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Race for the Galaxy strategies for newbies

Race for the Galaxy (2007, Rio Grande Games) is currently the 'new' hot game of 2007-08. At the time of this article, Race for the Galaxy is comfortably seated at #10, dethroning Age of Steam to #11 on the BGG ranking chart.

This is not a review of Race for the Galaxy (RftG) but more of an in-depth analysis after playing more than 50 games in 2 weeks.

As most RftG seasoned players would know, there are numerous paths (or ways) to win in the game. The beauty of the game lies in its deceptively simple yet deep and balanced gameplay. A typical game of RftG, whether if it is with 2, 3 or even 4 players, will take roughly around 30-45 minutes. Setup time is around 3 minutes.

The win strategies can be divided into 4 main branches : development strategy, military strategy, consume/produce strategy and trading strategy. Before we divulge further into each of the different strategies, I must stress again that there is no best way to win. Each strategy has its own strengths and weaknesses. So, for example, in game #1, military strategy was the game winner but yet in game #2, it was the consume/produce strategy.

Development Strategy

Development strategy is based upon Development Discount cards (-x to develop) and Development Phase Card Draws (draw X cards when develop etc.) to hasten the end of the game plus pulling out as many heavy hitters (development cards) as humanly can.

Strengths : Second fastest strategy and most of the 6-cost buildings score alternate v.p's for development cards in play also.

Weaknesses : Cannot settle or produce or even consume. Phase options are limited to Explore +1/+1, Explore +5 and Develop. Cannot outdraw Trading player (+3 cards vs +8 cards).

Military Strategy

Ideally, you should get New Sparta (+2 to military) as a starting planet and at least some +? to military cards in your starting hand before you embark on this strategy. Military is all about speed. Your opponents can't hurt what they can't see.

Strengths : The fastest strategy. Possible to win on turn 6. On average turn 10. Larger military planets score huge v.p's. Military planets must be conquered, thus you play them essentially for free. You can play military planets as long as your bonuses are equal to or more than the planet's cost.

Weaknesses : If you can't win by the 12 turn, you are as good as dead. The consume/produce and trade players would have eaten you alive with their 20+ v.p's generated from their card engines. Also, you don't get much options when choosing a phase to play. It is usually a toss up between Explore +5 and Settle. On rare occasions, you would go for Trade- Consume to draw 5 cards off your Alien technology buildings.

Consume/Produce Strategy

This style of play is all about playing planets and developments that would give you tons of v.p's from consuming goods and of course, playing production planets, ...lots of them.

Strengths : Once the engine is on-line, you can choose Consume/Produce each turn, oblivious to what the other players are doing. You have multiple options on what phase to pick each turn, you can utilize all the phases to your own advantage.

Weaknesses : Very slow in reaping the rewards. By the time you generate your first few v.p's the game might be entering its final few rounds. Need at least a 3-5 card combination to make it work. And 7-10 cards for it to run at its optimum capacity.

Trading Strategy

The Trading player draw multiple cards from selling his/her goods during the Trade/Consume phase. From the cards drawn, he/she could play more developments and planets that gives +$? to trade to even draw more cards when trading. Drawing 10 cards a turn is the norm for players employing this strategy.

Strengths : Draw lots of cards. More cards = more and better options. You can leech off other players as you have enough cards to develop and settle on the same turn. Does not need much cards in play to get the card-drawing engine going. On average 2-3 cards which gives trading bonuses and a yellow production planet.

Weaknesses : Quite slow to win. Cards in hand do not generate v.p's unless you have Merchant World or Deficit Spendings in play. Picking the Trade/Consume role might benefit the Consume/Produce players.

In conclusion, the strategy that you pick really depends on your starting planet, starting cards in hand and what you drew over the course of the game. You then pick the best strategy with the cards that you have in play and in your hand.

Published Monday, April 21, 2008 1:34 PM by friedricetheman

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