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

Subject: Tip for Doomed World/Colony Ship rss

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Dave J McWeasely
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On those rare occassions when you have the choice to deploy either Doomed World or Colony Ship, look for advice in what goals are in play. If its "Largest Industry" or "Production Leader", use Colony Ship. If its "Most Developments", look to Doomed World. The reasoning is simple: progress towards these goals only happens when you give extra build actions of that type, and you yourself don't use them. Using these one-shots basically means you won't use those builds. So deny the privilege of getting ahead in the "loaded" build by calling the opposite.
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Likewise, if you feel you won't ever use those "discard to use" abilities, just keep it in line.

Moreso for CS. DW's -1pt is often more harmful than good, even if it helps with with certain goals that I find it's not as good to build even for what it's worth on its own merits, without using its discard power of course. Otherwise, you could build it just to get the Innovation Leader (all powers) 1st goal, or just for the +1 look for a while long enough to make use of it.

If you don't plan on using Colony Ship (e.g. you've been keeping track that all the 5-cost worlds and perhaps some of the 4-cost worlds are already out or through the deck, the game is ending too soon), it may be worth it to keep this in your tableau give you an edge on Greatest Infrastructure. Worth one pt. 2pts if you happen to have Galactic Federation

Ditto with New Military Tactics.
 
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Greg Meyer
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These cards excel in the early game when cards are at a premium.

Later tableau tempo becomes more important.

Recently I started as Separatist Colony with a classic development rush (Public works Interstellar Bank).
I picked up the Colony Ship and Galactic Studios and worked them into the mix turn 2
I drew another colony ship and LSAW after from the IB and PW for turn 3!
Obviously the Colony ship synergizes well with a dev rush

the doomed world works with the settle enablers
Improved Logistics, Terraforming Guild, etc
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Dave J McWeasely
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Yeah, they're not bad if you know that your opponent won't be able to draft your action. But if they might, or if the goals are out ... 4get that and do something else.
 
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