This is a documentation for Board Game Arena: play board games online !

Tips raceforthegalaxy: Difference between revisions

From Board Game Arena
Jump to navigation Jump to search
m (icons)
 
(One intermediate revision by the same user not shown)
Line 1: Line 1:
Base Game Only, 2 Player only variant.
== {{player|2}} Base Game ==
Race for the Galaxy is a resource management game.  The game is won through Victory Points (VP). The 2 possible ways to get VP are:
1. Playing developments & worlds.
2. Consuming goods to gain the additional VP chips.


So the following strategies are based around one or both of these methods.
* Race for the Galaxy is a resource management game.
* The 2 possible ways to gain {{RftgVp}} are:
 
1. Play 12 {{RftgDevelopment}} & {{RftgWorld}}.
 
2. Use consume {{RftgConsume}} powers.


== Gameflow ==
== Gameflow ==
Line 10: Line 12:
Broadly speaking, most common strategies go though 3 different phases.
Broadly speaking, most common strategies go though 3 different phases.


=== 0. Starting Cards: ===
=== 0. Starting Cards ===
Some starting cards are strictly stronger than others, but you always want to consider synergy with your hand.  If you have a military windfall world in hand, keep the starting card with military.  Improved Explore, discounts, and card draw are ideal.  Barring that a windfall world into $ consume is a very effective start to open up options.  If you have neither, starting with a +1,+6 Explore is often the best first turn to find some gas for your engine.


=== 1. Start of the game: ===
* Starting worlds: {{RftgIcon|{{RftgWorld|3|m=0|n-p=1}}|{{RftgVp|2}}}} Old Earth, {{RftgIcon|{{RftgWorld|2|m=0|n-p=1}}|{{RftgVp|1}}}} Epsilon Eridani, {{RftgIcon|{{RftgWorld|2|m=0|w=1|r=1}}|{{RftgVp|0}}}} Alpha Centauri, {{RftgIcon|{{RftgWorld|2|m=0|p=1|n=1}}|{{RftgVp|1}}}} Earth's lost Colony, {{RftgIcon|{{RftgWorld|2|m=1|n-p=1}}|{{RftgVp|1}}}} New Sparta.
Money (cards in hand) and resource generation (improved Explore/discounts/card draw) is more important than VP at this stage.
* Consider the synergy with your hand.
Gain cards in hand by trading goods, normally from cheap windfall worlds, or exploring.
* If you have a {{RftgWorld|m=1|w=1}} in hand, keep any military {{RftgDevelopment}}.
You may also see some small trading improvement cards which aid this strategy like 'Export Duties' or 'Spice World'
* Improved Explore, discounts, and card draw are ideal.
* {{RftgWorld|w=1}}{{RftgConsume|$}} 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.


=== 2. Middle game: ===
=== 1. Opening ===
Develop a card drawing and/or goods 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: ===
* Money (cards in hand) and resource generation (improved Explore/discounts/card draw) is more important than VP at this stage.
The game ends after a player reaches 12 developments & worlds or 24 VP chips (in 2-player games, the pool of VP chips is 12 per player) have been gained. These two ways of ending the game also broadly categorize the strategies for winning the game.
* Gain {{RftgDraw}} by trading goods, normally from cheap {{RftgWorld|w=1}}, or exploring.
You either aim to out develop/settle your opponent with superior card drawing/discount engine, or aim to build a produce and consumeX2 engine that nets roughly 6 more VP chips per turn than your opponent. Expansion will struggle to keep up with 6 points per turn, but each strategy can diversify into the other to take advantage of the opponent's phases (see Drafting / Leeching).
* Trad enhancing powers aid this strategy e.g. 'Export Duties' or 'Spice World'.


Recognize the turn the game will likely end, and build 6? point developments that gain lots of points in the final count. Build other high scoring worlds like alien worlds and military worlds.
=== 2. Middle game ===
Whatever you decide it should be to maximize your potential of hand and cards on the table, and looking to see how your position best plays against your opponents 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 point dev card that will earn you 14 points. Better to go down fighting than to simply concede.
* Develop a card drawing {{RftgDraw}} and/or {{RftgGood}} 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 ===
 
* {{RftgVp|12}} : {{player}}.
* Either develop/settle more efficiently than your opponent with a superior card drawing/discount engine, or produce-consume to gain >{{RftgVp|6}}/turn than your opponent.
** An expansion strategy will struggle to keep up with {{RftgVp|6}}/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 {{Rftg6Development|6}}.
* Other high scoring worlds like {{RftgWorld|w=1|a=1}}{{RftgWorld|p=1|a=1}} and {{RftgWorld|m=1}}.
* 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 {{Rftg6Development|6}} that will earn you many points.


== General Strategy ==
== General Strategy ==


=== Drafting / Leeching / Playing the opponent: ===
=== Drafting / Leeching / Playing the opponent: ===
Whatever you want to call it, the strategy of your opponent should be considered at all times. This is not just a multiplayer solitaire game.
So at the 'choose actions' initial part of the round, consider what benefits you the most, but also consider what benefits your opponent the least.
For example, if your opponent has very few cards in hand, their develop and settle options may be limited - especially if they have no develop/settle engine powers or military.
Alternatively, if their tableau has no produce powers, you might safely produce without gifting your opponent free goods and VP. It's even better if you have developments/worlds with production powers in hand, which guarantees that if they settle a production development/world, you get to develop/settle one too and remain ahead.  Conversely anticipate when your opponent will recognize this about your hand and choose Explore to hopefully get you playable options.


Stay flexible. Take and keep cheap, easy to play filler cards to leech develops and settles.
* The strategy and tactics of your opponent should be considered at all times. This is not just a multiplayer solitaire game.
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. An example of this would be two players with equal produce/consume engines - neither wishes to call produce when they could use another phase to try to outflank the opponent, so both players pivot to expansion until one player finds advantage in producing again.
* So at the 'choose phases' stage, consider both what benefits you the most and your opponent the least.
* e.g. if your opponent has {{RftgHand|0-3}}, 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 {{RftgGood}} and {{RftgVp}}.
** 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.


So the likelihood and the beauty of the game is that there is no one strategy to beat all others. You must be willing to be flexible at all times to maximize your position's dominance over your opponent's.
* 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 ===
=== Pacing ===
Depending on the strategy both you and your opponent are playing, one of you is likely to benefit more from extending the game. Correctly identifying which player that is can be crucial. If you have some powerful 6? cards in hand, you may want to take less Develop/Settle actions as this expedites the end game. If you are off to an earlier start (better discounts / draw engine) you may want to take as many Develop/Settle actions as you possibly can to give your opponent less time to find their engine. If you can correctly anticipate your opponents action, then you can double up on the other which further speeds up the game.
 
* 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 {{Rftg6Development|6}}, 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 small extra tips: ===
Yes, some games may only last 6 or 7 rounds and you've just been beaten by a very rapid cheap blue or brown 2x consume and produce tactic.
 
Leaving 0 or few cards in the hand after a round can leave you exposed. If you do this then you need to have a plan, like a alien yellow windfall world ready to be traded or something.
* Some games may only last 6 or 7 rounds and you've just been beaten by a very rapid cheap {{RftgWorld|p=1|n=1}}/{{RftgWorld|p=1|r=1}} consume-produce strategy.
It's a race; always question your position and the end of the game, try to finish on a high, 6 point development cards are often played in the final round to steal the win.
* Leaving {{RftgHand|0}} 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 {{RftgWorld|w=1|a=1}}.
A non military strategy can still deploy a 7 point rebel world with the help of the 'Contact Specialist'.
* It's a race; keep evaluating your position. {{Rftg6Development|6}} can often steal the win.
Don't blame the card draw, 95% of the time a credible alternative is available. It sucks to lose, play better next time!
* A non-military strategy may still conquer {{RftgIcon|{{RftgWorld|7|m=1|n-p=1}}|{{RftgVp|7}}}} 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.

Latest revision as of 13:59, 3 May 2024

2players Base Game

  • Race for the Galaxy is a resource management game.
  • The 2 possible ways to gain 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

  • 12 : players.
  • Either develop/settle more efficiently than your opponent with a superior card drawing/discount engine, or produce-consume to gain >6/turn than your opponent.
    • An expansion strategy will struggle to keep up with 6/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 .
    • 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.