Linnaeus

Race for the Galaxy Strategy Update – the Current Shape of My Head

In boardgames, miscellany, race for the galaxy, strategy advice on January 13th, 2009 at 2:38 pm

Click on the picture to see my current mind map full size.

The current shape of my brain concerning RftG strategy

The current shape of my brain concerning RftG strategy

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  1. I’d add Trade League to game changers (or at least to the “not quite there” list). This sort of thing looks like it may be quite good for learning strategy – if there’s something on the chart you don’t understand, you probably need to think about that element more!

  2. I don’t parse 6er military, or really understand the military distinctions. Probably not the only thing I don’t get, but it was the first to pop out – this is really fascinating.

  3. What app generated this image?

  4. Greedy,

    Yeah, I should add it to Not Quite There. This is part of why I put this up is to get feedback on what I might be missing.

    Rob,

    I’ll explain what Military 6er is when I get to the Build strategies article :) I will say that it is stronger and easier to play if you have the Gathering Storm cards in the deck.

    Jim,

    I used Free Mind and exported the mind map as a .png

  5. Theoretically Storm will be reaching my doorstep tomorrow, so I can wait. :)

  6. I agree that trade league should be a game changer. The tactic of calling an early to mid game produce, even if you don’t get quite the most benefit out of a produce/trade cycle, to leach the impending trade in a many player game is also reasonably clever and worth mentioning. That is, in a 4 or 5 player game, a produce on turn N is very likely to cause a trade on N + 1, even if someone has trade league, because players don’t want to miss the trade and it’s very hard for mutually agree not to trade.

    I think the concept of having a single production world, that is, the steep change in utility from zero to a single producible (windfall + prod bonus is fine) world, in particular, is worth a point.

    It’s also probably worth mentioning particularly synergistic starting cards for different hands, say, alien robot sentry for new sparta, smuggler’s lair for separatist colony/alpha centauri, genetics lab for ancient race, etc.

  7. I agree that Trade League is a good card (although it doesn’t see play a lot in my 2p games lately), but I don’t feel it quite rises to the game changer level. I’ll explain my reasoning down the road, since I’ll be doing a post on near misses, as well, which Trade League will be in.

    I definitely have to decide how I want to tackle small points off technique that are worth knowing about that do not fit any of the categories I have set out.

    Thanks for the feedback, Rob (I’m guessing at your name a bit. sorry if I’m wrong).

  8. These posts are a brilliant find. Thanks very much for posting.

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