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Learn the rules.
== Base Game ==
Take the time to learn the Base Game before you add in the Escalation expansion.
 
Pick either Warfare of Colonise for taking control of planets, don't try to use both.
 
Use the Research Action to remove the cards you don't plan on using. If you ever discard a card at the end of your round, ask yourself if you even want it in your deck.
 
Survey early to find planets which complement each other.
 
Try to get 3 planets of the same kind and push for the level 3 technology (7 research icons). These technologies give you game breaking abilities.
 
Remember that the planets don't have the level 1 technology that should match with them (Fertile does not have Improved Colonise, Advanced does not have Advanced Research and Metallic does not have Advanced Warfare)
 
Planets with a Colony symbol are a permanent discount to all colonisation costs instead of an extra icon when the role is chosen.
 
Planets which increase hand size will give you a lot more options each turn.
 
Keep an eye on how many cards are left in each role; if you're ahead consider taking a less efficient role to finish the game faster.
 
== Escalation Expansion ==
Annex can really mess with colonisers.
 
You can buy research with fighters, destroyers and battlecruisers. If you Warfare, you can get game end tech without needing to lead Research roles.
 
Diverse Planets are now an option, especially with Oversight Committee consider pushing for one-of-each
 
== Tips from the Pros ==
 
=== SMoslim ===
This is a Victory Point game the main source of VP's are your roles. You are allowed only one necessary 0 VP role, the one when you get your first tech. Next you should always get points in your roles. The main method to do that is to go for survey each time you cannot get points otherwise, especially in the beginning. A lot of beginners waist time in getting multiple level 1 tech that is useless because it is not worth the role you pay for them. You can however get them if you are following, not leading.
 
A tip I learned from analysing the top player is at the very beginning of the game; if you have first turn and you choose the Survey role, do not use any of your Survey cards. Keep them so you can use them to follow your opponent's Survey role.
 
If you get an Advanced Planet with a Research symbol early, consider skipping getting a Level 1 tech and get your fourth Research symbol from exchanging Politics for Research. This should be especially true if the Advanced world only needs 3 colonies to Settle.
 
In Escalation, Warfare is a big risk/big reward strategy. Most top players avoid it because of the risk. Skilled players can mix Warfare and Colonize mid game, but a player needs very specific circumstances and skills to make this work, so I do no advise this strategy for beginners. I would only go for Warfare in Escalation if I start with a metallic planet, and I Survey'd a metallic planet that only needs 4 fighters to attack, and preferably with a warfare symbol.

Revision as of 20:53, 30 May 2023

Base Game

Take the time to learn the Base Game before you add in the Escalation expansion.

Pick either Warfare of Colonise for taking control of planets, don't try to use both.

Use the Research Action to remove the cards you don't plan on using. If you ever discard a card at the end of your round, ask yourself if you even want it in your deck.

Survey early to find planets which complement each other.

Try to get 3 planets of the same kind and push for the level 3 technology (7 research icons). These technologies give you game breaking abilities.

Remember that the planets don't have the level 1 technology that should match with them (Fertile does not have Improved Colonise, Advanced does not have Advanced Research and Metallic does not have Advanced Warfare)

Planets with a Colony symbol are a permanent discount to all colonisation costs instead of an extra icon when the role is chosen.

Planets which increase hand size will give you a lot more options each turn.

Keep an eye on how many cards are left in each role; if you're ahead consider taking a less efficient role to finish the game faster.

Escalation Expansion

Annex can really mess with colonisers.

You can buy research with fighters, destroyers and battlecruisers. If you Warfare, you can get game end tech without needing to lead Research roles.

Diverse Planets are now an option, especially with Oversight Committee consider pushing for one-of-each

Tips from the Pros

SMoslim

This is a Victory Point game the main source of VP's are your roles. You are allowed only one necessary 0 VP role, the one when you get your first tech. Next you should always get points in your roles. The main method to do that is to go for survey each time you cannot get points otherwise, especially in the beginning. A lot of beginners waist time in getting multiple level 1 tech that is useless because it is not worth the role you pay for them. You can however get them if you are following, not leading.

A tip I learned from analysing the top player is at the very beginning of the game; if you have first turn and you choose the Survey role, do not use any of your Survey cards. Keep them so you can use them to follow your opponent's Survey role.

If you get an Advanced Planet with a Research symbol early, consider skipping getting a Level 1 tech and get your fourth Research symbol from exchanging Politics for Research. This should be especially true if the Advanced world only needs 3 colonies to Settle.

In Escalation, Warfare is a big risk/big reward strategy. Most top players avoid it because of the risk. Skilled players can mix Warfare and Colonize mid game, but a player needs very specific circumstances and skills to make this work, so I do no advise this strategy for beginners. I would only go for Warfare in Escalation if I start with a metallic planet, and I Survey'd a metallic planet that only needs 4 fighters to attack, and preferably with a warfare symbol.