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Subject: RFTG first session report rss

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Michael
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Lincoln
NE: NEBRASKA
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This is my first attempt at a session report, so any feedback is helpful.
So it was me against my arch rivals, player A and player B in a base set game. Player A and player B had names, but don’t you worry about them. I began with Epsilon Eridani, which is nice because it gives me +1 to my military, and great consumer power (+1 card, +1VP). Player A had Old Earth, and Player B had New Sparta.

I began by playing 2 consecutive settles, putting out Rebel Fuel Cache, and New Survivalists because they cost no cards to put out, and the settling bonus gave cards to me. Player B got off to slow start, exploring twice only to get out Deserted Alien Colony. It is a powerful card, but I find that it is hard to succeed when it takes you two turns to put out a single card, and that card costs the majority of your hand. Plus the main advantage of New Sparta is that you can crank out small military planets with ease. I’m assuming he had none of those, which is really a rough start. Regardless, at this point I really stopped considering Player B a threat.

I know the game had only gone two turns, and anything can happen, but it is so hard to come back from a start like that. His tableau added nothing to his playing ability, and his hand was depleted. Player A meanwhile had gotten out Destroyed Rule and Galactic Resort. His consume trade on turn two gave him 4 cards and 1 VP, which is substantial, whereas I had only got 1 card and 1 VP. But I was excited to draw Galactic Trendsetters. At a cost of 5, it’s expensive but you can consume one good for 2 VP, which is powerful when you use the Consume 2X card.

At this point I decided to produce, because both of my opponents had only windfall worlds. I had one, but I could use the produce power to take care of it. I followed it with a consume trade, because I was in the need of cards. Luckily on that same turn, Player B settled, allowing me to get out the Galactic Trendsetters. My trade got me 2 points and 3 cards, and not much for anyone else.
Player B used these turns to get out Terraformed World and Spice World. Terraformed World is another one I’d hate to see played early. It costs 5 and is worth 5 victory points, but it’s only power is consuming one good for 1 VP. I like cards that give you a lot of ability bonuses early, instead of a lot of points. I am confident I can beat player B now.

A: 7 B: 11 Me: 9

Player A got out Replicant Robots. A 4/2 development that makes non-military worlds cost 2 less to play. When I first got Race For the Galaxy, I was enamored with Replicant Robot, but lately I’ve been less then enthused. The bonus seems great, but if you get it out too late, you are only throwing away cards. Player A is pretty close to my “too late” stage for Replicant Robots.

At this point I decide to do the Produce/Consume 2X actions for the rest of the game. It gives me 6 points and 1 card every two turns, which is okay, but the real advantage is in how little in helps my opponents. As I try this Player A settles twice to take advantage of his robots to get out Mining World and Alien Rosetta Stone World. I’m even able to get out some worlds of my own; Secluded World and New Vinland. Not great for points but the important thing is that I’m making more use of their actions then they are making use of mine.

As I push the produce/consume2x two turn set once more, I was even able to get out New Earth, a powerful 5 cost producing world with a great consume bonus, one card, 1 VP. The final consume took player A from 21 to 28, and player B from 22 to 26 points (They both settled and got points from that too). I pushed myself from 28 to 36 which depleted the stack of VPs, ending the game in my favor.

Now, I know I wasn’t able to give exact card plays, but I did mention all the important ones. Player A continued to push out some planets, Alien Rosetta Stone even helped him get out a 6 cost yellow world. Player B wasn’t able to do much, as predicted. He eventually got out a 6 cost development, but it only gave him 4 points.

I stopped giving super detailed results when I did because I find when one player gets the economic advantage like I did, the produce/consume combo till the game ends. While there are many ways to win in Race for the Galaxy, I find that ceding the economic advantage can be devastating. You can get away with having little or no military easily enough. After all, when a military player settles, you can still settle, but when a economic player consumes, the military player usually has little or no option if he has forgone the economy.
I am really curious to know what you guys think of replicant robots. The more I play the less I like it. Does it get better with expansions? Or am I misusing it?
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Konata
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Sedalia
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A combination I like is Replicant Robots + Contact Specialist to settle the expensive Rebel/Alien military worlds for big points.
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Ari Rusakko
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Konata wrote:
A combination I like is Replicant Robots + Contact Specialist to settle the expensive Rebel/Alien military worlds for big points.

I'm fairly sure that you cannot settle military alien worlds with contact specialist.
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Konata
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VorpalBunny wrote:
Konata wrote:
A combination I like is Replicant Robots + Contact Specialist to settle the expensive Rebel/Alien military worlds for big points.

I'm fairly sure that you cannot settle military alien worlds with contact specialist.

Oh yeah, that's true. Then I only meant the Rebel worlds
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Ari Rusakko
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Konata wrote:
Then I only meant the Rebel worlds

Natürlich
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Serge
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Burnaby
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mylittlepwny wrote:
This is my first attempt at a session report, so any feedback is helpful.
Blank lines between paragraphs. ;)

mylittlepwny wrote:
I am really curious to know what you guys think of replicant robots. The more I play the less I like it. Does it get better with expansions? Or am I misusing it?
Nah you went through the standard curve with that card i think. It can be good early game with the right setup, but otherwise it's not incredible. It's very expensive early game, so it's a large investment. It does pay off in the long run, if it doesn't hobble you early game.
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Larry Welborn
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Anderson
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Good first report. I hope you keep writing them.

I think you need to work on formatting. Use blank lines between paragraphs. Bold the most important text. Insert a photo, even if it is just a stock one of the game box. It will break up the text and make it much more readable.

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VorpalBunny wrote:
Konata wrote:
A combination I like is Replicant Robots + Contact Specialist to settle the expensive Rebel/Alien military worlds for big points.

I'm fairly sure that you cannot settle military alien worlds with contact specialist.
Almost true... the distinction I like to ingrain is that you can not settle yellow military worlds with Contact Specialist. A world with ALIEN in it doesn't imply that it's yellow.

For example, you would be able to use Contact Specialist to settle Alien Booby Trap (which is an exp #3 card, but if you and your group see yourselves going there one day, then it's good to point out now then)



In a similar vein, discounts towards yellow worlds (like from ARSW and DAW) only work for yellow worlds, or those that can carry yellow goods. It won't work for gray worlds that have ALIEN in the title, nor for ALIEN developments for that matter.

So with cards like these....


Their III powers will work for these such worlds....


.... But not for these such worlds
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Serge
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ackmondual wrote:
the distinction I like to ingrain is that you can not settle yellow military worlds with Contact Specialist. A world with ALIEN in it doesn't imply that it's yellow.
Wild tangent here. Seeing all the user-created cards/expansions lately i've been in a variants mindset. Reading the above Alien/yellow reminder made me think the other keywords should have an associated color. Alien is often Yellow, Uplift is often Green, Terraforming is associated with Brown.. Imperium needs Purple goods. Rebel wants red goods - perhaps something like weak, one-time use, never re-producing, discard this good to gain +1 rebel military?
 
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entranced wrote:
ackmondual wrote:
the distinction I like to ingrain is that you can not settle yellow military worlds with Contact Specialist. A world with ALIEN in it doesn't imply that it's yellow.
Wild tangent here. Seeing all the user-created cards/expansions lately i've been in a variants mindset. Reading the above Alien/yellow reminder made me think the other keywords should have an associated color. Alien is often Yellow, Uplift is often Green, Terraforming is associated with Brown.. Imperium needs Purple goods. Rebel wants red goods - perhaps something like weak, one-time use, never re-producing, discard this good to gain +1 rebel military?
Perhaps cubes then COULD come in handy? Otherwise, you can still use cards for those. The V power would surely have some ("convoluted" ) icon to denote that it comes with a good, but can never produce on there. Actually, this icon should be simple.... a purple card (representing a purple good) with a slash mark through it, like you see with Deficit Spending denoting "these VPs may NOT be doubled".
 
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Brendon Russell
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entranced wrote:
ackmondual wrote:
the distinction I like to ingrain is that you can not settle yellow military worlds with Contact Specialist. A world with ALIEN in it doesn't imply that it's yellow.
Wild tangent here. Seeing all the user-created cards/expansions lately i've been in a variants mindset. Reading the above Alien/yellow reminder made me think the other keywords should have an associated color. Alien is often Yellow, Uplift is often Green, Terraforming is associated with Brown.. Imperium needs Purple goods. Rebel wants red goods - perhaps something like weak, one-time use, never re-producing, discard this good to gain +1 rebel military?

Imperium has an association with brown too: 3/5 Imperium worlds are brown, and the others are grey. Rebel leans towards brown too, for that matter: excluding grey worlds there's 4 brown, 2 blue, 1 green.
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Matt N
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Usually I would just call people by their starting world, rather than call them player A. If you say that player B didn't have much luck finding a world, I don't really know what you mean; if you say that New Sparta didn't have much luck, I know that he didn't find a decent low military world.

Incidentally, I almost always explore +5 instead of explore +1/+1 if I don't like my cards with New Sparta. The difference between, say, destroyed world and a two military uplift windfall is quite significant.

Replicant robots is good if you can play it fairly early while retaining a playable world or if you can get some bonuses for playing/having production worlds. Knowing when to skip replicant robots and go directly into a produce/consume strategy is pretty important. It's a situational card.
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Ari Rusakko
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ackmondual wrote:
VorpalBunny wrote:
Konata wrote:
A combination I like is Replicant Robots + Contact Specialist to settle the expensive Rebel/Alien military worlds for big points.

I'm fairly sure that you cannot settle military alien worlds with contact specialist.
Almost true... the distinction I like to ingrain is that you can not settle yellow military worlds with Contact Specialist. A world with ALIEN in it doesn't imply that it's yellow.

For example, you would be able to use Contact Specialist to settle Alien Booby Trap (which is an exp #3 card, but if you and your group see yourselves going there one day, then it's good to point out now then)



Good catch! I had completely forgotten that there is a military non-yellow alien world in the third expansion. My friends usually refuse to play with the 3rd expansion so haven't seen this card so often whistle
 
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