Gaming 1: You are likely to be eaten by a grue
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And that's all I have to say about the game, really. I have more to say about next game, namely: would people like to include cards from the second expansion, Rebel vs Imperium? YOu can see all the cards from this expansion here: [link] Among other things, there are three new starting worlds and six new 6-cost developments. Including them mostly keeps the game the same, but there are some things to consider.
1. The new cards are more varied, which is generally a good thing. Some of the powers are a bit different from previous powers. For instance, Hidden Fortress is a 5-defence military world. It adds 1 to your military strength
for each
military world in your layout. HF is your fourth military world? your strength just went up by 4. (I will of course provide explanations where necessary.)
3. Aside from the variety angle, there's also some power creep. It's balanced - the more powerful (and/or valuable) cards are also more expensive. For instance, there is now an 8-defence military world (Alien Monolith) and even a 9-defence military world (Rebel Stronghold). There are more expensive/valuable/useful non-military worlds too. So, power creep. That's likely to see rising scores.
4. Rules are mostly unchanged, but there are two exceptions. First, there's a new Explore power. Usually, when you Explore, if you pick up two cards you both like, you can only keep one. However, if you have the new Explore power in your layout, you can keep both, by throwing out a card from your hand instead. Basically, when you do Explore discards, you can substitute cards from your hand to keep more of the cards you just drew. (This might be a bit tricky to visualise, but it's easier to pick up during play.)
There's also a change to how starting worlds work. At present, at the start of the game, you get a random starting world, over which you have no choice. The second expansion brings the total number of starting worlds up to 12, and changes the rules. Now, at game start, everyone gets dealt
two
worlds, and can choose the one they like best. I like this rule change, as it gives players more control over their starting position.
Summary: the new cards will increase variety and options, and hopefully make it easier to find something to do that feels worthwhile. In particular, you'll get a choice of starting world, instead of being stuck with what you're dealt. But it may also increase the need to brain. Everyone seems to be handling the goals pretty well, so I think you can probably cope with the cards getting a bit more complicated. How do you all feel? Specifically:
1. Who wants to be in the next game?
2. Would you like to add in the cards from the second expansion, or play again with the same cards as last game?
RftG
Sure, I'm up for braining with new cards.
RftG
I'm in but I'll happily sit out if we have new players who want in.
I like the new expansion, especially getting a choice of starting worlds.
I'll jump back in - I haven't played with these rules before.
RftG
Excellent! That means that this game, we will have
five
players:
Connie
Laga
omnis
chrismg
Ryan
I'll need to make a few modifications to my game file to expand the number of players. However, once that's done, I'll send out the card draws and we'll get underway.
RftG
We are now ready to start! Everyone has made their choice of starting world, appearing in the starting summary:
Round 0
Goals
Propaganda Edge - Most Rebel Military Worlds
Production Leader - Most Production Worlds
Overlord Discoveries - First to 3 Alien cards
Galactic Riches - First to 4 goods
Uplift Knowledge - First to 3 Uplift cards
Innovation Leader - First to have a power in each phase
Ryan
Layout
Rebel Cantina (Non-Military World)
Cards in Hand:
4
Military Strength:
0
Victory Points:
0
Layout Value:
0
6-Cost Developments:
0
Goals:
0
Laga
Layout
Galactic Developers (Non-Military World)
Cards in Hand:
4
Military Strength:
0
Victory Points:
0
Layout Value:
1
6-Cost Developments:
0
Goals:
0
omnis
Layout
New Sparta (Military World)
Cards in Hand:
4
Military Strength:
2
Victory Points:
0
Layout Value:
1
6-Cost Developments:
0
Goals:
0
Connie Neil
Layout
Imperium Warlord (Non-Military World)
Cards in Hand:
4
Military Strength:
0
Victory Points:
0
Layout Value:
2
6-Cost Developments:
0
Goals:
0
chrismg
Layout
Epsilon Eridani (Non-Military World)
Cards in Hand:
4
Military Strength:
1
Victory Points:
0
Layout Value:
1
6-Cost Developments:
0
Goals:
0
VP Pool: 60
Everyone except Laga chose their military-themed starting world. Laga chose her non-military starting world option.
RftG
I also have everyone's choice of Action card for Round 1:
Ryan: Phase I (+5) - Explore (draw +5 cards)
Laga: Phase II - Develop
omnis: Phase I (+5) - Explore (draw +5 cards)
Connie Neil: Phase III - Settle
chrismg: Phase III - Settle
Three phases this round, starting with Explore.
Ryan
and
omnis
both chose the Big Explore - draw 5 extra cards. They each draw 7 cards and keep 1.
Laga
and
chrismg
both get the standard draw 2, keep 1.
Connie
has a power to draw an extra card; she draws 3 cards and keeps 1.
Cards are going out now. Everyone, let me know what you keep. You can also send me COs for phases II and III, and/or let me know if your Explore draw affects your existing orders.
RftG
I have the orders for Phase II (Develop).
Ryan, Connie
and
chrismg
all pass.
Laga
draws 1 card from Galactic Developers, then plays Contact Specialist (for 0 discards, as she chose this phase). This card lets her play military worlds as if they were non-military, at a cost of their defence - 1. It doesn't apply to Alien worlds.
omnis
plays R&D Crash Program. This is new to the second expansion. While it's in his layout, in Phase IV he can swap out one of the cards in his hand for a draw from the deck. However, its main use is that in Phase II, he can discard it from his layout to get -3 cost on playing a development.
RftG
Phase III (Settle) closes out the first round.
Ryan
passes on this phase too.
Laga
plays New Vinland for 2 discards. This is a Blue production world, that can consume 1 good for 2 cards in Phase II.
omnis
plays Smuggling World for 1 discard. This is also a Blue production world. It gives him -1 cost on future non-military Blue worlds, and +1 strength for military Blue worlds. It also carries the new Explore power. When someone explores, they draw some cards, keep a subset and discard the other cards they drew. From now on, omnis can keep more of the cards they drew by substituting discards from his hand. Effectively, although he will draw the same number of cards and discard the same number of cards, he can now add his Explore draw to his hand and choose his discards from any cards in his hand.
Connie
plays Outlaw World. This is a military world with 1 strength. It lets her consume 1 good for 1 VP and 1 card. She then draws 1 card for choosing Phase III.
chrismg
plays Runaway Robots. This is also a 1-strength military world. It's a Brown windfall world, which gives him 1 card draw whenever he produces on it. He also draws a card for choosing this phase.
And that concludes Round 1! Everyone, please send me your choice of Action card for Round 2.
RftG
End-of-round summary:
Round 1
Goals
Propaganda Edge - Most Rebel Military Worlds
Production Leader - Most Production Worlds
Overlord Discoveries - First to 3 Alien cards
Galactic Riches - First to 4 goods
Uplift Knowledge - First to 3 Uplift cards
Innovation Leader - First to have a power in each phase
Ryan
Layout
Rebel Cantina (Non-Military World)
Cards in Hand:
5
Military Strength:
0
Victory Points:
0
Layout Value:
0
6-Cost Developments:
0
Goals:
0
Laga
Layout
Galactic Developers (Non-Military World)
Contact Specialist (Development)
New Vinland (Non-Military Blue Production World)
Cards in Hand:
2
Military Strength:
-1
Victory Points:
0
Layout Value:
3
6-Cost Developments:
0
Goals:
0
omnis
Layout
New Sparta (Military World)
R&D Crash Program (Development)
Smuggling World (Non-Military Blue Production World)
Cards in Hand:
1
Military Strength:
2
Victory Points:
0
Layout Value:
2
6-Cost Developments:
0
Goals:
0
Connie Neil
Layout
Imperium Warlord (Non-Military World)
Outlaw World (Military World)
Cards in Hand:
5
Military Strength:
0
Victory Points:
0
Layout Value:
3
6-Cost Developments:
0
Goals:
0
chrismg
Layout
Epsilon Eridani (Non-Military World)
Runaway Robots (Military Brown Windfall World) + good
Cards in Hand:
5
Military Strength:
1
Victory Points:
0
Layout Value:
2
6-Cost Developments:
0
Goals:
0
VP Pool: 60