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Subject: New Player first win against the KeldonAI rss

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Ed R
United States
Huntington
MA
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This was my first win against the keldonAI. I still feel like I have no clue what is going on. It seemed the card draw made this one a bit easier for me as it was pretty obvious most of the time what to play.

I was the blue player. Any game tips would be appreciated.


Blue starts with New Sparta.
Red starts with Earth's Lost Colony.
--- Round 1 begins ---
Blue chooses Settle.
Red chooses Explore +1,+1.
Blue draws 2 and keeps 1.
Red draws 3 and keeps 2.
Blue conquers Reptilian Uplift Race.
--- Round 2 begins ---
Blue chooses Explore +1,+1.
Red chooses Produce.
Blue draws 3 and keeps 2.
Red draws 2 and keeps 1.
Red produces on Earth's Lost Colony.
--- Round 3 begins ---
Blue chooses Settle.
Red chooses Consume-Trade.
Blue conquers Former Penal Colony.
Red pays 3 for Mining World.
Red trades good from Earth's Lost Colony for 2.
Red receives 2 cards for Consume phase.
--- Round 4 begins ---
Blue chooses Settle.
Red chooses Explore +1,+1.
Blue draws 2 and keeps 1.
Red draws 3 and keeps 2.
Blue conquers Pirate World.
Red pays 0 for Refugee World.
--- Round 5 begins ---
Blue chooses Develop.
Red chooses Produce.
Blue pays 3.
Blue develops Drop Ships.
Red pays 3.
Red develops Mining Conglomerate.
Red produces on Mining World.
Red produces on Earth's Lost Colony.
Red receives 3 cards for Produce phase.
--- Round 6 begins ---
Blue chooses Settle.
Red chooses Produce.
Blue conquers Alien Robot Scout Ship.
--- Round 7 begins ---
Blue chooses Settle.
Red chooses Produce.
Blue conquers Rebel Homeworld.
--- Round 8 begins ---
Blue chooses Settle.
Red chooses Produce.
Blue pays 2 for Epsilon Eridani.
--- Round 9 begins ---
Blue chooses Consume-Trade.
Red chooses Produce.
Blue trades good from Alien Robot Scout Ship for 5.
Blue consumes good from Pirate World using Epsilon Eridani.
Red consumes good from Earth's Lost Colony using Earth's Lost Colony.
Red consumes good from Mining World using Mining Conglomerate.
Blue receives 6 cards and 1 VP for Consume phase.
Red receives 2 VP for Consume phase.
Red produces on Mining World.
Red produces on Earth's Lost Colony.
Red receives 3 cards for Produce phase.
--- Round 10 begins ---
Blue chooses Develop.
Red chooses Consume-x2.
Blue pays 5.
Blue develops New Galactic Order.
Red pays 3.
Red develops Terraforming Robots.
Blue consumes good from Former Penal Colony using Epsilon Eridani.
Red consumes good from Mining World using Terraforming Robots.
Red consumes good from Earth's Lost Colony using Earth's Lost Colony.
Blue receives 1 card and 1 VP for Consume phase.
Red receives 1 card and 4 VP for Consume phase.
--- Round 11 begins ---
Blue chooses Consume-Trade.
Red chooses Produce.
Blue trades good from Reptilian Uplift Race for 4.
Red consumes good from Refugee World using Earth's Lost Colony.
Blue receives 4 cards for Consume phase.
Red receives 1 VP for Consume phase.
Red produces on Mining World.
Red produces on Earth's Lost Colony.
Red produces on Refugee World.
Red receives 3 cards for Produce phase.
--- Round 12 begins ---
Blue chooses Develop.
Red chooses Settle.
Blue pays 5.
Blue develops Galactic Survey: SETI.
Red pays 2.
Red develops Interstellar Bank.
Red pays 2 for Spice World.
--- Round 13 begins ---
Blue chooses Produce.
Red chooses Consume-Trade.
Red trades good from Earth's Lost Colony for 4.
Red consumes good from Mining World using Terraforming Robots.
Red consumes good from Refugee World using Earth's Lost Colony.
Red receives 5 cards and 2 VP for Consume phase.
Blue produces on Alien Robot Scout Ship.
Red produces on Spice World.
Red produces on Mining World.
Red produces on Earth's Lost Colony.
Red receives 3 cards for Produce phase.
Red discards 2 at end of turn.
--- Round 14 begins ---
Blue chooses Consume-Trade.
Red chooses Develop.
Red pays 5.
Red develops Trade League.
Blue trades good from Alien Robot Scout Ship for 5.
Red trades good from Earth's Lost Colony for 5.
Red consumes good from Mining World using Earth's Lost Colony.
Blue receives 5 cards for Consume phase.
Red receives 5 cards and 1 VP for Consume phase.
--- Round 15 begins ---
Blue chooses Develop.
Red chooses Produce.
Blue pays 1.
Blue develops Space Marines.
Red pays 1.
Red develops Public Works.
Red produces on Mining World.
Red produces on Earth's Lost Colony.
Red produces on Refugee World.
Red receives 3 cards for Produce phase.
Red discards 2 at end of turn.
--- Round 16 begins ---
Blue chooses Develop.
Red chooses Consume-x2.
Blue develops Expedition Force.
Red pays 4.
Red develops Replicant Robots.
Red trades good from Earth's Lost Colony for 5.
Red consumes good from Mining World using Terraforming Robots.
Red consumes good from Spice World using Earth's Lost Colony.
Red consumes good from Refugee World using Public Works.
Red receives 6 cards and 6 VP for Consume phase.
Red discards 3 at end of turn.
Blue wins with 44.
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Jules
Belgium
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Hanlon's razor: Never attribute to malice that which is adequately explained by stupidity
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Hanlon's razor: Never attribute to malice that which is adequately explained by stupidity
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Holy Wall of Text, Batman! I'm not going to read that, but grats on beating the AI - it's a glorious moment in any RftG history
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Ed R
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Huntington
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Yeah I just copy and paste the play by play from the AI program. I should have cleaned it up a bit but was on my lunch break at work and didnt have alot of time.

Sorry bout that.
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Jan Van Zon
Belgium
Leuven
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Grats! It is very hard to defeat the AI, but not impossible. One day I was in the zone and I beat the AI's (4 player games) 5 times in a row.

I have no idea where that zone was, I'd love to find it back
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Serge
Canada
Burnaby
British Columbia
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Don't worry too much about "mistakes", Race is a really deep game, there's always something new to learn, even for experts. The main thing is that you won! But you asked for tips, so brace yourself. :)

edjrjr wrote:
I was the blue player. Any game tips would be appreciated.
You'll get 10x the tips if you provide your hand at the start, and card draws. If you download borgemik's 0.8.1m AI patch, you can turn "verbose" modes on, which give that information, highlighting, etc.

edjrjr wrote:
Blue starts with New Sparta.
Red starts with Earth's Lost Colony.
--- Round 1 begins ---
Blue chooses Settle.
[...]
Blue conquers Reptilian Uplift Race.
--- Round 2 begins ---
Blue chooses Explore +1,+1.
You had a great opening with Reptilian Uplift Race. The automatic turn 2 play is to


This would have jumpstarted you massively by netting you 4 cards from trading the green good you have.


Instead, with Explore+1+1 you only gained 2 cards, and the AI gained 1, giving you a net profit of 1 instead of 4.

edjrjr wrote:
Blue conquers Rebel Homeworld.
--- Round 8 begins ---
Blue chooses Settle.
Red chooses Produce.
Blue pays 2 for Epsilon Eridani.

At this point in a vacuum i would have traded (you did as much a turn later), since EE isn't great. You have multiple 5 card trade value goods on e.g.


If you already had New Galactic Order at this point, then the play isn't the end of the world, getting you 2 points for 3 cards.


edjrjr wrote:
--- Round 9 begins ---
[...]
Blue consumes good from Pirate World using Epsilon Eridani.
You should consume your lowest value good on EE here for 1 card and 1 chip, which would be


It's possible you merely didn't notice Pirate World has a special +3 trade on itself (scroll up to see) Completely standard to miss/not understand that as a new player.

edjrjr wrote:
--- Round 13 begins ---
Blue chooses Produce.
[...]
Blue produces on Alien Robot Scout Ship.
Red produces on Spice World.
Red produces on Mining World.
Red produces on Earth's Lost Colony.
Red receives 3 cards for Produce phase.
Produce here was a very dangerous choice, as it benefits your opponent far more than you. New players don't watch their opponents so you can't be faulted, it's part of learning how to play without being overwhelmed.

Before you even see the benefits of the produce, you have to trade next turn, missing build phases on 2 consecutive turns. That or giving a consume engine a free 2 turns of cranking (not to mention possibly giving him the goods in the process). If you are short on builds/cards in hand to end the game as soon as possible, with a military 10-tableau here a typical play would be to


The power of explore with a small hand is that it comes before the build phases, allowing to potentially not have to skip a turn of builds.
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Ed R
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Thanks for the detailed tips Serge. Im really enjoying this game. I have won another and am getting a bit better at noticing combos and also paying more attention to the AI tableau.

Going to re-read your reply. Alot of good info there.

Ed
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edjrjr wrote:
[b]This was my first win against the keldonAI. I still feel like I have no clue what is going on. It seemed the card draw made this one a bit easier for me as it was pretty obvious most of the time what to play.
From the log, it appears u do NOT have the enhanced interface. In case that's so, get it here...
http://dl.dropbox.com/u/7379896/rftg/index.html

The colored fonts and other formatting won't be retained when you copy/paste text here, but at least it helps the game

Juleske wrote:
Holy Wall of Text, Batman! I'm not going to read that, but grats on beating the AI - it's a glorious moment in any RftG history
Stay away from Chess session reports, unless you're still good with Chess notation

Red chooses III

Red II IC
Red III AvUW

....
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