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Tips raceforthegalaxy

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2players Base Game

  • Race for the Galaxy is a resource management game.
  • The 2 possible ways to gain victory point chip are:

1. Play 12 development & .

2. Use consume consume power powers.

Gameflow

Broadly speaking, most common strategies go though 3 different phases.

0. Starting Cards

  • Starting worlds: 332 Old Earth, 221 Epsilon Eridani, 220 Alpha Centauri, 221 Earth's lost Colony, 221 New Sparta.
  • Consider the synergy with your hand.
  • If you have a in hand, keep any military development.
  • Improved Explore, discounts, and card draw are ideal.
  • consume power$ is a very effective start to open up options.
  • If you have neither, starting with a +1,+6 Explore may be the best option to find fuel for your engine.

1. Opening

  • Money (cards in hand) and resource generation (improved Explore/discounts/card draw) is more important than VP at this stage.
  • Gain draw ​ cards by trading goods, normally from cheap , or exploring.
  • Trad enhancing powers aid this strategy e.g. 'Export Duties' or 'Spice World'.

2. Middle game

  • Develop a card drawing draw ​ cards and/or producing engine by playing card cost saving and gaining cards.
  • Examples include 'Drop Ships', 'Replicant Robots', 'Diverse Economy', 'Consumer Markets'.
  • Not to be overlooked are lots of cards which aid free stuff in the produce phase.

3. End game

  • victory point chip12 : players.
  • Either develop/settle more efficiently than your opponent with a superior card drawing/discount engine, or produce-consume to gain >victory point chip6/turn than your opponent.
    • An expansion strategy will struggle to keep up with victory point chip6/turn, but each strategy can diversify into the other strategies to take advantage of the opponent's actions (see Drafting / Leeching).
  • Recognise the turn the game will likely end, and play a high value 6 development.
  • Other high scoring worlds like and .
  • Whatever you decide it should be to maximise your potential of hand and cards on the table, and looking to see how your position best plays against your opponent's to secure victory.
  • Occasionally you may tell that the only way to victory could be to +5/0 explore to dig for that one final 6 development that will earn you many points.

General Strategy

Drafting / Leeching / Playing the opponent:

  • The strategy and tactics of your opponent should be considered at all times. This is not just a multiplayer solitaire game.
  • So at the 'choose phases' stage, consider both what benefits you the most and your opponent the least.
  • e.g. if your opponent has cards in hand0-3, their develop and settle options may be limited - especially without develop/settle powers.
  • e.g. if your opponent has no produce powers, you might safely produce without gifting your opponent free and victory point chip.
    • With production powers in hand, you can keep up with an opponent's develop/settle.
  • Conversely anticipate when your opponent will recognise this about your hand and choose Explore to hopefully gain more playable options.
  • Stay flexible. Take and keep cheap, easy to play filler cards to leech develops and settles.
  • Occasionally you get the 'zugzwang' feeling, where both players would normally choose produce or settle (or any other action type) but neither do because insufficient advantage would be gained from calling it.
    • e.g. with equal produce/consume engines, neither player chooses produce because it benefits the opponent too much and both players pivot to expansion until one player finds advantage in producing again.
  • There is no one strategy to beat all others. You must be willing to be flexible to maximise your position's dominance over your opponent's.

Pacing

  • One player is likely to benefit more from extending the game. Correctly identifying which player that is can be crucial. If you have some powerful 6 development, you may want to take fewer Develop/Settle actions slow the pace.
  • With superior discounts / draw engine, taking as many Develop/Settle actions as possible can extend your lead before they find their engine.
  • Anticipating your opponent's develop/settle also allows you to increase the pace by choosing the other.

Some small extra tips:

  • Some games may only last 6 or 7 rounds and you've just been beaten by a very rapid cheap / consume-produce strategy.
  • Leaving cards in hand0 or few cards in hand after a round can leave you exposed. If you do this then you need to have a plan, e.g. to trade from .
  • It's a race; keep evaluating your position. 6 development can often steal the win.
  • A non-military strategy may still conquer 777 with the 'Contact Specialist'.
  • Don't blame the card draw; 95% of the time a credible alternative is available. Try out different strategies.
  • Expanding with military is an easy strategy for beginners while you get used to the deck.