Cards in hand are the lifeblood of any RftG strategy. They serve not only as the developments and worlds that you put into play, they also serve as the primary currency of the game. Typically, the more cards you draw during a game, the better, and failing to establish a steady flow of cards to your hand throughout the game will force a long, uphill battle on you. Of course you can also attack the problem from the other end by reducing how many cards you need in order to pay for your worlds and developments. Price discounts and military strength will not free you from the need to draw new cards, but they will decrease it.
Archive for February, 2009|Monthly archive page
The act of phase selection (or role selection, a legacy from its Puerto Rico heritage) lies at the heart of Race for the Galaxy, so it should surprise no one that improving your play in this aspect of the game is an important part of winning. Unfortunately, genuine mastery is not possible: there is a healthy dose of art amidst the science. Nevertheless, there are several rules of thumb that can help you find your way. Read the rest of this entry »