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[Victory and Defeat] Race for the Galaxy - Turn 10
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They can only benefit from production or consumption if they have cards in play that let them; they can only benefit from settle or develop if they have cards available in hand to play and can afford to. Everyone always benefits from exploring, though. And, wow, robotsunshine went first in a phase?
*slow clap*
edit: No, in two phases. Bravo, old chap. Bravo!
Military rating: 6
Victory Chips: 0
Victory Points: 10
Hand Count: 6
Total cards in Tableau: 8
Tableau:
Planets:
1. Epsilon Eridani[1] [Normal World] [Cost: 2] [VP: 1]
Phase I (Explore):
Phase II (Develop):
Phase III (Settle): +1 Military
Phase $ (Trade):
Phase IV (Consume): Discard one Good of any type to gain 1 Victory Point chip and 1 Card Draw.
Phase V (Produce):
Goods: 0
2. New Vinland [Normal Production World] [Cost: 2] [Victory Points: 1] [Novelty]
Phase I (Explore):
Phase II (Develop):
Phase III (Settle):
Phase $ (Trade):
Phase IV (Consume): Discard 1 good of any type to draw 2 cards.
Phase V (Produce): Place 1 Novelty good on this planet if none already exists.
Goods: 0
Developments:
1. Public Works [Development] [Cost: 1] [Victory Points: 1]
Phase I (Explore):
Phase II (Develop): Draw 1 Card after placing a Development.
Phase III (Settle):
Phase $ (Trade):
Phase IV (Consume): Discard any 1 good to gain 1 Victory Point chip.
Phase V (Produce):
Goods: 0
2. Deficit Spending [Development] [Cost: 2] [Victory Points: 1]
Phase I (Explore):
Phase II (Develop):
Phase III (Settle):
Phase $ (Trade):
Phase IV (Consume): May discard up to 2 cards to gain 1 Victory Point chip for each. (These VPs may NOT be doubled)
Phase V (Produce):
Goods: 0
3. Interstellar Bank [Development] [Cost: 2] [Victory Points: 1]
Phase I (Explore):
Phase II (Develop): Draw 1 card at the start of the Develop phase.
Phase III (Settle):
Phase $ (Trade):
Phase IV (Consume):
Phase V (Produce):
Goods: 0
4. Research Labs [Development] [Cost: 4] [Victory Points: 2]
Phase I (Explore): Keep one extra card.
Phase II (Develop):
Phase III (Settle):
Phase $ (Trade):
Phase IV (Consume): Discard 1 Genes to gain a Victory Point chip.
Phase V (Produce): Draw 1 card for each Alien Technology good you produced.
Goods: 0
5. Space Marines [Development] [Cost: 2] [Victory Points: 1]
Phase I (Explore):
Phase II (Develop):
Phase III (Settle): +2 Military
Phase $ (Trade):
Phase IV (Consume):
Phase V (Produce):
Goods: 0
6. Drop Ships [Development] [Cost: 4] [Victory Points: 2]
Phase I (Explore):
Phase II (Develop):
Phase III (Settle): +3 Military
Phase $ (Trade):
Phase IV (Consume):
Phase V (Produce):
Goods: 0
They occasionally happen, but you can't really plan for them. SETI/Galactic Renaissance/Research Labs is a nice combo if you can luck into it, but it's pretty expensive. An explore strategy is a bit more viable if you add in the Gathering Storm, especially as one of the homeworlds starts off with see +2 cards on explore.
7. Expedition Force [Development] [Cost: 1] [Victory Points: 1]
Phase I (Explore): Draw 1 extra card to select from.
Phase II (Develop):
Phase III (Settle): +1 Military
Phase $ (Trade):
Phase IV (Consume):
Phase V (Produce):
My settle phase:
Actions to Perform this Phase: Settle Mining World at a cost of two cards (including the one card discount from Alpha Centauri), then draw a card from Terraforming Robots.
8. Mining World [Normal Production World] [Cost: 3] [Victory Points: 2] [Rare Elements]
Phase I (Explore):
Phase II (Develop):
Phase III (Settle):
Phase $ (Trade):
Phase IV (Consume):
Phase V (Produce): Place 1 Rare Elements good on this planet if none already exists and draw a card.
Goods: 0
My new tableau after both phases:
1. Alpha Centauri[2] [Normal Windfall World] [Cost: 2] [VP: 0] [Rare Elements]
Phase I (Explore):
Phase II (Develop):
Phase III (Settle): -1 cost to Settle Rare Elements Production/Windfall Worlds and +1 Military to Conquer Rare Elements Production/Windfall Worlds.
Phase $ (Trade):
Phase IV (Consume):
Phase V (Produce):
Goods: 0 Rare Elements
2. Mining Conglomerate [Development] [Cost: 3] [Victory Points: 2]
Phase I (Explore):
Phase II (Develop):
Phase III (Settle):
Phase $ (Trade): Draw 1 more card when selling Rare Elements goods.
Phase IV (Consume): Discard up to 2 Rare Elements to gain 1 Victory Point chip for each. When activated, as many Rare Elements must be discarded as possible.
Phase V (Produce): Draw 2 cards after this phase if you produced more Rare Elements then every other player.
3. Terraforming Robots [Development] [Cost: 3] [Victory Points: 2]
Phase I (Explore):
Phase II (Develop):
Phase III (Settle): Draw 1 card after placing a world.
Phase $ (Trade):
Phase IV (Consume): Discard 1 Rare Elements to gain 1 Victory Point chip and Draw a Card.
Phase V (Produce):
4. Mining League [Development] [Cost: 6] [Victory Points: Variable]
2 Victory Points per Rare Elements Production world.
1 Victory Point per Rare Elements Windfall world.
2 Victory Points per Mining Robots and Mining Conglomerate.
Phase I (Explore):
Phase II (Develop):
Phase III (Settle):
Phase $ (Trade):
Phase IV (Consume): Discard 2 Rare Elements to gain 3 Victory Point chips.
Phase V (Produce): Produce 1 Rare Elements good on one of your Rare Elements Windfall Worlds without a good on it.
5. Comet Zone [Normal Production World] [Cost: 3] [Victory Points: 2] [Rare Elements]
Phase I (Explore):
Phase II (Develop):
Phase III (Settle):
Phase $ (Trade):
Phase IV (Consume):
Phase V (Produce): Place a Rare Elements good on this planet if one does not already exist then draw a card.
Goods: 0 Rare Elements
6. Imperium Armaments World [Normal Production Imperium World] [Cost: 4] [Victory Points: 2] [Rare Elements]
Phase I (Explore):
Phase II (Develop):
Phase III (Settle): +1 Military
Phase $ (Trade):
Phase IV (Consume):
Phase V (Produce): Place 1 Rare Elements on this planet if none already exists.
Goods: 0 Rare Elements
7. Expedition Force [Development] [Cost: 1] [Victory Points: 1]
Phase I (Explore): Draw 1 extra card to select from.
Phase II (Develop):
Phase III (Settle): +1 Military
Phase $ (Trade):
Phase IV (Consume):
Phase V (Produce):
8. Mining World [Normal Production World] [Cost: 3] [Victory Points: 2] [Rare Elements]
Phase I (Explore):
Phase II (Develop):
Phase III (Settle):
Phase $ (Trade):
Phase IV (Consume):
Phase V (Produce): Place 1 Rare Elements good on this planet if none already exists and draw a card.
Goods: 0
Military Rating: 2 (3 vs rare elements worlds)
Victory Chips: 8
Total Victory Points: 28
Hand Count: 3
Cards in tableau: 8
Military rating: 6
Victory Chips: 0
Victory Points: 14
Hand Count: 8
Total cards in Tableau: 9
Tableau:
Planets:
1. Epsilon Eridani[1] [Normal World] [Cost: 2] [VP: 1]
Phase I (Explore):
Phase II (Develop):
Phase III (Settle): +1 Military
Phase $ (Trade):
Phase IV (Consume): Discard one Good of any type to gain 1 Victory Point chip and 1 Card Draw.
Phase V (Produce):
Goods: 0
2. New Vinland [Normal Production World] [Cost: 2] [Victory Points: 1] [Novelty]
Phase I (Explore):
Phase II (Develop):
Phase III (Settle):
Phase $ (Trade):
Phase IV (Consume): Discard 1 good of any type to draw 2 cards.
Phase V (Produce): Place 1 Novelty good on this planet if none already exists.
Goods: 0
3. Lost Alien Battle Fleet [Military Production Alien World] [Defense: 6] [Victory Points: 4] [Alien Technology]
Phase I (Explore):
Phase II (Develop):
Phase III (Settle): +3 Military
Phase $ (Trade):
Phase IV (Consume):
Phase V (Produce): Place 1 Alien Technology Good on this planet if none already exists.
Goods: 0
Developments:
1. Public Works [Development] [Cost: 1] [Victory Points: 1]
Phase I (Explore):
Phase II (Develop): Draw 1 Card after placing a Development.
Phase III (Settle):
Phase $ (Trade):
Phase IV (Consume): Discard any 1 good to gain 1 Victory Point chip.
Phase V (Produce):
Goods: 0
2. Deficit Spending [Development] [Cost: 2] [Victory Points: 1]
Phase I (Explore):
Phase II (Develop):
Phase III (Settle):
Phase $ (Trade):
Phase IV (Consume): May discard up to 2 cards to gain 1 Victory Point chip for each. (These VPs may NOT be doubled)
Phase V (Produce):
Goods: 0
3. Interstellar Bank [Development] [Cost: 2] [Victory Points: 1]
Phase I (Explore):
Phase II (Develop): Draw 1 card at the start of the Develop phase.
Phase III (Settle):
Phase $ (Trade):
Phase IV (Consume):
Phase V (Produce):
Goods: 0
4. Research Labs [Development] [Cost: 4] [Victory Points: 2]
Phase I (Explore): Keep one extra card.
Phase II (Develop):
Phase III (Settle):
Phase $ (Trade):
Phase IV (Consume): Discard 1 Genes to gain a Victory Point chip.
Phase V (Produce): Draw 1 card for each Alien Technology good you produced.
Goods: 0
5. Space Marines [Development] [Cost: 2] [Victory Points: 1]
Phase I (Explore):
Phase II (Develop):
Phase III (Settle): +2 Military
Phase $ (Trade):
Phase IV (Consume):
Phase V (Produce):
Goods: 0
6. Drop Ships [Development] [Cost: 4] [Victory Points: 2]
Phase I (Explore):
Phase II (Develop):
Phase III (Settle): +3 Military
Phase $ (Trade):
Phase IV (Consume):
Phase V (Produce):
Goods: 0
Military rating: 6
Victory Chips: 0
Victory Points: 14
Hand Count: 8
Total cards in Tableau: 9
Tableau:
Planets:
1. Epsilon Eridani[1] [Normal World] [Cost: 2] [VP: 1]
Phase I (Explore):
Phase II (Develop):
Phase III (Settle): +1 Military
Phase $ (Trade):
Phase IV (Consume): Discard one Good of any type to gain 1 Victory Point chip and 1 Card Draw.
Phase V (Produce):
Goods: 0
2. New Vinland [Normal Production World] [Cost: 2] [Victory Points: 1] [Novelty]
Phase I (Explore):
Phase II (Develop):
Phase III (Settle):
Phase $ (Trade):
Phase IV (Consume): Discard 1 good of any type to draw 2 cards.
Phase V (Produce): Place 1 Novelty good on this planet if none already exists.
Goods: 1
3. Lost Alien Battle Fleet [Military Production Alien World] [Defense: 6] [Victory Points: 4] [Alien Technology]
Phase I (Explore):
Phase II (Develop):
Phase III (Settle): +3 Military
Phase $ (Trade):
Phase IV (Consume):
Phase V (Produce): Place 1 Alien Technology Good on this planet if none already exists.
Goods: 1
Developments:
1. Public Works [Development] [Cost: 1] [Victory Points: 1]
Phase I (Explore):
Phase II (Develop): Draw 1 Card after placing a Development.
Phase III (Settle):
Phase $ (Trade):
Phase IV (Consume): Discard any 1 good to gain 1 Victory Point chip.
Phase V (Produce):
Goods: 0
2. Deficit Spending [Development] [Cost: 2] [Victory Points: 1]
Phase I (Explore):
Phase II (Develop):
Phase III (Settle):
Phase $ (Trade):
Phase IV (Consume): May discard up to 2 cards to gain 1 Victory Point chip for each. (These VPs may NOT be doubled)
Phase V (Produce):
Goods: 0
3. Interstellar Bank [Development] [Cost: 2] [Victory Points: 1]
Phase I (Explore):
Phase II (Develop): Draw 1 card at the start of the Develop phase.
Phase III (Settle):
Phase $ (Trade):
Phase IV (Consume):
Phase V (Produce):
Goods: 0
4. Research Labs [Development] [Cost: 4] [Victory Points: 2]
Phase I (Explore): Keep one extra card.
Phase II (Develop):
Phase III (Settle):
Phase $ (Trade):
Phase IV (Consume): Discard 1 Genes to gain a Victory Point chip.
Phase V (Produce): Draw 1 card for each Alien Technology good you produced.
Goods: 0
5. Space Marines [Development] [Cost: 2] [Victory Points: 1]
Phase I (Explore):
Phase II (Develop):
Phase III (Settle): +2 Military
Phase $ (Trade):
Phase IV (Consume):
Phase V (Produce):
Goods: 0
6. Drop Ships [Development] [Cost: 4] [Victory Points: 2]
Phase I (Explore):
Phase II (Develop):
Phase III (Settle): +3 Military
Phase $ (Trade):
Phase IV (Consume):
Phase V (Produce):
Goods: 0
I develop this card for 2 cost. (-1 Develop card, -1 Investment Credits)
X. Replicant Robots [Development] [Cost: 4] [Victory Points: 2]
Phase I (Explore):
Phase II (Develop):
Phase III (Settle): Reduce the cost to settle worlds by 2.
Phase $ (Trade):
Phase IV (Consume):
Phase V (Produce):
Goods: 0
Settle phase
I settle this card for 3 cost. (-2 Replicant Robots)
X. New Earth [Normal Production World] [Cost: 5] [Victory Points: 3] [Rare Elements]
Phase I (Explore):
Phase II (Develop):
Phase III (Settle):
Phase $ (Trade):
Phase IV (Consume): Discard a good of any type to gain 1 Victory Point chip and draw a card.
Phase V (Produce): Place 1 Rare Elements on this planet if none already exists.
Goods: 0
I draw one card for settling a planet. (Terraforming Robots)
Production phase
I produce 1 Rare Elements on New Earth.
My tableau:
Player 2 Darkewolfe:
Planets-
1P. New Sparta[3] [Military World] [Defense: 2] [VP: 1]
Phase I (Explore):
Phase II (Develop):
Phase III (Settle): +2 Military
Phase $ (Trade):
Phase IV (Consume):
Phase V (Produce):
Goods: 0
2P. Rebel Warrior Race [Military Windfall Rebel World] [Defense: 3] [Victory Points: 2] [Genes]
Phase I (Explore):
Phase II (Develop):
Phase III (Settle): +1 Military
Phase $ (Trade):
Phase IV (Consume):
Phase V (Produce):
Goods: 1 Genes
3P. Runaway Robots [Military Windfall World] [Defense: 1] [Victory Points: 1] [Rare Elements]
Phase I (Explore):
Phase II (Develop):
Phase III (Settle):
Phase $ (Trade):
Phase IV (Consume):
Phase V (Produce): Draw 1 card if you produced goods on this planet this phase.
Goods: 0
4P. New Earth [Normal Production World] [Cost: 5] [Victory Points: 3] [Rare Elements]
Phase I (Explore):
Phase II (Develop):
Phase III (Settle):
Phase $ (Trade):
Phase IV (Consume): Discard a good of any type to gain 1 Victory Point chip and draw a card.
Phase V (Produce): Place 1 Rare Elements on this planet if none already exists.
Goods: 1 Rare Elements
Developments-
1D. Investment Credits [Development] [Cost: 1] [Victory Points: 1]
Phase I (Explore):
Phase II (Develop): Reduce the cost of developments by 1.
Phase III (Settle):
Phase $ (Trade):
Phase IV (Consume):
Phase V (Produce):
2D. Interstellar Bank [Development] [Cost: 2] [Victory Points: 1]
Phase I (Explore):
Phase II (Develop): Draw 1 card at the start of the Develop phase.
Phase III (Settle):
Phase $ (Trade):
Phase IV (Consume):
Phase V (Produce):
Goods: 0
3D. Space Marines [Development] [Cost: 2] [Victory Points: 1]
Phase I (Explore):
Phase II (Develop):
Phase III (Settle): +2 Military
Phase $ (Trade):
Phase IV (Consume):
Phase V (Produce):
Goods: 0
4D. Terraforming Robots [Development] [Cost: 3] [Victory Points: 2]
Phase I (Explore):
Phase II (Develop):
Phase III (Settle): Draw 1 card after placing a world.
Phase $ (Trade):
Phase IV (Consume): Discard 1 Rare Elements to gain 1 Victory Point chip and Draw a Card.
Phase V (Produce):
Goods: 0
5D. New Economy [Development] [Cost: 6] [Victory Points: Variable]
2 Victory Points per development with a Consume power (including this one)
1 Victory Point per world with a Consume power.
Phase I (Explore):
Phase II (Develop):
Phase III (Settle):
Phase $ (Trade):
Phase IV (Consume): Draw a card.
Phase V (Produce):
Goods: 0
6D. Replicant Robots [Development] [Cost: 4] [Victory Points: 2]
Phase I (Explore):
Phase II (Develop):
Phase III (Settle): Reduce the cost to settle worlds by 2.
Phase $ (Trade):
Phase IV (Consume):
Phase V (Produce):
Goods: 0
Military Rating: 5
Victory Chips: 1
Total Victory Points: 20
Hand Count: 2
Cards in Tableau: 10
1. Alpha Centauri[2] [Normal Windfall World] [Cost: 2] [VP: 0] [Rare Elements]
Phase I (Explore):
Phase II (Develop):
Phase III (Settle): -1 cost to Settle Rare Elements Production/Windfall Worlds and +1 Military to Conquer Rare Elements Production/Windfall Worlds.
Phase $ (Trade):
Phase IV (Consume):
Phase V (Produce):
Goods: 1 Rare Elements
2. Mining Conglomerate [Development] [Cost: 3] [Victory Points: 2]
Phase I (Explore):
Phase II (Develop):
Phase III (Settle):
Phase $ (Trade): Draw 1 more card when selling Rare Elements goods.
Phase IV (Consume): Discard up to 2 Rare Elements to gain 1 Victory Point chip for each. When activated, as many Rare Elements must be discarded as possible.
Phase V (Produce): Draw 2 cards after this phase if you produced more Rare Elements then every other player.
3. Terraforming Robots [Development] [Cost: 3] [Victory Points: 2]
Phase I (Explore):
Phase II (Develop):
Phase III (Settle): Draw 1 card after placing a world.
Phase $ (Trade):
Phase IV (Consume): Discard 1 Rare Elements to gain 1 Victory Point chip and Draw a Card.
Phase V (Produce):
4. Mining League [Development] [Cost: 6] [Victory Points: Variable]
2 Victory Points per Rare Elements Production world.
1 Victory Point per Rare Elements Windfall world.
2 Victory Points per Mining Robots and Mining Conglomerate.
Phase I (Explore):
Phase II (Develop):
Phase III (Settle):
Phase $ (Trade):
Phase IV (Consume): Discard 2 Rare Elements to gain 3 Victory Point chips.
Phase V (Produce): Produce 1 Rare Elements good on one of your Rare Elements Windfall Worlds without a good on it.
5. Comet Zone [Normal Production World] [Cost: 3] [Victory Points: 2] [Rare Elements]
Phase I (Explore):
Phase II (Develop):
Phase III (Settle):
Phase $ (Trade):
Phase IV (Consume):
Phase V (Produce): Place a Rare Elements good on this planet if one does not already exist then draw a card.
Goods: 1 Rare Elements
6. Imperium Armaments World [Normal Production Imperium World] [Cost: 4] [Victory Points: 2] [Rare Elements]
Phase I (Explore):
Phase II (Develop):
Phase III (Settle): +1 Military
Phase $ (Trade):
Phase IV (Consume):
Phase V (Produce): Place 1 Rare Elements on this planet if none already exists.
Goods: 1 Rare Elements
7. Expedition Force [Development] [Cost: 1] [Victory Points: 1]
Phase I (Explore): Draw 1 extra card to select from.
Phase II (Develop):
Phase III (Settle): +1 Military
Phase $ (Trade):
Phase IV (Consume):
Phase V (Produce):
8. Mining World [Normal Production World] [Cost: 3] [Victory Points: 2] [Rare Elements]
Phase I (Explore):
Phase II (Develop):
Phase III (Settle):
Phase $ (Trade):
Phase IV (Consume):
Phase V (Produce): Place 1 Rare Elements good on this planet if none already exists and draw a card.
Goods: 1
Military Rating: 2 (3 vs rare elements worlds)
Victory Chips: 8
Total Victory Points: 28
Hand Count: 7
Cards in tableau: 8
last time i take the day off work to save the world. you guys can all thank Darian
Produce - Consumer Markets lets me draw a card for each N. good I produce. I produce 1, so I draw one card. I also produce 1 Nov. Good on ELC.
Worlds:
1. Earth's Lost Colony[4] [Normal Production World] [Cost:2] [VP:1] [Novelty]
Phase I (Explore):
Phase II (Develop):
Phase III (Settle):
Phase $ (Trade):
Phase IV (Consume): Discard one Good of any type to gain 1 Victory Point chip.
Phase V (Produce): Place 1 Novelty Good on this planet if none already exists.
Goods: 1
2. Gambling World [Normal World] [Cost: 1] [Victory Points: 1]
Phase I (Explore):
Phase II (Develop):
Phase III (Settle):
Phase $ (Trade):
Phase IV (Consume): Discard any 1 good to gain 1 Victory Point chip. Choose a number from 1 to 7 and flip over the top card of the Card Supply. If its cost or defense matches the stated value, draw that card into your hand.
Phase V (Produce):
Goods: 0
Developments:
1. Export Duties [Development] [Cost: 1] [Victory Points: 1]
Phase I (Explore):
Phase II (Develop):
Phase III (Settle):
Phase $ (Trade): Draw 1 more card when selling any goods.
Phase IV (Consume):
Phase V (Produce):
Goods: 0
2. Consumer Markets [Development] [Cost: 5] [Victory Points: 3]
Phase I (Explore):
Phase II (Develop):
Phase III (Settle):
Phase $ (Trade):
Phase IV (Consume): Discard up to 3 Novelty goods to gain 1 Victory Point chip for each. When activated, as many Novelty goods must be discarded as possible.
Phase V (Produce): Draw 1 card for each Novelty good you produced.
Goods: 0
3. Colony Ship [Development] [Cost: 2] [Victory Points: 1]
Phase I (Explore):
Phase II (Develop):
Phase III (Settle): May discard this card from the tableau to place a normal world at 0 cost. This cannot be used on Alien Technology Production/Windfall worlds.
Phase $ (Trade):
Phase IV (Consume):
Phase V (Produce):
Goods: 0
4. Deficit Spending [Development] [Cost: 2] [Victory Points: 1]
Phase I (Explore):
Phase II (Develop):
Phase III (Settle):
Phase $ (Trade):
Phase IV (Consume): May discard up to 2 cards to gain 1 Victory Point chip for each. (These VPs may NOT be doubled)
Phase V (Produce):
Goods: 0
Summary
Military Rating: 0
Victory Chips: 3
Total Victory Points: 8
Hand Count: 3
Super Cool Gambling Number: Always 3. Just assume I am picking 3.
Darian: Develop
Darkewolfe: Consume 2x VPs
Kester: Consume 2x VPs
Robotsunshine: Explore +1/+1
I. Explore
II. Develop
IV. Consume
I probably won't get to the explore draws until tomorrow morning.
Military rating: 6
Victory Chips: 0
Card Victory Points: 14
Bonus VP: 8 (Gal Fed + 6 other developments)
Total VP: 22
Hand Count: 5 (6 after develop draw)
Total cards in Tableau: 10
Tableau:
Planets:
1. Epsilon Eridani[1] [Normal World] [Cost: 2] [VP: 1]
Phase I (Explore):
Phase II (Develop):
Phase III (Settle): +1 Military
Phase $ (Trade):
Phase IV (Consume): Discard one Good of any type to gain 1 Victory Point chip and 1 Card Draw.
Phase V (Produce):
Goods: 0
2. New Vinland [Normal Production World] [Cost: 2] [Victory Points: 1] [Novelty]
Phase I (Explore):
Phase II (Develop):
Phase III (Settle):
Phase $ (Trade):
Phase IV (Consume): Discard 1 good of any type to draw 2 cards.
Phase V (Produce): Place 1 Novelty good on this planet if none already exists.
Goods: 1
3. Lost Alien Battle Fleet [Military Production Alien World] [Defense: 6] [Victory Points: 4] [Alien Technology]
Phase I (Explore):
Phase II (Develop):
Phase III (Settle): +3 Military
Phase $ (Trade):
Phase IV (Consume):
Phase V (Produce): Place 1 Alien Technology Good on this planet if none already exists.
Goods: 1
Developments:
1. Public Works [Development] [Cost: 1] [Victory Points: 1]
Phase I (Explore):
Phase II (Develop): Draw 1 Card after placing a Development.
Phase III (Settle):
Phase $ (Trade):
Phase IV (Consume): Discard any 1 good to gain 1 Victory Point chip.
Phase V (Produce):
Goods: 0
2. Deficit Spending [Development] [Cost: 2] [Victory Points: 1]
Phase I (Explore):
Phase II (Develop):
Phase III (Settle):
Phase $ (Trade):
Phase IV (Consume): May discard up to 2 cards to gain 1 Victory Point chip for each. (These VPs may NOT be doubled)
Phase V (Produce):
Goods: 0
3. Interstellar Bank [Development] [Cost: 2] [Victory Points: 1]
Phase I (Explore):
Phase II (Develop): Draw 1 card at the start of the Develop phase.
Phase III (Settle):
Phase $ (Trade):
Phase IV (Consume):
Phase V (Produce):
Goods: 0
4. Research Labs [Development] [Cost: 4] [Victory Points: 2]
Phase I (Explore): Keep one extra card.
Phase II (Develop):
Phase III (Settle):
Phase $ (Trade):
Phase IV (Consume): Discard 1 Genes to gain a Victory Point chip.
Phase V (Produce): Draw 1 card for each Alien Technology good you produced.
Goods: 0
5. Space Marines [Development] [Cost: 2] [Victory Points: 1]
Phase I (Explore):
Phase II (Develop):
Phase III (Settle): +2 Military
Phase $ (Trade):
Phase IV (Consume):
Phase V (Produce):
Goods: 0
6. Drop Ships [Development] [Cost: 4] [Victory Points: 2]
Phase I (Explore):
Phase II (Develop):
Phase III (Settle): +3 Military
Phase $ (Trade):
Phase IV (Consume):
Phase V (Produce):
Goods: 0
7. Galactic Federation [Development] [Cost: 6] [Victory Points: Variable]
2 Victory Points per 6 Cost Development (including this one)
1 Victory Point per other development.
Phase I (Explore):
Phase II (Develop): Reduce the cost of developments by 2.
Phase III (Settle):
Phase $ (Trade):
Phase IV (Consume):
Phase V (Produce):
Goods: 0
1. Alpha Centauri[2] [Normal Windfall World] [Cost: 2] [VP: 0] [Rare Elements]
Phase I (Explore):
Phase II (Develop):
Phase III (Settle): -1 cost to Settle Rare Elements Production/Windfall Worlds and +1 Military to Conquer Rare Elements Production/Windfall Worlds.
Phase $ (Trade):
Phase IV (Consume):
Phase V (Produce):
Goods: 1 Rare Elements
2. Mining Conglomerate [Development] [Cost: 3] [Victory Points: 2]
Phase I (Explore):
Phase II (Develop):
Phase III (Settle):
Phase $ (Trade): Draw 1 more card when selling Rare Elements goods.
Phase IV (Consume): Discard up to 2 Rare Elements to gain 1 Victory Point chip for each. When activated, as many Rare Elements must be discarded as possible.
Phase V (Produce): Draw 2 cards after this phase if you produced more Rare Elements then every other player.
3. Terraforming Robots [Development] [Cost: 3] [Victory Points: 2]
Phase I (Explore):
Phase II (Develop):
Phase III (Settle): Draw 1 card after placing a world.
Phase $ (Trade):
Phase IV (Consume): Discard 1 Rare Elements to gain 1 Victory Point chip and Draw a Card.
Phase V (Produce):
4. Mining League [Development] [Cost: 6] [Victory Points: Variable]
2 Victory Points per Rare Elements Production world.
1 Victory Point per Rare Elements Windfall world.
2 Victory Points per Mining Robots and Mining Conglomerate.
Phase I (Explore):
Phase II (Develop):
Phase III (Settle):
Phase $ (Trade):
Phase IV (Consume): Discard 2 Rare Elements to gain 3 Victory Point chips.
Phase V (Produce): Produce 1 Rare Elements good on one of your Rare Elements Windfall Worlds without a good on it.
5. Comet Zone [Normal Production World] [Cost: 3] [Victory Points: 2] [Rare Elements]
Phase I (Explore):
Phase II (Develop):
Phase III (Settle):
Phase $ (Trade):
Phase IV (Consume):
Phase V (Produce): Place a Rare Elements good on this planet if one does not already exist then draw a card.
Goods: 1 Rare Elements
6. Imperium Armaments World [Normal Production Imperium World] [Cost: 4] [Victory Points: 2] [Rare Elements]
Phase I (Explore):
Phase II (Develop):
Phase III (Settle): +1 Military
Phase $ (Trade):
Phase IV (Consume):
Phase V (Produce): Place 1 Rare Elements on this planet if none already exists.
Goods: 1 Rare Elements
7. Expedition Force [Development] [Cost: 1] [Victory Points: 1]
Phase I (Explore): Draw 1 extra card to select from.
Phase II (Develop):
Phase III (Settle): +1 Military
Phase $ (Trade):
Phase IV (Consume):
Phase V (Produce):
8. Mining World [Normal Production World] [Cost: 3] [Victory Points: 2] [Rare Elements]
Phase I (Explore):
Phase II (Develop):
Phase III (Settle):
Phase $ (Trade):
Phase IV (Consume):
Phase V (Produce): Place 1 Rare Elements good on this planet if none already exists and draw a card.
Goods: 1
9. Galactic Survey: SETI [Development] [Cost: 6] [Victory Points: Variable]
1 Victory Point per development with an Explore power (including this one).
2 Victory Points per world with an Explore power.
1 Victory Point per other world.
Phase I (Explore): Draw 2 extra cards to select from.
Phase II (Develop):
Phase III (Settle):
Phase $ (Trade):
Phase IV (Consume):
Phase V (Produce):
Military Rating: 2 (3 vs rare elements worlds)
Points in tableau (excluding 6-devs): 11
Points from 6-devs: 15 (9 from Mining League, 6 from SETI)
Victory Chips: 8
Total Victory Points: 34
Hand Count: 1
Cards in tableau: 8
Worlds:
1. Earth's Lost Colony[4] [Normal Production World] [Cost:2] [VP:1] [Novelty]
Phase I (Explore):
Phase II (Develop):
Phase III (Settle):
Phase $ (Trade):
Phase IV (Consume): Discard one Good of any type to gain 1 Victory Point chip.
Phase V (Produce): Place 1 Novelty Good on this planet if none already exists.
Goods: 1
2. Gambling World [Normal World] [Cost: 1] [Victory Points: 1]
Phase I (Explore):
Phase II (Develop):
Phase III (Settle):
Phase $ (Trade):
Phase IV (Consume): Discard any 1 good to gain 1 Victory Point chip. Choose a number from 1 to 7 and flip over the top card of the Card Supply. If its cost or defense matches the stated value, draw that card into your hand.
Phase V (Produce):
Goods: 0
Developments:
1. Export Duties [Development] [Cost: 1] [Victory Points: 1]
Phase I (Explore):
Phase II (Develop):
Phase III (Settle):
Phase $ (Trade): Draw 1 more card when selling any goods.
Phase IV (Consume):
Phase V (Produce):
Goods: 0
2. Consumer Markets [Development] [Cost: 5] [Victory Points: 3]
Phase I (Explore):
Phase II (Develop):
Phase III (Settle):
Phase $ (Trade):
Phase IV (Consume): Discard up to 3 Novelty goods to gain 1 Victory Point chip for each. When activated, as many Novelty goods must be discarded as possible.
Phase V (Produce): Draw 1 card for each Novelty good you produced.
Goods: 0
3. Colony Ship [Development] [Cost: 2] [Victory Points: 1]
Phase I (Explore):
Phase II (Develop):
Phase III (Settle): May discard this card from the tableau to place a normal world at 0 cost. This cannot be used on Alien Technology Production/Windfall worlds.
Phase $ (Trade):
Phase IV (Consume):
Phase V (Produce):
Goods: 0
4. Deficit Spending [Development] [Cost: 2] [Victory Points: 1]
Phase I (Explore):
Phase II (Develop):
Phase III (Settle):
Phase $ (Trade):
Phase IV (Consume): May discard up to 2 cards to gain 1 Victory Point chip for each. (These VPs may NOT be doubled)
Phase V (Produce):
Goods: 0
5. Research Labs [Development] [Cost: 4] [Victory Points: 2]
Phase I (Explore): Keep one extra card.
Phase II (Develop):
Phase III (Settle):
Phase $ (Trade):
Phase IV (Consume): Discard 1 Genes to gain a Victory Point chip.
Phase V (Produce): Draw 1 card for each Alien Technology good you produced.
Goods: 0
Summary
Military Rating: 0
Victory Chips: 3
Total Victory Points: 10
Hand Count: 1
Super Cool Gambling Number: Always 3. Just assume I am picking 3.
Development
In case it was missed.
for a cost of 2 (-1 investment credits)
X. Mining Conglomerate [Development] [Cost: 3] [Victory Points: 2]
Phase I (Explore):
Phase II (Develop):
Phase III (Settle):
Phase $ (Trade): Draw 1 more card when selling Rare Elements goods.
Phase IV (Consume): Discard up to 2 Rare Elements to gain 1 Victory Point chip for each. When activated, as many Rare Elements must be discarded as possible.
Phase V (Produce): Draw 2 cards after this phase if you produced more Rare Elements then every other player.
Goods: 0
Consume
I draw a card in the Consume phase using New Economy's power
I discard Genes from Rebel Warrior Race to draw 1 card and 2 VP (1x2 consume power) using New Earth's consume power.
I discard Rare Elements from New Earth to draw 1 card and 2 VP (1x2 consume power) using Terraforming Robots consume power.
So total I draw 3 cards and take 4 VP.
My tableau:
Player 2 Darkewolfe:
Planets-
1P. New Sparta[3] [Military World] [Defense: 2] [VP: 1]
Phase I (Explore):
Phase II (Develop):
Phase III (Settle): +2 Military
Phase $ (Trade):
Phase IV (Consume):
Phase V (Produce):
Goods: 0
2P. Rebel Warrior Race [Military Windfall Rebel World] [Defense: 3] [Victory Points: 2] [Genes]
Phase I (Explore):
Phase II (Develop):
Phase III (Settle): +1 Military
Phase $ (Trade):
Phase IV (Consume):
Phase V (Produce):
Goods: 1 Genes
3P. Runaway Robots [Military Windfall World] [Defense: 1] [Victory Points: 1] [Rare Elements]
Phase I (Explore):
Phase II (Develop):
Phase III (Settle):
Phase $ (Trade):
Phase IV (Consume):
Phase V (Produce): Draw 1 card if you produced goods on this planet this phase.
Goods: 0
4P. New Earth [Normal Production World] [Cost: 5] [Victory Points: 3] [Rare Elements]
Phase I (Explore):
Phase II (Develop):
Phase III (Settle):
Phase $ (Trade):
Phase IV (Consume): Discard a good of any type to gain 1 Victory Point chip and draw a card.
Phase V (Produce): Place 1 Rare Elements on this planet if none already exists.
Goods: 1 Rare Elements
Developments-
1D. Investment Credits [Development] [Cost: 1] [Victory Points: 1]
Phase I (Explore):
Phase II (Develop): Reduce the cost of developments by 1.
Phase III (Settle):
Phase $ (Trade):
Phase IV (Consume):
Phase V (Produce):
2D. Interstellar Bank [Development] [Cost: 2] [Victory Points: 1]
Phase I (Explore):
Phase II (Develop): Draw 1 card at the start of the Develop phase.
Phase III (Settle):
Phase $ (Trade):
Phase IV (Consume):
Phase V (Produce):
Goods: 0
3D. Space Marines [Development] [Cost: 2] [Victory Points: 1]
Phase I (Explore):
Phase II (Develop):
Phase III (Settle): +2 Military
Phase $ (Trade):
Phase IV (Consume):
Phase V (Produce):
Goods: 0
4D. Terraforming Robots [Development] [Cost: 3] [Victory Points: 2]
Phase I (Explore):
Phase II (Develop):
Phase III (Settle): Draw 1 card after placing a world.
Phase $ (Trade):
Phase IV (Consume): Discard 1 Rare Elements to gain 1 Victory Point chip and Draw a Card.
Phase V (Produce):
Goods: 0
5D. New Economy [Development] [Cost: 6] [Victory Points: Variable]
2 Victory Points per development with a Consume power (including this one)
1 Victory Point per world with a Consume power.
Phase I (Explore):
Phase II (Develop):
Phase III (Settle):
Phase $ (Trade):
Phase IV (Consume): Draw a card.
Phase V (Produce):
Goods: 0
6D. Replicant Robots [Development] [Cost: 4] [Victory Points: 2]
Phase I (Explore):
Phase II (Develop):
Phase III (Settle): Reduce the cost to settle worlds by 2.
Phase $ (Trade):
Phase IV (Consume):
Phase V (Produce):
Goods: 0
7D. Mining Conglomerate [Development] [Cost: 3] [Victory Points: 2]
Phase I (Explore):
Phase II (Develop):
Phase III (Settle):
Phase $ (Trade): Draw 1 more card when selling Rare Elements goods.
Phase IV (Consume): Discard up to 2 Rare Elements to gain 1 Victory Point chip for each. When activated, as many Rare Elements must be discarded as possible.
Phase V (Produce): Draw 2 cards after this phase if you produced more Rare Elements then every other player.
Goods: 0
Military Rating: 5
Victory Chips: 5
Total Victory Points: 28
Hand Count: 4
Cards in Tableau: 11
Discard goods from Mining World and Comet Zone to Mining League for 3 VP.
Discard good from Alpha Centauri to Terraforming Robots for 1 VP and 1 card.
Discard good from Imperium Armaments World to Mining Conglomerate for 1 VP.
All VPs are doubled for a total of 10 VP and 1 card.
Tableau:
1. Alpha Centauri[2] [Normal Windfall World] [Cost: 2] [VP: 0] [Rare Elements]
Phase I (Explore):
Phase II (Develop):
Phase III (Settle): -1 cost to Settle Rare Elements Production/Windfall Worlds and +1 Military to Conquer Rare Elements Production/Windfall Worlds.
Phase $ (Trade):
Phase IV (Consume):
Phase V (Produce):
Goods: 0 Rare Elements
2. Mining Conglomerate [Development] [Cost: 3] [Victory Points: 2]
Phase I (Explore):
Phase II (Develop):
Phase III (Settle):
Phase $ (Trade): Draw 1 more card when selling Rare Elements goods.
Phase IV (Consume): Discard up to 2 Rare Elements to gain 1 Victory Point chip for each. When activated, as many Rare Elements must be discarded as possible.
Phase V (Produce): Draw 2 cards after this phase if you produced more Rare Elements then every other player.
3. Terraforming Robots [Development] [Cost: 3] [Victory Points: 2]
Phase I (Explore):
Phase II (Develop):
Phase III (Settle): Draw 1 card after placing a world.
Phase $ (Trade):
Phase IV (Consume): Discard 1 Rare Elements to gain 1 Victory Point chip and Draw a Card.
Phase V (Produce):
4. Mining League [Development] [Cost: 6] [Victory Points: Variable]
2 Victory Points per Rare Elements Production world.
1 Victory Point per Rare Elements Windfall world.
2 Victory Points per Mining Robots and Mining Conglomerate.
Phase I (Explore):
Phase II (Develop):
Phase III (Settle):
Phase $ (Trade):
Phase IV (Consume): Discard 2 Rare Elements to gain 3 Victory Point chips.
Phase V (Produce): Produce 1 Rare Elements good on one of your Rare Elements Windfall Worlds without a good on it.
5. Comet Zone [Normal Production World] [Cost: 3] [Victory Points: 2] [Rare Elements]
Phase I (Explore):
Phase II (Develop):
Phase III (Settle):
Phase $ (Trade):
Phase IV (Consume):
Phase V (Produce): Place a Rare Elements good on this planet if one does not already exist then draw a card.
Goods: 0 Rare Elements
6. Imperium Armaments World [Normal Production Imperium World] [Cost: 4] [Victory Points: 2] [Rare Elements]
Phase I (Explore):
Phase II (Develop):
Phase III (Settle): +1 Military
Phase $ (Trade):
Phase IV (Consume):
Phase V (Produce): Place 1 Rare Elements on this planet if none already exists.
Goods: 0 Rare Elements
7. Expedition Force [Development] [Cost: 1] [Victory Points: 1]
Phase I (Explore): Draw 1 extra card to select from.
Phase II (Develop):
Phase III (Settle): +1 Military
Phase $ (Trade):
Phase IV (Consume):
Phase V (Produce):
8. Mining World [Normal Production World] [Cost: 3] [Victory Points: 2] [Rare Elements]
Phase I (Explore):
Phase II (Develop):
Phase III (Settle):
Phase $ (Trade):
Phase IV (Consume):
Phase V (Produce): Place 1 Rare Elements good on this planet if none already exists and draw a card.
Goods: 0 Rare Elements
9. Galactic Survey: SETI [Development] [Cost: 6] [Victory Points: Variable]
1 Victory Point per development with an Explore power (including this one).
2 Victory Points per world with an Explore power.
1 Victory Point per other world.
Phase I (Explore): Draw 2 extra cards to select from.
Phase II (Develop):
Phase III (Settle):
Phase $ (Trade):
Phase IV (Consume):
Phase V (Produce):
Military Rating: 2 (3 vs rare elements worlds)
Points in tableau (excluding 6-devs): 11
Points from 6-devs: 15 (9 from Mining League, 6 from SETI)
Victory Chips: 18
Total Victory Points: 44
Hand Count: 2
Cards in tableau: 9
Consume a novelty to draw two cards, then alien tech for 1 VP and one card draw. Drawing a total of 3 cards. Once I see my three new cards and study my hand, I'll decide whether I am discarding any (up to 2) for VP.
Military rating: 9
Victory Chips: 1
Card Victory Points: 14
Bonus VP: 8 (Gal Fed + 6 other developments)
Total VP: 23
Hand Count: 6 to start; +3
Total cards in Tableau: 10
Tableau:
Planets:
1. Epsilon Eridani[1] [Normal World] [Cost: 2] [VP: 1]
Phase I (Explore):
Phase II (Develop):
Phase III (Settle): +1 Military
Phase $ (Trade):
Phase IV (Consume): Discard one Good of any type to gain 1 Victory Point chip and 1 Card Draw.
Phase V (Produce):
Goods: 0
2. New Vinland [Normal Production World] [Cost: 2] [Victory Points: 1] [Novelty]
Phase I (Explore):
Phase II (Develop):
Phase III (Settle):
Phase $ (Trade):
Phase IV (Consume): Discard 1 good of any type to draw 2 cards.
Phase V (Produce): Place 1 Novelty good on this planet if none already exists.
Goods: 0
3. Lost Alien Battle Fleet [Military Production Alien World] [Defense: 6] [Victory Points: 4] [Alien Technology]
Phase I (Explore):
Phase II (Develop):
Phase III (Settle): +3 Military
Phase $ (Trade):
Phase IV (Consume):
Phase V (Produce): Place 1 Alien Technology Good on this planet if none already exists.
Goods: 0
Developments:
1. Public Works [Development] [Cost: 1] [Victory Points: 1]
Phase I (Explore):
Phase II (Develop): Draw 1 Card after placing a Development.
Phase III (Settle):
Phase $ (Trade):
Phase IV (Consume): Discard any 1 good to gain 1 Victory Point chip.
Phase V (Produce):
Goods: 0
2. Deficit Spending [Development] [Cost: 2] [Victory Points: 1]
Phase I (Explore):
Phase II (Develop):
Phase III (Settle):
Phase $ (Trade):
Phase IV (Consume): May discard up to 2 cards to gain 1 Victory Point chip for each. (These VPs may NOT be doubled)
Phase V (Produce):
Goods: 0
3. Interstellar Bank [Development] [Cost: 2] [Victory Points: 1]
Phase I (Explore):
Phase II (Develop): Draw 1 card at the start of the Develop phase.
Phase III (Settle):
Phase $ (Trade):
Phase IV (Consume):
Phase V (Produce):
Goods: 0
4. Research Labs [Development] [Cost: 4] [Victory Points: 2]
Phase I (Explore): Keep one extra card.
Phase II (Develop):
Phase III (Settle):
Phase $ (Trade):
Phase IV (Consume): Discard 1 Genes to gain a Victory Point chip.
Phase V (Produce): Draw 1 card for each Alien Technology good you produced.
Goods: 0
5. Space Marines [Development] [Cost: 2] [Victory Points: 1]
Phase I (Explore):
Phase II (Develop):
Phase III (Settle): +2 Military
Phase $ (Trade):
Phase IV (Consume):
Phase V (Produce):
Goods: 0
6. Drop Ships [Development] [Cost: 4] [Victory Points: 2]
Phase I (Explore):
Phase II (Develop):
Phase III (Settle): +3 Military
Phase $ (Trade):
Phase IV (Consume):
Phase V (Produce):
Goods: 0
7. Galactic Federation [Development] [Cost: 6] [Victory Points: Variable]
2 Victory Points per 6 Cost Development (including this one)
1 Victory Point per other development.
Phase I (Explore):
Phase II (Develop): Reduce the cost of developments by 2.
Phase III (Settle):
Phase $ (Trade):
Phase IV (Consume):
Phase V (Produce):
Goods: 0
Military rating: 9
Victory Chips: 3
Card Victory Points: 14
Bonus VP: 8 (Gal Fed + 6 other developments)
Total VP: 25
Hand Count: 7
Total cards in Tableau: 10
X. Old Earth [Normal World] [Cost: 3] [Victory Points: 2]
Phase I (Explore):
Phase II (Develop):
Phase III (Settle):
Phase $ (Trade): Draw 1 more card when selling a Good.
Phase IV (Consume): Discard up to 2 Goods of any type to gain 1 Victory Point chip for each. When activated, as many Goods must be discarded as possible.
Phase V (Produce):
Goods: 0
Looks like Gambling World finally got him something.
ELC Consumes, and I am also gambling
Worlds:
1. Earth's Lost Colony[4] [Normal Production World] [Cost:2] [VP:1] [Novelty]
Phase I (Explore):
Phase II (Develop):
Phase III (Settle):
Phase $ (Trade):
Phase IV (Consume): Discard one Good of any type to gain 1 Victory Point chip.
Phase V (Produce): Place 1 Novelty Good on this planet if none already exists.
Goods: 0
2. Gambling World [Normal World] [Cost: 1] [Victory Points: 1]
Phase I (Explore):
Phase II (Develop):
Phase III (Settle):
Phase $ (Trade):
Phase IV (Consume): Discard any 1 good to gain 1 Victory Point chip. Choose a number from 1 to 7 and flip over the top card of the Card Supply. If its cost or defense matches the stated value, draw that card into your hand.
Phase V (Produce):
Goods: 0
Developments:
1. Export Duties [Development] [Cost: 1] [Victory Points: 1]
Phase I (Explore):
Phase II (Develop):
Phase III (Settle):
Phase $ (Trade): Draw 1 more card when selling any goods.
Phase IV (Consume):
Phase V (Produce):
Goods: 0
2. Consumer Markets [Development] [Cost: 5] [Victory Points: 3]
Phase I (Explore):
Phase II (Develop):
Phase III (Settle):
Phase $ (Trade):
Phase IV (Consume): Discard up to 3 Novelty goods to gain 1 Victory Point chip for each. When activated, as many Novelty goods must be discarded as possible.
Phase V (Produce): Draw 1 card for each Novelty good you produced.
Goods: 0
3. Colony Ship [Development] [Cost: 2] [Victory Points: 1]
Phase I (Explore):
Phase II (Develop):
Phase III (Settle): May discard this card from the tableau to place a normal world at 0 cost. This cannot be used on Alien Technology Production/Windfall worlds.
Phase $ (Trade):
Phase IV (Consume):
Phase V (Produce):
Goods: 0
4. Deficit Spending [Development] [Cost: 2] [Victory Points: 1]
Phase I (Explore):
Phase II (Develop):
Phase III (Settle):
Phase $ (Trade):
Phase IV (Consume): May discard up to 2 cards to gain 1 Victory Point chip for each. (These VPs may NOT be doubled)
Phase V (Produce):
Goods: 0
5. Research Labs [Development] [Cost: 4] [Victory Points: 2]
Phase I (Explore): Keep one extra card.
Phase II (Develop):
Phase III (Settle):
Phase $ (Trade):
Phase IV (Consume): Discard 1 Genes to gain a Victory Point chip.
Phase V (Produce): Draw 1 card for each Alien Technology good you produced.
Goods: 0
Summary
Military Rating: 0
Victory Chips: 4
Total Victory Points: 10
Hand Count: 1
Super Cool Gambling Number: Always 3. Just assume I am picking 3.
Darkewolfe: Settle
Kester: Explore +1, +1 (Stupid Kester, *grumble*)
Robotsunshine: Settle
I. Explore
II. Develop
III. Settle
Sending out cards now.
Darian: Draw 2 Keep 2
Darkewolfe: Draw 2 Keep 1
Kester: Draw 6 Keep 2
Robotsunshine: Draw 2 Keep 1
Please confirm.
Played Race for the Galaxy again yesterday. Decided I wanted to try something different than the Novelty/Elements strategy that I kept falling into, so I grabbed Public Works and Interstellar Bank for my initial hand. Then played nothing but developments the entire game except for 1 turn used to explore to pay for Galactic Federation. By the end, I was drawing at the start of Develop, paying -4 (with the Develop bonus), and then drawing another card. Somehow I blitzed my way to a quick victory with a tableau of developments and my starting planet.
And I draw one at the start of develop, so that'll be three for me.
Draw 6 keep 2 is right. And don't you grumble at me, young man! :P
A development blitz is fun when it goes right, you can end before anyone is really prepared, and it's hard to draft off of for the opponent. 6-devs are critical to making it all work but Galactic Federation, New Economy, Trade League and New Galactic Order can all score well, so you have some choice.
Novelty Production/Consume
Rare Elements Production/Consume
Military Blitz
Development Blitz
Possible Strategies:
Gene Production/Consume
Alien Production/Consume (?)
Exploration
Diverse Economy Production/Consume
Am I missing anything from the base game? Do the expansions add any new strategies or do they just provide a rebalancing/more options for the old ones?
Military rating: 11
Victory Chips: 3
Card Victory Points: 14
Bonus VP: 10 (Gal Fed + NGO + 6 other developments) + 11 (military for NGO)
Total VP: 38
Hand Count: 6 +1
Total cards in Tableau: 11
Tableau:
Planets:
1. Epsilon Eridani[1] [Normal World] [Cost: 2] [VP: 1]
Phase I (Explore):
Phase II (Develop):
Phase III (Settle): +1 Military
Phase $ (Trade):
Phase IV (Consume): Discard one Good of any type to gain 1 Victory Point chip and 1 Card Draw.
Phase V (Produce):
Goods: 0
2. New Vinland [Normal Production World] [Cost: 2] [Victory Points: 1] [Novelty]
Phase I (Explore):
Phase II (Develop):
Phase III (Settle):
Phase $ (Trade):
Phase IV (Consume): Discard 1 good of any type to draw 2 cards.
Phase V (Produce): Place 1 Novelty good on this planet if none already exists.
Goods: 0
3. Lost Alien Battle Fleet [Military Production Alien World] [Defense: 6] [Victory Points: 4] [Alien Technology]
Phase I (Explore):
Phase II (Develop):
Phase III (Settle): +3 Military
Phase $ (Trade):
Phase IV (Consume):
Phase V (Produce): Place 1 Alien Technology Good on this planet if none already exists.
Goods: 0
Developments:
1. Public Works [Development] [Cost: 1] [Victory Points: 1]
Phase I (Explore):
Phase II (Develop): Draw 1 Card after placing a Development.
Phase III (Settle):
Phase $ (Trade):
Phase IV (Consume): Discard any 1 good to gain 1 Victory Point chip.
Phase V (Produce):
Goods: 0
2. Deficit Spending [Development] [Cost: 2] [Victory Points: 1]
Phase I (Explore):
Phase II (Develop):
Phase III (Settle):
Phase $ (Trade):
Phase IV (Consume): May discard up to 2 cards to gain 1 Victory Point chip for each. (These VPs may NOT be doubled)
Phase V (Produce):
Goods: 0
3. Interstellar Bank [Development] [Cost: 2] [Victory Points: 1]
Phase I (Explore):
Phase II (Develop): Draw 1 card at the start of the Develop phase.
Phase III (Settle):
Phase $ (Trade):
Phase IV (Consume):
Phase V (Produce):
Goods: 0
4. Research Labs [Development] [Cost: 4] [Victory Points: 2]
Phase I (Explore): Keep one extra card.
Phase II (Develop):
Phase III (Settle):
Phase $ (Trade):
Phase IV (Consume): Discard 1 Genes to gain a Victory Point chip.
Phase V (Produce): Draw 1 card for each Alien Technology good you produced.
Goods: 0
5. Space Marines [Development] [Cost: 2] [Victory Points: 1]
Phase I (Explore):
Phase II (Develop):
Phase III (Settle): +2 Military
Phase $ (Trade):
Phase IV (Consume):
Phase V (Produce):
Goods: 0
6. Drop Ships [Development] [Cost: 4] [Victory Points: 2]
Phase I (Explore):
Phase II (Develop):
Phase III (Settle): +3 Military
Phase $ (Trade):
Phase IV (Consume):
Phase V (Produce):
Goods: 0
7. Galactic Federation [Development] [Cost: 6] [Victory Points: Variable]
2 Victory Points per 6 Cost Development (including this one)
1 Victory Point per other development.
Phase I (Explore):
Phase II (Develop): Reduce the cost of developments by 2.
Phase III (Settle):
Phase $ (Trade):
Phase IV (Consume):
Phase V (Produce):
Goods: 0
8. New Galactic Order [Development] [Cost: 6] [Victory Points: Variable]
Worth a number of Victory Points equal to your Military, do not include specialized military.
Phase I (Explore):
Phase II (Develop):
Phase III (Settle): +2 Military
Phase $ (Trade):
Phase IV (Consume):
Phase V (Produce):
Goods: 0
The strategy I like that you haven't touched on is a trade strategy, but it's pretty rare. It pretty much relies on Merchant World for efficacy, usually twinned with Deficit Spending. However, when you reach the point at which you can trade every turn to get 4 VP and some cards without ever needing to pick produce, it's beautiful.
Those are strategies I've personally won with.
Consumer Markets + a tableau full of novelty production planets is a nightmare. Especially when a lot of novelty planets also consume.
X. Public Works [Development] [Cost: 1] [Victory Points: 1]
Phase I (Explore):
Phase II (Develop): Draw 1 Card after placing a Development.
Phase III (Settle):
Phase $ (Trade):
Phase IV (Consume): Discard any 1 good to gain 1 Victory Point chip.
Phase V (Produce):
Goods: 0
Settle
X. Rebel Underground [Military Rebel World] [Defense: 3] [Victory Points: 4]
Phase I (Explore):
Phase II (Develop):
Phase III (Settle):
Phase $ (Trade):
Phase IV (Consume):
Phase V (Produce): Draw 1 card.
Goods: 0
My tableau after both phases
Planets-
1P. New Sparta[3] [Military World] [Defense: 2] [VP: 1]
Phase I (Explore):
Phase II (Develop):
Phase III (Settle): +2 Military
Phase $ (Trade):
Phase IV (Consume):
Phase V (Produce):
Goods: 0
2P. Rebel Warrior Race [Military Windfall Rebel World] [Defense: 3] [Victory Points: 2] [Genes]
Phase I (Explore):
Phase II (Develop):
Phase III (Settle): +1 Military
Phase $ (Trade):
Phase IV (Consume):
Phase V (Produce):
Goods: 1 Genes
3P. Runaway Robots [Military Windfall World] [Defense: 1] [Victory Points: 1] [Rare Elements]
Phase I (Explore):
Phase II (Develop):
Phase III (Settle):
Phase $ (Trade):
Phase IV (Consume):
Phase V (Produce): Draw 1 card if you produced goods on this planet this phase.
Goods: 0
4P. New Earth [Normal Production World] [Cost: 5] [Victory Points: 3] [Rare Elements]
Phase I (Explore):
Phase II (Develop):
Phase III (Settle):
Phase $ (Trade):
Phase IV (Consume): Discard a good of any type to gain 1 Victory Point chip and draw a card.
Phase V (Produce): Place 1 Rare Elements on this planet if none already exists.
Goods: 1 Rare Elements
5P. Rebel Underground [Military Rebel World] [Defense: 3] [Victory Points: 4]
Phase I (Explore):
Phase II (Develop):
Phase III (Settle):
Phase $ (Trade):
Phase IV (Consume):
Phase V (Produce): Draw 1 card.
Goods: 0
Developments-
1D. Investment Credits [Development] [Cost: 1] [Victory Points: 1]
Phase I (Explore):
Phase II (Develop): Reduce the cost of developments by 1.
Phase III (Settle):
Phase $ (Trade):
Phase IV (Consume):
Phase V (Produce):
2D. Interstellar Bank [Development] [Cost: 2] [Victory Points: 1]
Phase I (Explore):
Phase II (Develop): Draw 1 card at the start of the Develop phase.
Phase III (Settle):
Phase $ (Trade):
Phase IV (Consume):
Phase V (Produce):
Goods: 0
3D. Space Marines [Development] [Cost: 2] [Victory Points: 1]
Phase I (Explore):
Phase II (Develop):
Phase III (Settle): +2 Military
Phase $ (Trade):
Phase IV (Consume):
Phase V (Produce):
Goods: 0
4D. Terraforming Robots [Development] [Cost: 3] [Victory Points: 2]
Phase I (Explore):
Phase II (Develop):
Phase III (Settle): Draw 1 card after placing a world.
Phase $ (Trade):
Phase IV (Consume): Discard 1 Rare Elements to gain 1 Victory Point chip and Draw a Card.
Phase V (Produce):
Goods: 0
5D. New Economy [Development] [Cost: 6] [Victory Points: Variable]
2 Victory Points per development with a Consume power (including this one)
1 Victory Point per world with a Consume power.
Phase I (Explore):
Phase II (Develop):
Phase III (Settle):
Phase $ (Trade):
Phase IV (Consume): Draw a card.
Phase V (Produce):
Goods: 0
6D. Replicant Robots [Development] [Cost: 4] [Victory Points: 2]
Phase I (Explore):
Phase II (Develop):
Phase III (Settle): Reduce the cost to settle worlds by 2.
Phase $ (Trade):
Phase IV (Consume):
Phase V (Produce):
Goods: 0
7D. Mining Conglomerate [Development] [Cost: 3] [Victory Points: 2]
Phase I (Explore):
Phase II (Develop):
Phase III (Settle):
Phase $ (Trade): Draw 1 more card when selling Rare Elements goods.
Phase IV (Consume): Discard up to 2 Rare Elements to gain 1 Victory Point chip for each. When activated, as many Rare Elements must be discarded as possible.
Phase V (Produce): Draw 2 cards after this phase if you produced more Rare Elements then every other player.
Goods: 0
8D. Public Works [Development] [Cost: 1] [Victory Points: 1]
Phase I (Explore):
Phase II (Develop): Draw 1 Card after placing a Development.
Phase III (Settle):
Phase $ (Trade):
Phase IV (Consume): Discard any 1 good to gain 1 Victory Point chip.
Phase V (Produce):
Goods: 0
Military Rating: 5
Victory Chips: 5
Total Victory Points: 35
Hand Count: 4
Cards in Tableau: 13