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13 March 2009 @ 06:13 pm
Boring game stuff  
We had a game of Race for the Galaxy in which three of the four of us all had 26 points. Luckily i won the tie-breaker with two cards (the others both had one.) I did much better in the second game, got lucky with my initial cards and luckier with my draws and got 49 points, i think everyone else was in the mid 20s or possibly the low 30s.

Brief boring recap:

I started out with New Sparta (+2 military) which is always good if you can pull off a military strategy but rather crappy if you can't. However my starting cards contained two 2 cost windfall military worlds, one of which was green and the other of which gave a military bonus (Avian Uplift Race and Former Penal Colony) and two 6 development cards, the one with bonuses for green and military and the one with bonuses for green (Pan-Galactic League and Galactic Genome Project.)

So the first turn i settled the green one of course and the second turn i traded, and both turns someone picked explore, through which i picked up Improved Logistics (settle twice.) _and_ both Alien Robot Scout Ship and Lost Alien Warship. I picked develop my third turn, planning on putting that out and then settling two planets (i was expecting someone else to pick settle, and i was right) and eventually work my way up to the alien worlds. However someone picked explore again, and i drew the 6 point Alien Tech Institute. I had just enough cards to build that without sacrificing anything else important, which was enough to let me build the Alien Robot Scout Ship, which was enough to trickle up to all the other military worlds. I spent most of the rest of the game trading my windfalls and leaching off of other peoples' develop and settle picks.

Final tableau, in order: New Sparta, Avian Uplift Race, Alien Tech Institute, Alien Robot Scout Ship, Improved Logistics, Lost Alien Warship, Lost Alien Battlefleet, Aquatic Uplift Race, Former Penal Colony, Imperium Lords, Pan-Galactic League, Rebel Colony.

I could have delayed one more turn and put out Galactic Genome Project as a 4th 6 development, but with only two green cards in my tableau Rebel Colony was actually worth more points.

After that we plated a game of Agricola in which i did _much_ less well. We tried a variant on drafting; we each got 14 occupation and 14 minor improvement cards and then had to discard down to 7 of each. After weeding out the crap i had three different strategies that had okay combinations of cards supporting them, but i then proceeded to do a mediocre to poor job on all three strategies at once. Clearly i should have focused on one or two, but i still don't know which and how i should have gone about it. One of the other players got a really awesome combination of cards (he got to put out all of his occupations pretty much for free and all of his minor improvements for cheap) and came in second, but shelleycat got three or four good individual cards (no cross-over potential) and beat him by three points in the end :)
 
 
 
Andrewneonelephant on March 14th, 2009 03:27 am (UTC)
I'd ask if you remember what your 28 cards were, but prior experience tells me that you probably don't :-)

It is very tempting to go three or four ways in Agricola, but if I try it I usually wind up with a game just about like it sounds like you had. Much better to pick an occupation or two, possibly play one of them early, and focus on doing what it does and growing your family.
DonAithnendonaithnen on March 14th, 2009 03:42 am (UTC)
Let's see, for occupations i went with: Put 3 sheep on the next 3 spaces, put 2 cattle 5 and 9 spaces from now, keep all kinds of animals in the same pasture, get one food each work phase if you have at least 2(?) sheep, have 4 sheep reproduce instead of 2, get 2 grain whenever you get a veggie, and give up a grain to get a veggie whenever you do sow. I don't remember all the ones i passed up, one was to let you upgrade from wood to clay for one clay and on reed and build clay rooms for 3 clay and 2 reed(?), and, um, some other stuff. One of them was a mayor maybe i think? Oh yeah, there was one that let you trade a grain for three food anytime you wanted, unless someone else wanted to pay you 2 food for it (i probably should have taken that one, but i thought i could do better with the buildings =P)

For buildings i went with the one that lets you build clay rooms for 2 clay 1 wood and 1 reed (why i didn't take the occupation above,) the one that lets you keep 2 more animals in each pasture, the one that gives you one extra veggie when you sow veggies, the one that gives you food in the next four spaces, one of the ovens ones (that i never got the chance to build because it requires trading in an oven and all the available ovens got snapped up) um, and i guess two more i can't come up with right now.

I passed up on the Maypole, and, uh, some other stuff? Oh yeah, i had "get 2 reeds and pass it on" and "get 2 stones and pass it on" and another pass it on type, and i actually kept the stone one but never got to use it. Some other things i can't remember but seemed pretty crappy.
Andrewneonelephant on March 14th, 2009 09:59 pm (UTC)
So that sounds like you wanted to get like 8 wood early and make yourself a pasture, dump a bunch of sheep in there, and get Cattle Whisperer up and running, either keeping the cow in your house or with the occupation. If it was a five-player game, you can hog the 3-clay spot and collect reeds, then renovate to clay early and use Clay Supports (?) to expand your clay hut and get your family up and going. Of course you also want to be sure to buy a fireplace early.

If your group isn't much for plowing and sowing, then you can try getting a bunch of grain and feeding yourself using Corn Profiteer, with a conversion into vegetables later. If you have to fight over the "take 1 grain" and "plow a field" spots, though, that's awkward, since you don't have anything that gets you extra stuff when you do that. "Get two reeds and pass it on" sounds interestingly double-edged; do you recall what the cost was?