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Subject: Event Card Statistics rss

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Harold Martin-Vignerte
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Hello,

has anybody done statistics on the event part of the cards. I'm especially interested in the "opportunity" statistics of the event cards. That is, how often do you get the chance to play an event card. So for example a "glory" card can pretty much be played every turn, while an avoid fire obviously much less.

With a limit of 6 cards (w/o the optional technology or a special card) in the hand, and the propensity to "keep" certain cards, it seems to me that the "value" of a card is dictated also very much by the opportunity to play it i.e. recycle / get rid of it.

Thanks for any hints.

harold

 
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N Petersen
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Re:Event Card Statistics
zpmu061 (#454748),

I agree with you regarding this. Things change so fast in this game (cards on hand, played events and new empire can quickly change the situation radically), so it is almost impossible to plan ahead in detail. Rather, one must often stick to a general planning, and then adjust all the time.

Thus it seems like a good idea to spent event cards on the first "fairly good" opportunity, rather than saving them until the perfect situation arises - except for the most powerful cards (powerful events that can topple empires if played at the right time, counter cards, powerful empires that gain significant advantages by being played under certain conditions etc.)

This allows for getting new cards on hand each turn as replacements for the used ones. In saving a card there is a signigicant "opportunity cost", as since cards are replaced for free this means that each turn a card is saved, a potential play of the replacement card (event, empire, artefact etc.) is not done.

This of course depends on several factors. In games with few players (especially if only 2 players) each player has so many actions available that he can easily do destiny every turn (and sometimes maybe even use wild card for a second destiny), but in games with many players, or when a player has only few empires in play, he might have a hard time squeeze in that destiny, in which case he can of course save his card in hand for next turn, if the opportunity for playing is not good enough.

Also, if playing with "take that" optional rule (nice to do once in a while to get a little variety, especially when few players and thus many actions for each) then it is more difficult to get artefacts and "local" events played at the right areas, and one may have to wait until next turn (or even a turn after that) until it can be played.

There is also a decision to be made regarding whether to discard a card in order to get to draw a replacement, or whether to keep it if it might be useful next turn.

So all in all, you are right that as long as one can do a civilize every turn, then it is often best to use cards quickly, in order to get to draw new ones. 7 Ages is a very dynamic game, both in terms of cards and of empires (which is probably where it differs most from fx WiF - in 7 ages one has to get used to empires come and go (a single event or new empire can sometimes spell doom for even the most powerful empire), instead of trying to keep ones empires through the entire game)
 
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