.

In general if you do this and aren't drawing cards on Produce, you are going to lose anyway, so not a big deal.
 
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Re: Unclear rules
GreedyAlgorithm wrote:
ackmondual wrote:
Usually not an issue, but you now need to be careful about not spending all of the cards in your hand to build something.

In general if you do this and aren't drawing cards on Produce, you are going to lose anyway, so not a big deal.
".... aren't drawing cards on Produce"? U mean from bonuses, or you mean if you don't get to produce you're gonna be hosed for that game?
 
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Guy Srinivasan
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Re: Unclear rules
I mean drawing cards. Into your hand. Diversified Economy, etc. My point is that going into the next turn with 0 cards will be punished by a competent opponent, so being forced to keep around at least 1 card if you want to Produce when you have no "draw cards on Produce" bonuses is at best barely worth drawing attention to.
 
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Cameron McKenzie
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Re: Unclear rules
GreedyAlgorithm wrote:
I mean drawing cards. Into your hand. Diversified Economy, etc. My point is that going into the next turn with 0 cards will be punished by a competent opponent, so being forced to keep around at least 1 card if you want to Produce when you have no "draw cards on Produce" bonuses is at best barely worth drawing attention to.


Of course it's worth drawing attention to. You claim that ending the turn with 0 cards is an aweful thing and therefore you should always have 1 card available for DAF. However, if you have one card and use it on DAF, you still have 0 left at the end of the turn. You need 2 cards instead of 1 if you want to produce on DAF and still have a card to spare.

No matter how you look at it, DAF essentially requires you to spend 1 more card every time produce happens in order for it to be useful. You can argue that you are going to need a card at the end of the turn anyway, but DAF still requires one ADDITIONAL card.
 
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Guy Srinivasan
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Re: Unclear rules
ackmondual wrote:
The one drawback of DAF is you should always try to have a card in your hand whenever you think produce might come up. Otherwise, you don't get to produce Usually not an issue, but you now need to be careful about not spending all of the cards in your hand to build something.

MasterDinadan wrote:
Of course it's worth drawing attention to. You claim that ending the turn with 0 cards is an aweful thing and therefore you should always have 1 card available for DAF. However, if you have one card and use it on DAF, you still have 0 left at the end of the turn. You need 2 cards instead of 1 if you want to produce on DAF and still have a card to spare.

No matter how you look at it, DAF essentially requires you to spend 1 more card every time produce happens in order for it to be useful. You can argue that you are going to need a card at the end of the turn anyway, but DAF still requires one ADDITIONAL card.

I think we agree. The fact that DAF requires 1 more card every time produce happens in order to be useful is important to draw attention to. The fact that you now need to be careful about not spending all of the cards in your hand to build something is not important to draw attention to. The first does not somehow make the second false, but neither does it make it very important.

Maybe you find that nitpicky, but one tells me a lot about DAF's utility and the other virtually nothing.
 
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Pretentious? Moi?
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Re: Unclear rules
ackmondual wrote:
The one drawback of DAF is you should always try to have a card in your hand whenever you think produce might come up. Otherwise, you don't get to produce Usually not an issue, but you now need to be careful about not spending all of the cards in your hand to build something.

This is true, but it's balance by the fact that you still can benefit from others' Produce actions. With the Ancient World, you'll have to actively Produce it yourself, until you manage to play a windfall producer.


DAF, tho, is a great card for the Trade strategy. With it, you can quickly bring out more Alien worlds, then with the addition of Trade League or Black Market Traders, you can amass 10+ cards per Consume:Trade action! (During a recent game, I was raking in 12! )
 
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