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Mag·Blast (Third Edition)» Forums » Strategy

Subject: My Early Stategy for the game rss

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Justin K
United States
Pennsylvania
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This game can be some what luck driven with cards drawn. But there are strategies I've picked up.

First is this, get rid of cards you cannot immediately use. If you have a sweet Direct Hit effect, do not continue to hold it hoping for a direct Hit card, or visa vera. I've played plenty of rounds holding 1 or 2 cards that never ended up helping me, while loosing ships. Each time you do phase 2 (draw) you should be picking up 4-5 cards. If your only picking up 1-3 every draw phase you aren't going through cards well enough.



Next is BUY SHIPS. Because there are very few defense cards in this game your only real defense is ship fodder. If you can buy a ship, BUY it! Even if you loose a bomber, fighter, or some other cool card. Ships are your only defense.

As long as you do these two important things, maneuvering your ships to enemy weak points is easy.
 
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Jeff S
United States
New York
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Have you tried tightening your ships when you "loose" them?
 
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Matt Epp
Canada
Winnipeg
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Boarding party...ALWAYS keep boarding party if there's a dreadnaught on the board.

But yes, buy ships, and take the ones with the most Hull to start. Staying alive is the name of the game.

One bomber? Sell it. Two bombers? That's like a free auto kill every round. I'm not sure I'd always sell, it very much depends on carrier availability and fleet strength.

Also, kill the recyclons.
 
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