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Race for the Galaxy» Forums » Strategy

Subject: How to Effectively Use Goals rss

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Owen Compton
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I'm unsure how I should be approaching the goal card opportunities, should I be just aiming to try and pick them up without sacrificing my build integrity too much or should be placing them as a much higher priority?

What do you do with starting hands that quite clearly emphasise one route quite contradictory to most of the goal possibilities?
 
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Robin Levins
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The Sacred Voice wrote:
I'm unsure how I should be approaching the goal card opportunities, should I be just aiming to try and pick them up without sacrificing my build integrity too much or should be placing them as a much higher priority?

What do you do with starting hands that quite clearly emphasise one route quite contradictory to most of the goal possibilities?

Think of the goals as re-valuing certain cards. They're giving extra victory points towards some things. If you don't have those things, it's less likely worth your time to go chasing after victory points that may or may not be easily accessible. If you do have access to them, ponder whether it's worth whatever capital you'd need to spend in order to get the extra 3 or 5 points such a goal would bring.
 
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Jerry Martin
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I think it can go either way. Many times when I have an opening hand that could go one way or the other I will decide based on the goals. Also at the end of the game when you may be losing steam shooting for a goal or stealing one from an opponent can be worth while. That said, focusing solely on the goals probably isn't going to work unless they are all related such as having all of the military based ones.
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Matt N

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The Sacred Voice wrote:
I'm unsure how I should be approaching the goal card opportunities, should I be just aiming to try and pick them up without sacrificing my build integrity too much or should be placing them as a much higher priority?


You're better off sticking with your strategy first and deviating when it isn't too much effort, at least in the early game as you're learning.. As you play more with them, you'll get a better feel for when to make a suboptimal play (if there were no goals). Obviously, on the last or second to last turn, you should be focused on scoring, and playing spice world for eight points in goals may be better than buying rebel homeworld with a contact specialist.

The Sacred Voice wrote:
What do you do with starting hands that quite clearly emphasise one route quite contradictory to most of the goal possibilities?


Go with your hand. Chasing the goals may get you ten or so extra points, while a good strategy versus a poor one will usually give you far more than that. Goals are an alternative scoring option

Some of the play by forum games give very useful discussion on what to do with a given starting hand, although they are based on Brink of War.


Finally, learn to lose some goals gracefully. The four develop goal is a particular culprit; if you chase it the whole game without much support, you may not get to execute your actual strategy. This advice is easier said than done, but it's really important in some games. If your opponent gets a goal you don't care about, that's five points; if it's a goal you were fighting for, that's ten points, plus whatever inefficiency you had in trying to pick up the goal.
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The Sacred Voice wrote:
I'm unsure how I should be approaching the goal card opportunities, should I be just aiming to try and pick them up without sacrificing my build integrity too much or should be placing them as a much higher priority?
Yes, pretty much. For example, for Largest Industry (3+ brown/blue worlds) is out, you u could build Destroyed World, Artist Colony, and Gem World to get it. However, You're only getting 7pts from those combined cards and most goal. That's only 2.33 pts per card, and that's assuming your opponents don't end up snatching away Largest Industry away from you. If you had cards that are 2 to 3pts each, those might be the safer bet, and will probably have better engine uses.



The Sacred Voice wrote:
What do you do with starting hands that quite clearly emphasise one route quite contradictory to most of the goal possibilities?
I would go for the hand strategy than pursuing the goals. If you have very little to NO cards that get you goals, then you're really making making things difficult for yourself by having to look for new cards outside of your hand to just to fulfill a bunch of gaols that your opponents may end up getting before you anyways (or hold on to for the most goals). There's also the issue comes if you want to get into a "pissing match" with your opponents, as that can further force you to play cards that don't match 6-cost devs just so you can hold on to a goal that may not even be wroth as much as your original plan.

EDIT: there are cases where even if you don't have the strategy yet for something, it may be worth pursuing b/c it ups your "points per card ratio". For example, a 6-dev that would've only gotten you 3pts can be worth it if it also gets you the Galactic Status first goal for 6pts instead, and later on you add another 4pts to that scoring. Ditto for Overlord Discoveries if you end up with discounts to settle the higher cost, but also higher VP yellow worlds, and have that extra 3pts from the first goal as a bonus.
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Dave Green
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ackmondual wrote:
There's also the issue comes if you want to get into a "pissing match" with your opponents, as that can further force you to play cards that don't match 6-cost devs just so you can hold on to a goal that may not even be wroth as much as your original plan.

IMO sometimes this can be an interesting and enjoyable way to play. Too often I find that "good" strategy is overwhelming and boring for some players, and giving these players a simple and direct competition can really light a fire under them.
 
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Kester J
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Stunna has done a good job of answering this, so I'll keep it short and just say that goals make missing build phases a bit worse. You don't want to miss them anyway, but with goals - the majority of which rely on having cards down on the table - it becomes a bit more important. Generally the person with the most cards, not the best quality cards, will pick up the goals, and if you value playing something every build phase a little more than you otherwise would, you'll often find in the mid-game that you can pick up 2-3 goals without much effort.

All within reason, of course - don't discard really good cards just to avoid missing a build phase, and do be wary of competing for most goals unless you're sure you can win them.
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