Bruce Linsey wrote:
More than almost any other (except for negotiation games like Diplomacy), in this game you have to help others in order to do well yourself. Deciding who to help, and setting yourself up to be helped, is a large part of the strategy. It might even be that your best move helps an opponent more than yourself.
You would probably also like CO₂, it has this same kind of feel. Power projects don't belong to anyone, so you propose a new project so that Joe will flip it, and Bob will build it, allowing you to benefit from moving your scientist. Leeching off of others' moves or setting them up is what wins you the game.