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Subject: Race for the Galaxy , my rematch verses the computer rss

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Charlie Chuckle
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VICTORY OR DEATH!
(Race for the Galaxy rematch verses the computer)

Two players:
Red: computer
Blue: Me

Game #1
Round 1:
Red starts with New Sparta
Blue starts with Epsilon Eridani
Blue explores for 2/3 cards
Red conquers New survivalists (to produce goods)
Blue matches by finding Earth’s Lost Colony (producing goods)

Round 2:
Red has 5cards, 1 world to produce goods on,
Blue has 3 cards, 1 world to produce goods on.
Blue explores for more supplies
Red settles Galactic Trendsetters for double VP’s
Blue matches by settling a windfall world Destroyed world.

Round 3
Red has 1 card, 1 world that can produce for double VP’s
Blue has 3 cards, 1 windfall good and one world that can produce
Strategy note: Blue is picking Develop mainly because Red is low on supplies.
Red explores for 2/3 cards.
Blue develops expedition force for free

Round 4
Red has 3 cards, 1 world that can produce for double VP’s
Blue has 3 cards, 1 windfall good and one world that can produce.
Red and Blue explore for 2 more cards/supplies.

Round 5
Red has 5 cards, 1 world that can produce for double VP’s
Blue has 5 cards, 1 windfall good and one world that can produce.
Red explores for 2 more supplies
Blue develops Space Marines, for 4 total military

Round 6
Red has 7 cards, 1 world that can produce for double VP’s
Blue has 4 cards, 1 windfall good and one world that can produce.
Blue explores for 2
Red settles a huge Lost Species Ark World
Blue follows by conquering an Alien Robot Scout Ship

Round 7
Red has 3 cards, 2 worlds that can produce for double VP’s and cards
Blue has 5 cards, 2 windfall goods, and 1 world that can produce.
Strategy note: at this point in the game, Red has more producing and consuming power. Red will most likely produce to gain 2 cards per produce, and consume to gain a lead…
Blue consumesx2, for 4 VP’s and a card
Red Produces two goods, and Blue produces one off of it.

Round 8
Red has 5 cards, 2 goods ready to sell
Blue has 6 cards and 1 good ready to sell
It should be obvious Red is going to consumex2
Red chooses Consume-Trade for 4 cards and 2 VP
Blue auto consumes for 1 card and 1 VP
Blue produces in an attempt of minimizing the damage red can do…
Red produces 2 goods; Blue produces 1 windfall and 1 good

Round 9 (the score is 10 Red vs 11 Blue)
Red has 10 cards, 2 goods ready to sell
Blue has 7 cards and 2 goods ready to sell
Strategy note: Red has TEN cards; I assume they will settle or develop something big next turn. Since, Red has no room to produce any new goods, I will use this opportunity to produce on my 2nd windfall planet.
Red chooses to settles Tourist World for HUGE bonus to VP’s.
Blue settles Rebel Miners, to have an extra producing planet.
Blue produces 2 more goods, 1 on windfall, another on rebel miners.

Round 10 (12 Red vs 12 Blue)
Red has 6 cards, 2 goods ready to sell
Blue has 6 cards, 4 goods ready to sell
Red conquers Aquatic Uplift Race to gain a Windfall good.
Blue follows up by settling Plague World, to gain a producer and seller ability.
Blue consume-trades for a total of 6 cards and 2 VP’s
Red consumes for 5 VP (I’m scared because double this is 10…)

Round 11 (19 Red vs 14 Blue)
Red and Blue produce, each has 8 cards, red has 3 goods, blue has 5 goods. However, the game is most likely over because red gains higher points for each consume.
Red and Blue consume
Blue gains 2 cards and 6 VP for consume phase
Red gains 10 VP for consume phase.
Red wins with 29 pts, (blue had 20pts)

Ok, so I lost, but I learned something. The x2 or x3 VP multiplier planets are very valuable.

Game #2
Round 1
Red starts with Alpha Centauri
Blue starts with Epsilon Eridani
Red explores 1/7
Blue explores for 2/3

Round 2
Red consume-trades for 3 cards
Blue settles Earth’s Lost Colony, while red follows with BioHazard Mining World

Round 3
Red is winning with two producing worlds, while blue has only one.
Red and blue have 4 cards each. Blue explores in hopes to be able to play Galactic Trendsetters for x2 VP’s imitating the previous match.
Blue explores for 2/3
Red settles Lost Species Ark World, 2nd goods producing world with +2 card bonus
Blue settles Galactic Trendsetters

Round 4
Red has 1 card, 2 good producing worlds
Blue has 0 cards, and 1 good producing world
Blue explores for 2/3 cards
Red produces 3 goods, while Blue follows with only 1.

Round 5
Red has 4 cards, 3 goods to sell
Blue has 2 cards, 1 goods to sell
Red consumes-trade for 6 cards
Blue consumesx2 for 4 VP

Round 6 (Red 5 vs Blue 9)
Red has 10 cards, 2 goods to sell
Blue has 2 cards
Strategy note: at this point, red is going to settle, or develop. The sad part is that I can’t build anything during this turn. It’s slightly suspicious that the next 7 cards in the deck happen to be all over 4. 5,5,6,5,7,4,5 type cards; nothing low enough to be useable in this turn. So even if I did either type of explore, I would fail to build anything. Yes, I checked the +5 explore and undid the turn for +2 explore. I’m not sure if that’s the best thing to do thou.
Red builds Imperium Armaments World (another good producer)

Round 7 (Red 7 vs Blue 9)
Red has 8 cards, 2 goods, 2 worlds that can still produce
Blue has 4 cards, only 1 world that can produce
Blue explores for 2 cards
Red settles New Earth
Blue settles Deserted Alien Outpost

Round 8 (Red 10 vs Blue 12)
Red has 5 cards, 2 goods, and 3 planets that can still produce
Blue has 1 card, 1 good, and 1 planet that can still produce
Red consume-trades for 4 cards 1 VP
Blue consume-trades for 5 cards

Round 9 (Red 11 vs Blue 12)
Red has 9 cards, 4+1windfall planets ready to produce
Blue has 6 cards, 1+1windfall planet ready to produce
Strategy note: If I produce, I can make 2 goods, and sell them for 6 VP’s every 2 rounds…. If Red can produce and sell for 2 VP’s per round. I’m going to produce/consume now.
Red settles a Prosperous World,
Blue settles a Plague World

Round 10 (Red 13 vs Blue 12)
Red has 8 cards, 5 goods ready to sell
Blue has 2 cards, 2 goods ready to sell
Red develops Terraforming Robots (he’s trying to setup a way to sell his goods)
Blue consumes for 1 card 8 VP
Red consumes for 2 cards, 3 VP

Round 11 (Red 18 vs Blue 20)
Red has 7 cards, 2 goods
Blue has 3 cards, 0 goods
Red consumesx2 for 4 VP
Blue Produces

Round 12 (Red22 vs Blue 20)
Red has 10 cards, 5 goods
Blue has 3 cards, 3 goods
Strategy note: Red can gain 6 VP per consume phase, and can consume while Blue is producing for 4 VP. Basically 10 VP every 2 rounds, while, blue only gains 8 VP. That is not good.
Red chooses to develops Lost Species Ark World
Blue develops New Military Tactics (1VP because game is about to end)
Blue consumex2 for 2 cards 8VP
Red consumes for 2 cards 3 VP
Blue wins with 29, and Red loses with 28 VP

GAME OVER! I WIN! VICTORY!!

Some side notes: I think the x2 VP multiplier really helped a lot. Even with only two good producing planets I was making good VP’s.
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Eric Jome
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Something to remember;

Let's say you are playing against the computer and you both play perfectly. Over a very large number of plays, in two player games, you should win on average 50% of the time. That is, half the time the computer would just get better cards than you would and win. In three player, you would average out to 33% of the wins in the long haul.

So, if you are winning about half the time, you are playing about as well as the computer. Significantly less than half, it's probably a better player than you are. Significantly more, you are probably a better player than it is... because I doubt it really is perfect. But then, neither are we.
 
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