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[Victory and Defeat] Race for the Galaxy - Turn 10
Posts
Yeah, I'm just hoping he doesn't have one of the big points military worlds up his sleeve. ~15 or so points in a turn would be impressive.
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: 4
Cards in tableau: 9
Try 19 points this turn... which still just catches me up to where you were last turn.
Military rating: 12
Victory Chips: 3
Card Victory Points: 19
Bonus VP: 10 (Gal Fed + NGO + 6 other developments) + 12 (military for NGO)
Total VP: 44
Hand Count: 6
Total cards in Tableau: 12
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
4. Rebel Outpost [Military Rebel World] [Defense: 5] [Victory Points: 5]
Phase I (Explore):
Phase II (Develop):
Phase III (Settle): +1 Military
Phase $ (Trade):
Phase IV (Consume):
Phase V (Produce):
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
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):
10. Rebel Fuel Cache [Military Windfall Rebel World] [Cost: 1] [Victory Points: 1] [Rare Elements]
Phase I (Explore):
Phase II (Develop):
Phase III (Settle):
Phase $ (Trade):
Phase IV (Consume):
Phase V (Produce):
Goods: 1 Rare Elements
Military Rating: 2 (3 vs rare elements worlds)
Points in tableau (excluding 6-devs): 12
Points from 6-devs: 17 (10 from Mining League, 7 from SETI)
Victory Chips: 18
Total Victory Points: 47
Hand Count: 4
Cards in tableau: 10
I was really hoping you wouldn't be able to do that.
I know, I almost feel bad for spoiling your awesome comeback. Almost. :P
Also, it probably would have been more fair if I put out the list of cards available, but I don't think that would be entirely legal.
And I'm just glad I was able to make it that close, given how awfully I seemed to start.
Thanks a lot for running the game, Valkun!
The Rankings
1. CEO Kester (47) of the Mining Consortium
2. Warlord Darian (44) of the Space Armada
3. Strategist Darkewolfe (35) of the Rebel Alliance
4. Robotsunshine (??) of Galactic Escapes Vacation Destinations LLC
yeah, sorry about that. i'm fiddling with the actual apples cards here, so i'm trying to organize and print them up as cards in the generator and save them to photobucket, so it's time consuming. i figured, at this point, i'd done poorly enough that i posed very little threat to the score :P
over all, when i signed up for this i had nothing on my plate so i thought it'd be easy to do. but then i got into a lot of things, and it was really just bad timing. sorry for making things drag on, you guys - though i love the game, plan on picking it up come payday, and if it ever comes around again, i'll leave myself free time to commit to it.
also, while going over the puerto rico rules (it was either a2a or puerto rico), i'm seeing how popular the modular rules are in gaming these days.
as for develop and settle - nothing! i can actually settle as i have a world here that costs 0, but there's no point.
the end!
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: 14
Hand Count: 1
Super Cool Gambling Number: Always 3. Just assume I am picking 3.