GeekGold Bonus for All Supporters at year's end: 1000!
8,607 Supporters
$15 min for supporter badge & GeekGold bonus
19 Days Left

Support:

Recommend
13 
 Thumb up
 Hide
16 Posts

Race for the Galaxy: Rebel vs Imperium» Forums » Strategy

Subject: Analysis of all the cards rss

Your Tags: Add tags
Popular Tags: [View All]
Dave J McWeasely
United States
Louisville
Kentucky
flag msg tools
designer
Avatar
mbmbmb
This article lists all the cards and my views on them, after 200+ plays. It borrows it's format from Alexfrog's basic set article.

Alexfrog wrote:
My rating system for the cards will be to give each card a rating of 1-4 stars in two areas.
Rating 1 is for its ability to develop your position, in terms of card income, good production, consumption powers, military strength, etc.
Rating 2 is for its ability as a scoring play, once you already have a decent economic setup.


Developments

Galactic Bankers (6)**/****
Another 6-cost development that gives points and cards for calling Develop. Though it's power or scoring are not as high as GalFed, it probably edges New Economy as the #2 most powerful development developer. The draw power is huge when combined with Interstellar Bank and/or Galactic Developers, as it gives you enough card cycling to call develop all the time in 2pa. With the Brink of War, this card earns a prestige, which buffs it's rating to ***/****.


Galactic Exchange (6) **/****
This card is the other half of a "diversified economy" production strategy. Unlike it's stable-mates of Free Trade Association and Mining Guild, Galactic Exchange also scores well in military tableaus, or as a finale (possibly with Consume:2x) for the dreaded Terraforming Guild tableau.

Imperium Seat (6) TOs ON: **/**** TOs OFF: */****
With takeovers (TOs) off, this card has the weakest 6-power of them all - +1 mil versus Rebels only. With TOs on, AND rebels in play elsewhere, AND a big military AND a reason to punish that player, this card can break an opponent's will to live. Don't overlook this card's scoring potential: It stacks very well indeed with Rebel Alliance, Galactic Imperium, or Imperium Lords. A pair of these are explosive. Three or more is probably the most effective scoring engine in the game.

Pan Galactic Research (6) ****/**
This is what Research Labs wants to be when it grows up, and probably the most feared 6-dev in the opening. However, it's strengths are mainly in the Explore and Produce phase. Just deemphasize those phases and you'll be fine. Settle/Trade/Terraforming is your friend - that can neutralize the card advantage of PGR.

Prospecting Guild (6) ***/****
"The New SETI" is even stronger. The various powers of this card are not much individually, but they're nice to have. Combine it with the awesome scoring potential of a Rare-heavy settling strategy, and you've got a card that out-SETIs SETI. Once you know you're getting this card, call Settle more often...

Rebel Alliance (6) TOs ON ***/**** TOs OFF **/****
You become what you fight, and the Rebel 6 wants the same thing as the Galactic Imperium 6: lots of military worlds, preferably Rebel ones. In fairness, it scores for rebel cards, so will always score at least 2 more than GI. The settle power is interesting but ultimately not as good. The takeover power is interesting, since it gives 2 pseudo-military per Rebel military world towards takeovers. It's possible for a duel situation where a Imperium Seat player can take Rebel Worlds, but the worlds are almost immediately re-takeable by the Alliance player. Needless to say, we haven't actually seen this happen in practice.

Uplift Code (6) ***/****
This card is a roller coaster. It's highly dependant on an unlikely glob of chromosome worlds coming together in your hand ... yet it's more common than I'd imagined. It turns Vanilla Uplift Race into a 5 vp settle and an awesome produce power. Like Imperium Lords before it, this card is best developed on a turn when you can surprise a produce against your "powerless" windfall tableau. With The Brink of War, it gets a prestige too, which makes it even stronger.

Imperium Cloaking Technology (1) TOs ON: ****/** TOs OFF: **/**
Without Takeovers, ICT gives you two things: A weak colony ship that works on aliens, and a cheap IMPERIUM keyword for scoring with Imperium Lords/Seat. It is seldomly a good play in these cases. With TOs on, it gets a lot more respect, and begins to blunt your opponent's play in ways that you can't fully appreciate until you've been staring at it. Plus, if the arms race goes against you, you can always jettison the IMPERIUM keyword on a settle to remove that vulnerability. I'm not sure about the 4th star here. It probably only deserves the 4th star in target-rich 3p-5p games though.

Imperium Troops (1) TOs ON: ***/* TOs OFF: ***/**
Seldomly as good as Space Marines, the Troops give you a vulnerability as well. With Takeovers on, I don't deploy them speculatively like I might deploy Expedition Force or Space Marines. Instead I hold them until I know I need them. That said, they do score well in the endgame if you can get a lot of IMPERIUM keywords, and particularly they stack well with Imperium Warlord.

R&D Crash Program (1) ***/*
This seems like one of the better designed cards. On its surface, it provides only 1 card discount for the lost tempo, which is not worth it. But with the UDT (Unholy Develop Trinity), you effectively get double-discounts on your final development, which can really help you get those 6s in a Develop Spam strategy. Otherwise, it's a decent way to pass the time as you're getting crushed by repeated develops.

Rebel Pact (1) TOs ON: ***/* TOs OFF: **/*

Rebel Pact makes your small-military tableaus invulnerable to all but the most insane Hidden Fortress power drives. It's pay-for-mil-settle power goes with three cards: Contact Specialist, Rebel Cantina, and Rebel Alliance. It's good with all these, and if you get the combo it's much cheaper than developing a "real" military. Just be aware, you'll never get Aliens, and you won't be able to thunk down unending chains of big military worlds in the final turns. There's no free lunch.

One final word: If you've got a huge crappy hand, develop this and E+5 the next turn. The mix-n-match explore can really save your bacon.

Galactic Salon (4) */****
A huge shot in the arm for Produce/Consume. Now a producer can draft a develop and expand their economy size. No build action is safe! Alien Toy Shop stirred the pot in Gathering Storm because it let balanced economies grow by 2 notches per settle, which was unique. Galactic Salon does the same, by growing the economy 1 notch on a develop. Any Produce/Consumer should be happy to see this in their hand, and wait for the other guy to step into the trap...


Galactic Advertisers (3) ****/**
The consume phase leech is huge: build-heavy strategies have feast-or-famine tradeoffs, where they starve to get a big build out. If your opponents correctly anticipate your build actions, draft it, and call trade themselves to refill their hands, this at least gives you a measure of relief. Early on, the trade bonus quickly recoups the investment cost and provides cardflow. In the opening, this card is incredibly strong, often even better than Interstallar Bank!

Mercenary Fleet (3) ****/**
This card is stronger than Dropships when you've got one small good early military world, and are hoping to go military later. Late in the game, when there's less uncertainty about the strength you'll need, you're overpaying for the flexibility they offer.



Military Worlds

Alien Monolith (8) */****
Rebel Stronghold (9) */****
They're big rocks of points. They get even more profitable in TBoW because of the prestige.

Alien Uplift Center (5) Goals ON: ***/****; Goals OFF: **/***
Abandoned Alien Uplift Camp (1) **/**
The "lemon / lime" worlds are all about the goals. Without goals, they can score with 6-devs, but it's a lot more work. AAUCamp can make a green settle strategy affordable.

Blaster Runners (1) **/*
If someone's called Settle and you have nothing else good to play, these guys are your guys. They see some play with the explore goal out as well. Otherwise they're not good enough.

Devolved Uplift Race (1) ***/**
Half the price of Artist Colony and it scores 3 with a 6-development as well. The difference is: GalRen sux. You might actually want to build Uplift Code.

Hidden Fortress (5) ****/***
The military trump card. Once you get this out, few will be able to resist your takeovers. A very worthy target for Colony Ship / Cantina.

Insect Uplift Race (2) ****/***
These guys get new stature because of Uplift Code.

Primitive Rebel World (1) **/**
Rebel Convict Miners **/**
Goals, pumpable military, , and a REBEL keyword ... nice if you think you can keep them. Even on the first turn, I'll think hard about settling Convict Miners over an Uplift Race when I'm the Rebel Cantina.



Non Military Worlds

Alien Data Repository (7) */****
Played in the late game for points, the production power is largely ornamental. The explore power is there to score the Explore goal. Not viable early because of the crippling cost. In a pinch, it makes a great target for a cloaking device.

Dying Colony (0) **/*
It's dying, but it makes a decent windfall for a produce/consume tableau that doesn't yet have one. Pairs well with Expanding Colony (har har).

Galactic Developers (2) ****/*
When they settle against your develop strategy, this card is the icing on the cake! Cardflow is so key to develop strategies that I've even called Settle early to get this down. Be careful against a possible Produce/Consumer though - if their economy goes to size-3 because of your settle, and they get the hanging produce, you're in trouble.

Gem Smugglers (3) ***/*
Alpha Centauri with an explore power and a VP, for another card's cost. Tactically useful at best. Fun with AC itself, since it's cheaper and then you get enough of a discount on brown that you can call chain settles.

Gene Designers (6) **/***
Worse than Lost Species Ark World for the early Doomed World, this is only really cracking with a green produce tableau, and those are extremely unlikely to be competitive plays. Often the first card to be discarded...

Imperium Blaster Gem Consortium ****/***
Who needs trade when you can C:2x for two chips and two cards? Not IBGC! It scores with everything, gives you military, the Imperium keyword, is great in Produce/Consume, and gives a prestige. New Earth is shamefully obsolete.

Imperium Warlord **/**
The Goggles - they do nothing!

Interstellar Prospectors ***/**
Like Alien Toy Shop these guys potentially expand your production economy by 2 notches, but you need rare windfalls and consume powers to capture the value. Great when it works, a little tragedy otherwise. The explore power is a nice perk.

Rebel Cantina ***/*
Rarely built mid-game as a card drawing engine, and rarer still as a crappy Contact Specialist. Greedo beware: the "no blasters" policy is loosely enforced, you don't lose any military for having these guys.

Snuggling World ****/***
Spam blue with this as your first blue world. With fairly common god draws - ideally this card, ELC, Gem World, and Consumer Markets - you should spank even the cheesiest opening strategies.

Trading Outpost **/*
Surprisingly weak. You want this early, but early is precisely when you should be speculatively building production instead. Given this or Volcanic World, I'll usually build Volcanic World.

Universal Symbionts ****/**
This tactical card is Ancient Race's best friend. If you have the green windfall to back it, this world is better than adding a green production world of the same size, because it comes with a good immediately and gets you good on produce too.

_______________________________

In the interests of having a real range of ratings, I've intentionally been harsh against some cards. Really, looking at these cards, they are pretty darn balanced. Nothing sticks out at me as troublesome, except for the possibility of drawing insane quality royal flush hands with, for example, Uplift Code, Snuggling World, or Imperium-Rebel spam. That's the price we pay for a bigger deck, I guess.

8 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Brendon Russell
New Zealand
Auckland
flag msg tools
badge
Avatar
mbmbmbmbmb
Nice article! I think most of your evaluations are pretty close to the mark.

MrWeasely wrote:
R&D Crash Program (1) ***/*
This seems like one of the better designed cards. On its surface, it provides only 1 card discount for the lost tempo, which is not worth it. But with the UDT (Unholy Develop Trinity), you effectively get double-discounts on your final development, which can really help you get those 6s in a Develop Spam strategy. Otherwise, it's a decent way to pass the time as you're getting crushed by repeated develops.


Don't forget its Consume power, which I find is very useful as well - I'm often sad to see it go if I've had this card around for a couple of turns and used it. Ditching a useless card from your hand and potentially getting a better one is a nice little bonus.

MrWeasely wrote:
Rebel Pact (1) TOs ON: ***/* TOs OFF: **/*
It's pay-for-mil-settle power goes with three cards: Contact Specialist, Rebel Cantina, and Rebel Alliance.


It gains a couple of new friends in the Brink of War too, including another start world, so it's likely to start appearing in tableaus more often.

MrWeasely wrote:
Trading Outpost **/*
Surprisingly weak. You want this early, but early is precisely when you should be speculatively building production instead. Given this or Volcanic World, I'll usually build Volcanic World.


It is indeed a lot less powerful than it initially seemed. It's pretty sweet to sneak it in on your opponent's turn 1 settle with Ancient Race or Alpha Centauri though.

MrWeasely wrote:
Rebel Alliance (6)
In fairness, it scores for rebel cards, so will always score at least 2 more than GI.


That's true in the majority of cases, although GI will effectively be worth the same number of points as RA if you have either Imperium Lords or Imperium Seat as well; 2 more if you have both.
3 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Ville
Finland
Unspecified
flag msg tools
Avatar
mbmbmbmbmb
MrWeasely wrote:


Trading Outpost **/*
Surprisingly weak. You want this early, but early is precisely when you should be speculatively building production instead. Given this or Volcanic World, I'll usually build Volcanic World.




I agree with this. I was initially very excited about this card, but in practise I almost never play this. Building production with settle action is much more important.

EDIT: Fixed some typos.
1 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Kester J
United Kingdom
flag msg tools
badge
Avatar
mbmbmbmbmb
Good job! Can't see too much I'd disagree with here.

The only thing that stood out to me was 6-cost score ratings: you've given everything **** (Pan-Galactic Research excepted), presumably because they score better than normal cards. I'd be more interested to see their scores relative to other 6-devs. My brief attempts follow.

Galactic Bankers: ** Doesn't have anywhere near the scoring potential of Galactic Federation or New Economy. Usually scores in the 5-6 range, and can expect at best 10 points from a dev-heavy tableau. Gets a lot better if you can make use of the deficit spending power.

Galactic Exchange: *** Very low variance: often scores a respectable 9-10 points, but it's hard to hit the maximum 13.

Imperium Seat: **** Can often score 10-12 points on its own in a military-heavy tableau, and has an excellent synergy with the other Imperium 6-devs.

Prospecting Guild: *** I expected it to be a bit better than SETI, but tend to find it a bit worse. With the abundance of explore powers in RvI, PG will usually score a couple of points less than SETI on the average tableau. It is occasionally a giant lump of points for a brown tableau though, so tends to have higher max scores.

Rebel Alliance: *** An odd one. Scores well with a military tableau, but while it has synergy with tableaus beneficial to other military 6-devs it has none with the 6-devs themselves. Unless I'm Rebel Cantina, I'll usually choose Galactic Imperium over this.

Uplift Code: ** Although this saw big points in the early days of RvI, it now usually scores surprisingly low. As uplift worlds are rare and generally undesirable en masse, this is very often only 5 or 8 points. It's still a good play simply for the produce power though.

Archvile wrote:
MrWeasely wrote:


Trading Outpost **/*
Surprisingly weak. You want this early, but early is precisely when you should be speculatively building production instead. Given this or Volcanic World, I'll usually build Volcanic World.




I agree with this. I was initially very excited about this cards, but in practise I almost nevery play this. Building production with settle action is much more important.


As a trade-focused card, Trading Outpost gets better the more players there are. It's a pretty good play early on in a 4-player game, but pretty rubbish in 2-player (though it is good for a couple of goals: all powers and most explore).
4 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Samuel Cross
United States
Connecticut
flag msg tools
MrWeasely wrote:
Nothing sticks out at me as troublesome, except for the possibility of drawing insane quality royal flush hands with, for example, Uplift Code, Snuggling World, or Imperium-Rebel spam. That's the price we pay for a bigger deck, I guess.



Dig the article, and think you're right about pretty much everything. I only /wish/ there was a snuggling world. What would the card art be?
1 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Dave J McWeasely
United States
Louisville
Kentucky
flag msg tools
designer
Avatar
mbmbmb
Kester wrote:
The only thing that stood out to me was 6-cost score ratings: you've given everything **** (Pan-Galactic Research excepted), presumably because they score better than normal cards. I'd be more interested to see their scores relative to other 6-devs. My brief attempts follow.
Thank you. I was too slavishly obeying Alexfrog's original format.


Kester wrote:
Prospecting Guild: *** I expected it to be a bit better than SETI, but tend to find it a bit worse. With the abundance of explore powers in RvI, PG will usually score a couple of points less than SETI on the average tableau. It is occasionally a giant lump of points for a brown tableau though, so tends to have higher max scores.


Ok, I overstated my case - it's not a perfect drop-in replacement for SETI. But by modifying behavior a little bit, favoring the brown worlds, it's a beast. Especially when Largest Industry (blue brown most goal) is out. It really shines when teamed with Alpha Centauri's settle power.
1 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Dave J McWeasely
United States
Louisville
Kentucky
flag msg tools
designer
Avatar
mbmbmb
Gambling World (1) ***/**
The new Gambling World power is stronger than you'd think. You gamble useless chaff, and in exchange you probably get a plum delve through the draw pile. With the develop strategy and Galactic Bankers, this card absolutely should hit the table on any drafted Settle. Stop sniggering and try it out!
1 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Eric Jome
United States
Franklin
Wisconsin
flag msg tools
designer
badge
Avatar
mb
MrWeasely wrote:
Blaster Runners (1) **/*


Hmmm... I don't think you are being entirely fair to this one. Several starting worlds have only 1 military and this is a huge step up for them at the beginning of the game - no cards lost, 1 card gained (because you played Settle), vastly improved explore actions and the ability to break into higher defense military worlds. This can be an essential early game card that really opens up a lot of options...

Late game, as a point scorer, I agree. "You smuggled blasters through the blockade? Throw them on the pile in the back... maybe someone can use one as a paperweight."

Quote:
Imperium Warlord **/**
The Goggles - they do nothing!


I totally lol'd.
1 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Eric Jome
United States
Franklin
Wisconsin
flag msg tools
designer
badge
Avatar
mb
MrWeasely wrote:
Trading Outpost **/*


The Rodney Dangerfield card... really, does no one ever actually trade their windfall goods for more cards?

Trading Outpost is a military card. You will be settling worlds and trading their windfall goods away for more cards... and exploiting explore to find more conquests. This helps both of those. It's also good for a variety of goals and is something you can settle when you don't have a powerhouse military... good for the Contact Specialist approach to military strategies.

Novelty trades as well as Genes.
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Jorge Montero
United States
St Louis
Missouri
flag msg tools
badge
I'll take Manhattan in a garbage bag. With Latin written on it that says "It's hard to give a shit these days"
Avatar
mbmbmbmbmb
The goggles are a whole lot better when playing without takeovers: My least favorite part of the card is that, with takeovers, it pretty much forces you into the high military race, and if the right cards don't come your way, it gets you in deep trouble. We've seen much failure for the goggles when takeovers are on.

When takeovers are off, it's a pretty decent starting world.
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Ville
Finland
Unspecified
flag msg tools
Avatar
mbmbmbmbmb
cosine wrote:
MrWeasely wrote:
Trading Outpost **/*


The Rodney Dangerfield card... really, does no one ever actually trade their windfall goods for more cards?

Trading Outpost is a military card. You will be settling worlds and trading their windfall goods away for more cards... and exploiting explore to find more conquests. This helps both of those. It's also good for a variety of goals and is something you can settle when you don't have a powerhouse military... good for the Contact Specialist approach to military strategies.

Novelty trades as well as Genes.


The problem is that settle action is damn expensive thing by it's own. If you call settle and play this, the producer/consumer gets to expand his engine and you miss the opportunity to either do the same or build your military engine/play military card for points.

If you just leech this on the same turn you are trading, ok you get the benefit right away but playing this card costs 2 cards too and you need two trades to make this profitable. In a military strategy you could have instead settled let's say green windfall world which costs only one card and you can trade next round for 4 again.

Of course there are situations where playing Trading Outpost is good choise. I agree that it's good card when trying to get some goals. TO is quite balanced card, but maybe a bit one the weaker/more niche side.
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Alex Chen
United States
Colorado
flag msg tools
Avatar
mbmbmb
I also think Trading Outpost should be at least ***/*. Unless you are specifically going p/c, production worlds tend to have sharp diminishing returns after the first. In general, I would much rather have Gem World and Trading Outpost than Gem World and Volcanic World.

I think tempo is an important consideration as well. If you are trading this turn and there's no produce, this is a superior play to playing a production world. There are plenty of production worlds, but efficient cards with high trade bonuses are limited almost exclusively to TO. The world fills a much needed niche.

I'll agree that it might not be as insane as it first looks, but let's face it - it looks pretty amazing. Surely it's better early game than Rebel Cantina?
3 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Matt N

Pennsylvania
msg tools
Avatar
mbmbmbmbmb
Good article. Some remarks...

The ratings appear to be in absolute terms, but I'd consider them more useful if they were relative to cost, particularly for the scoring ability of a card. Imperium cloaking technology scores very well, I believe the best of any one cost card in the deck (due to two bonuses from two six-costs), while bankers scores fairly poorly for a six cost. Yes, I'm ignoring the discard portion of the card. Honestly, a 1 cost, 1 point development with some scoring synergy and no other powers is above at least 10% of the cards in the deck for my typical strategies.

I don't consider goals to be a big boost for the uplift worlds. Alien + uplift gets you at most six; blue + production gets you at most ten (I'm ignoring the all colors goal, although it gives a minor boost to alien cards more). Rebel + blue/brown will likewise get you at most ten. As with TGS, the three cost goals for worlds are mostly red herrings when the 5 cost goals are out (and you can contend for them).

Rebel pact isn't that bad of a scoring card... 2 for rebel, one for galactic survey.

Uplift code is the ultimate in variance; I played a game last week where I had EVERY world with a chromosome (I believe 6 of them) and scored 20 points off the development, which is a personal high. I had Imperium lords as well, and drew 18 cards on the last turn's produce... Yet, uplift code usually is a 5 point card for me with a two card draw. It's overall a solid card that I will try a bit to keep in my hand, given a means to play an uplift windfall (that I may not have), but it's rarely a strategy-defining one.

Edit: Just noticed that MrWeasley has six out of the last ten posts in this forum - does he gain majority control of the forum now?

Just kidding; I appreciate the excuses to talk about Race.
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Once the Geek has you, there is no escape...
United States
Binghamton
New York
flag msg tools
badge
Avatar
mbmbmbmbmb
MrWeasely wrote:
Blaster Runners (1) **/*
If someone's called Settle and you have nothing else good to play, these guys are your guys. They see some play with the explore goal out as well. Otherwise they're not good enough.
I agree with the ratings and this is primarily an early leech, but Blaster Runners can be a nice early military step-up with Epsilon Eridani, Separatist Colony, or IMPERIUM Warlord. Occasionally, it can be the right play when the 6+ Military Goal and/or the Explore Goal is out.

MrWeasely wrote:
Hidden Fortress (5) ****/***
The military trump card. Once you get this out, few will be able to resist your takeovers. A very worthy target for Colony Ship / Cantina.
One of my favorite uses for Hidden Fortress is in a Takeover game or when the 6+ Military Goal is out. I'll start with a timid Contact Specialist and a REBEL Pact, drop lots of Military Worlds, use a late game Settle to put out Hidden Fortress and bring my Military up to 6 or so, and then finish up with some big Aliens or REBELs. Add Improved Logistics to taste.

MrWeasely wrote:
Gene Designers (6) **/***
Worse than Lost Species Ark World for the early Doomed World, this is only really cracking with a green produce tableau, and those are extremely unlikely to be competitive plays. Often the first card to be discarded.
I think you're overstating your point here a little. Contact Specialist, Abandoned ALIEN UPLIFT Camp, UPLIFT Code, Pan-Galactic League, Universal Symbionts, and the list goes on. If you can get a few of these out, Gene Designers can plug right in. A tactical play and rarely better than Lost Species Ark World, Gene Designers still has quite a bit of potential.

MrWeasely wrote:
Trading Outpost **/*
Surprisingly weak. You want this early, but early is precisely when you should be speculatively building production instead. Given this or Volcanic World, I'll usually build Volcanic World.
This is to Blue start Worlds what Blaster Runners is to Red start Worlds. A good leech particularly for Alpha Centauri, Earth's Lost Colony, Ancient Race, and Damaged ALIEN Factory when you don't want to miss a build and you have nothing better. Also can be very helpful for goals, but otherwise not something you should play very often.
1 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Edward
United States
New York City
flag msg tools
badge
Avatar
mbmbmbmbmb
cosine wrote:
MrWeasely wrote:
Blaster Runners (1) **/*


Hmmm... I don't think you are being entirely fair to this one. Several starting worlds have only 1 military and this is a huge step up for them at the beginning of the game - no cards lost, 1 card gained (because you played Settle), vastly improved explore actions and the ability to break into higher defense military worlds. This can be an essential early game card that really opens up a lot of options...

Agreed. This is nice for a first-turn double settle opening.
2 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Tim Rogers
Canada
Kamloops
British Columbia
flag msg tools
designer
badge
Avatar
mbmbmbmbmb
Quote:

Snuggling World ****/***


Who wouldn't want to visit the "snuggling world"?! If the world was actually called this I might actually be able to convince my wife to play! As it turns out she's actually more interested since Brink of War due to the pink playing pieces.
1 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Front Page | Welcome | Contact | Privacy Policy | Terms of Service | Advertise | Support BGG | Feeds RSS
Geekdo, BoardGameGeek, the Geekdo logo, and the BoardGameGeek logo are trademarks of BoardGameGeek, LLC.