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

Subject: Blitzing the Alien Factory rss

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Dave J McWeasely
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In Two Player Advanced, the soonest Damaged Alien Factory is likely to trade is at the end of Turn 2. Prior to that it'll probably spend a card on Produce. That gives you potentially up to 4 build actions with a 4-to-3 card advantage, plus about a 2-card advantage from your greater number of build actions.

If your starting hand allows it, use this window of advantage to build up an unassailable advantage in powers. Low cost, high power worlds and devs are the keys here: Public Works, Deserted Alien Discount World, Contact Specialist, Trading Post, Expedious Force.

If the Most Developments Most Goal is out, then discared-to-pay cards like Colony Ship, R&D Crash Program, and New Military Tactics are less toxic than usual. That's becauce if you can pair them with a strong attack - say a double dev on T1, or three develops by T2, chances are extremely good that DamFac can't draft your breakaway.

Just don't overextend yourself and go into Turn 3 with a 1-to-8 card disadvantage - you'll just get blitzed back!
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Serge Levert
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Good advice.

Though i have a very good track record with DAF, my relationship with it is on the outs because i'm starting to really dislike its early game phase predictability...
 
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Philip R
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I completely agree with your valuation of the DAF. Unless there are suitable goals for DAF, I would always choose Ancient Race over DAF because at least Ancient Race potentially misses only one round of dev/settle.

I consider the DAF to be slightly stronger in 2player advanced as you can simultaneously take explorer +1+1 and produce. The explore power will put more cards in your hand, and you can pick and choose based on your opponents actions.
 
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Guy Srinivasan
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Some advice: don't regularly try this with T1 Settles.
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Dave J McWeasely
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GreedyAlgorithm wrote:
Some advice: don't regularly try this with T1 Settles.
I can't remember ever getting a windfall capable to turn a profit with a dangling trade as DAF. Seriously, it seems really really rare.

That's one reason its so devastating when it happens.
 
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Rob Neuhaus
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How many are there?

Alien Toy Shop, Empath World, Ancient Race, Pre-sentient Race, Alpha Centauri, Destroyed World, Blaster Gem Mines, Asteroid Belt, Radioactive World, Galactic Bazaar.

If I calculate correctly, this means there is about a 37% chance of DAF having at least one of those in his initial six, assuming no other start is Alpha or AR.
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Edward
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rrenaud wrote:
How many are there?

Alien Toy Shop, Empath World, Ancient Race, Pre-sentient Race, Alpha Centauri, Destroyed World, Blaster Gem Mines, Asteroid Belt, Radioactive World, Galactic Bazaar.

If I calculate correctly, this means there is about a 37% chance of DAF having at least one of those in his initial six, assuming no other start is Alpha or AR.

+Refugee World
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Biodiesel
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theory wrote:
rrenaud wrote:
How many are there?

Alien Toy Shop, Empath World, Ancient Race, Pre-sentient Race, Alpha Centauri, Destroyed World, Blaster Gem Mines, Asteroid Belt, Radioactive World, Galactic Bazaar.

If I calculate correctly, this means there is about a 37% chance of DAF having at least one of those in his initial six, assuming no other start is Alpha or AR.

+Refugee World

+Dying World, too. Or is that RvI?
 
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Rob Neuhaus
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I am not sure if trading away a good for 2 cards and taking the military penalty is worth it.
 
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Edward
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Sappington wrote:
theory wrote:
rrenaud wrote:
How many are there?

Alien Toy Shop, Empath World, Ancient Race, Pre-sentient Race, Alpha Centauri, Destroyed World, Blaster Gem Mines, Asteroid Belt, Radioactive World, Galactic Bazaar.

If I calculate correctly, this means there is about a 37% chance of DAF having at least one of those in his initial six, assuming no other start is Alpha or AR.

+Refugee World

+Dying World, too. Or is that RvI?

Base game also has Galactic Resort.

Including RvI, there's Universal Symbionts, and that 3-cost brown windfall with +1 see and the -1/+1 Alpha discount.
 
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Dave J McWeasely
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And I'm not sure its worth it for some of the 3-cost windfalls. You really want to dangle a blind trade out there for Galactic Resort, and lose all your initial 6-look hand quality for 2 random topdecked cards? You then have to discard one of them and go into turn 2 with 1 card.
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Rob Neuhaus
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I don't want to do it with Galatic Resort, that's why I didn't list it ;P.

Blaster Gem Mines on the other hand, I think the +1 mil makes and the extra card makes it worth it.

Galactic Bazaar is probably the weakest card where I'd be willing to call a trade/prod if I had it in my hand.
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rrenaud wrote:
I don't want to do it with Galatic Resort, that's why I didn't list it ;P.

Blaster Gem Mines on the other hand, I think the +1 mil makes and the extra card makes it worth it.

Galactic Bazaar is probably the weakest card where I'd be willing to call a trade/prod if I had it in my hand.
still worth 3 cards on a nake trade.
 
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