The Tao of Gaming

Boardgames and lesser pursuits

Master Solvers #3

Two robots, two soldiers, and two goods specialists walk into a bar…

You are Old Earth in a four player game (no Epsilon Eridani). You get:

  • Mining Robots
  • Terraforming Robots
  • Expedition Force
  • New Military Tactics
  • Free Trade Association
  • Pan Galactic League

As usual, discard and play to turn 1.

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Written by taogaming

March 4, 2008 at 12:24 am

5 Responses

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  1. I gotta go with pitching Mining Robots and FTA, and Develop or Explore/+1,+1. If other players don’t like to Explore, Explore, otherwise Develop. Default play would probably be Develop, getting Expedition Force out and T2 Explore/+1,+1 drawing 4 keeping 2.

    Mining Robots is too speculative at the moment with a hand of Developments, as is FTA. FTA is great for giving you novelty consume powers, but Old Earth already can consume two goods. Expedition Force and NMT is enough to get any military world into play up to defence 4, which is a nice start on the Pan Galactic League. Terraforming Robots might work well with a settle rush if more military is obtained.

    frunk

    March 4, 2008 at 7:45 am

  2. I dump Terraforming Robots and Pan Galactic League. I’m just not a big fan of keeping speculative 6 devs at the beginning.

    I think you pick Explore +1/+1 and hope for some kind of world so you can Settle when someone else calls it. Developing any of those cards in your hand won’t necessarily help you at all; you’ve got to find at least some world before you know if you need even Expedition Force.

    Matt Crawford

    March 4, 2008 at 11:38 am

  3. First of all this hand sucks.

    Well, I don’t need help playing hands like “New Sparta with Alien Robot Sentry, Alien Rosetta Stone World, Aquatic Uplift World, Consumer Markets, Alien Tech Institute and Mining Robots.” I pretty much get those type right at the table…

    Brian

    March 4, 2008 at 7:03 pm

  4. First of all this hand sucks.

    Well, I don’t need help playing hands like “New Sparta with Alien Robot Sentry, Alien Rosetta Stone World, Aquatic Uplift World, Consumer Markets, Alien Tech Institute and Mining Robots.” I pretty much get those type right at the table…

    Brian

    March 4, 2008 at 7:03 pm

  5. Curse a bit, discard the two 6s, and play Develop on turn 1. Maybe consider Explore… let’s say Develop 90%, Explore +1 8%, Explore +5 2%.

    There are plenty of 6s in the game; holding onto 6s that doesn’t work with anything else you have is the same as saying “Hey, I don’t plan to play any cards today.”

    The complete lack of any worlds or development with development powers is highly annoying (and the reason for the curse). On the plus side, it does mean that I can probably change course to handle any world I find on the explore (that I’m hypothesizing will happen from some other player).

    I could still get bupkis on the explore, but it’s unlikely enough that I’m having a hard time thinking of a good example. Maybe Galactic Renaissance plus Alien Tech Institute?

    Why not play Explore myself? Because if there’s a Settle and the Explore turns up a military world of defense 3 or less, I’ll be kicking myself. So no, Develop has to be chosen in defense, even though I don’t have any great developments either.

    If there’s no Explore, I might very well choose a card at random and develop that. They’re all about equal.

    Wei-Hwa

    March 7, 2008 at 3:40 am


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