The Tao of Gaming

Saturday, December 1, 2007

Cutthroat Caverns Initial Thoughts


Got to try Cutthroat Caverns today (thanks Carlos!).

The theme is the classic "Dungeon Crawl with Squabbling Party." The team has 10 encounters to get past, and the winner is whoever gets the most prestige ... which you earn by dealing the killing blow. Of course, you have to be alive to win.

So, you flip up a monster. It has stats, a special ability, and the like. Then you deal out initiative cards (randomly). You flip these up, then each player plays an attack card (face down). When it's your turn, you attack. Most of these do 0-50 points of damage, but some do 100. Some do zero.

Then you have the cards that let you help your friends. Like "Edge Out" where you step in front of someone right before their attack, so they just have to discard it. If, after everyone attacks, the monster isn't dead then it will attack some (or all) of the players, and you go again.

I didn't read the rules, but I did glance at them. They aren't too complicated, but they could be tighter. Given that this is really just a 'take that' game with some simultaneous selection, I'm not too worried. (The game completely hits my "Some cards are much better" pet peeve, but its not meant to be taken seriously, so its only mildly annoying). So we had a few rules questions, arguments, and at least one rule played completely wrong.

Clever idea #1 — There are 25 monsters, and you only have to face 10. They all seem quite unique. This leads to rules questions, but it is fun. Some monsters will just attack players based on initiative number, but others will attack whoever hit them hardest, or first. This leads to more interesting card play (because the first player may play a feint, so as to not draw the wrath).

Clever idea #2 — The monsters 'hit points' are determined by how many players started the game. It's completely possible to kill someone with a nasty card, but its not a good idea to do it early. Everyone could lose.

Annoying thing #2 — the initiative cards are dealt out randomly before each round. It would have been nice for there to some strategy ... like, whoever did the least damage goes first. Then even the monsters that attack certain positions in player order would become more interesting. More annoyingly, it just takes a lot of time to shuffle up and deal cards 1-6 each round. Perhaps making a few mini decks [1-6 in clubs, diamonds, hearts and spades] would help.

Annoying thing #3 — An RPG game where all the characters are identical (except for a few attack cards that double if a certain character plays them)? Boo. The expansion does take care of this.

Overall this is good if in the right mood. Its a 'take that' game, but the monster deck should give it reasonable replayability (for those who play these things often). The production values on the cards, monsters, and counters is quite good (for a small company), and the game isn't too expensive. Hardly a game I have to own since someone else has it, but I'd play it again.

On an unrelated note ... I notice that the designers name is Curt Covert. Meanwhile, my copy of Fifth Avenue has the suspicious name "Wilko Manz"). And I still don't completely believe that John Goodenough is a real name. Still, at a summer program I went to there was a Russel ("Rusty") Nail.

Update: Next on the list, Lutz Stepponat (although that's probably a reasonable German name).

Thursday, November 29, 2007

The coolest thing I've seen in a long time


Ladies and Gentleman, courtesy of Wei-Hwa Huang, the Race for the Galaxy periodic table.

[The other games can have this blog back when they pry it from Race's cold, dead hands].

Update: Oh OK. Frank, I thought Galaxy Trucker was much better than mediocre.

Sunday, November 25, 2007

Race for the Galaxy -- Opening & Homeworlds Thoughts


In Race, players build an economic engine early then convert to a Victory Point engine later on. So, the game’s “Opening” means building your economic engine.

A good engine provides you more cards than your opponent. Earning three cards a turn when everyone else is earning three cards is parity, not an advantage. Each of the roles (except produce) provides a one card advantage (or more) if you take the ‘greedy’ privilege (Explore +1/+1, Consume/Trade). Trading provides 2 (or more) but takes a setup turn (either producing or settling a windfall world). Your early goal is to build a phase where you get an extra card or two beyond the privilege (since everyone will get roughly one card a turn from privileges). There are several ways to do this:

  1. Get discounts. If you get Public Works (1 card rebate after playing a development), or Investment Credits (-1 cost to developments), or Interstellar Bank (draw one card a turn during development), or Galactic Federation (-2 cost to developments, VPs for each development), each time you play a development you’ll save a card (beyond the privilege). If you get all four of them, then you can play 4 cost developments for free and draw two cards! Similarly, Mining Robots, (-1 cost to Rare worlds) Terraforming Robots (1 card rebate after settling/conquering a world) and the like provide discounts on the Settle phase.

  2. Conquer Planets. Military is a ‘discount in a can’ strategy. Other planets cost a few cards, but military planets just require having the strength. A pure military strategy will often switch between settling and exploring (or selling windfalls).

  3. Trading. Getting a big trade (say, a Gene world, or even just a trading bonus) means you’ll earn 4 cards every two turns (on the produce/trade cycle). That compares nicely with two rebates (for settling) or discounts (for developing) or extra exploration cards. If you are going for the trade strategy, then ideally you’ll have another production world with a consume power. Then you’ll get your 4 trade cards plus another card, or VP (or both!).

  4. Producing. Several worlds (and developments) give you cards for producing. In this case, trading or consumption is a nice way to clear out the worlds so that they can produce again.

Apart from building your engine, pay attention to your opponents. If someone’s tableau indicates that they are stacking Develop discounts, an Interstellar Bank will be a great play. “Leeching” off of other players actions, and getting a “Leech-proof” action leads to success. (Wei-Hwa Huang calls this the “Pioneer strategy vs. Leech Strategy” question. So in the opening, strike new ground and build a solid advantage in one area or leech off your opponents.

Some Principles:

  1. Play the role that gives you the best advantage.

  2. Don’t get tunnel vision. Your opening hand may point towards the opposite direction your homeworld indicates. Don’t force your plan onto the cards you draw.

  3. Getting a turn (or two) behind on building isn’t as painful as it is in San Juan (or Puerto Rico). One good card (or combination of two cards) can easily beat 3 (or 4) random cheap cards.

  4. Be flexible. A good opening hand not only answers “What role will I take?” but “What will I do based on what others select?” For example, if you Settle, does your world change if there is a develop phase? Or a Consume phase? If you can handle all the combinations gracefully, you are flexible. If you are praying that the combinations work out perfectly (dropping a windfall and hoping nobody consumes), you lack flexibility. It may still be the right play, but just be aware of the risks you run. If you aren’t exactly sure what role to take, consider calling Explore +1/+1, and then deciding after you see a few more cards.

  5. Watch the other players. Your first few games will be overwhelming, but after a few games (when you start being able to recognize the individual cards) try and guess what each person will call, even if you don’t base your strategy on it. It’s good practice.

  6. If you are going for a big produce/consume (x2) advantage, you’ll want roughly equal numbers of goods and consumption powers, and you’ll want a lot of them. This may bias you towards cards that provide a lesser discount and a consumption power (for example, Public Works instead of Investment Credits). If you are never going to be a big producer or consumer, you may want to bias in the other direction).

Choosing your opening hand:

You get to keep four cards out of six. Unless you get an amazing draw, you can just focus on the two best cards, and the others will be used for money. When you look at your opening choice, you should know what you first turn (and likely second turn) role. If you plan on calling Develop or Settle, consider the impact of having an extra card in your hand (if someone explores). You may want to keep one ‘slightly too expensive’ card to play in that case.

You’ll probably want to keep 1 development and 1 production/windfall world, unless your hand has a definite play. If you get absolutely nothing of use, you’ll have to take explore +1/+1 (or +5) and hope. The one exception would be a hand just loaded for one phase. Like Investment Credit, Interstellar Bank, Public Works and Galactic Federation. More realistically, having 2 or 3 of those would indicate a pioneer strategy, and just keeping the best leech cards for the remainder.

Keeping a six you intend to use for early play is risky, unless it provides a good source of income/discounts during the game. For the first few turns cards should be played or used as payment, not set aside for later. If you do get a six you can’t use, just chuck it and hope to get it back (if it will help you in the endgame).

The Specific Homeworlds:

#0 – Old Earth (2 VP, Trade +1, Consume up to two goods for 1 VP each)

This is a tough homeworld for new players. In the long term, you’ll want several cheap production worlds (since you can consume two goods) and you start with a VP advantage, but a poor good economic situation. Given your long term situation, you have a slight bias towards settling early on. You’d like to Settle a windfall and then trade it (turn 2), but if Alpha Centauri is in the game, you’ll encounter a consume phase on turn one (when he trades). So having a cheap windfall (in case nobody consumes on turn one) and production world (in case they do) is a nice opening hand.

Update -- (Tom's input, see below for details) — I perhaps overstated the risk of having your windfall consumed. Don't worry too much if your windfall gets consumed for a VP. You can just produce(T2) and trade (T3).

#1 – Epsilon Eridani (1 VP, +1 Military, Consume a good for 1VP + 1 Card) Epsilon Eridani starts with some military prowess, and the best consumption ability of the homeworlds. You don’t mind if someone forces you to consume a cheap windfall. You only get 1 card instead of 2-3 for trading, but saved a tempo (by leeching). An early production world is even better (if a bit slower). If you can get a world that gives a card when it produces, then you can try to break into a big consume/produce role (multiple worlds with production/consumption, and still earn a few cards) or easily leech, as required.

#2 – Alpha Centauri (Rare Windfall, 0 VP, -1 cost/+1 Military for rare worlds) Alpha Centauri often Trades on turn one. This really bothers Old Earth (and mildly annoys Eridani). The discount (or military bonus) for rare worlds is nice. Alpha Centauri starts quickly, and needs to build quickly to match the end game push from worlds with consume powers (not to mention the 1-2 VP handicap). If you don’t have a great play on Turn 1, you always have the trade. (And if you never play a consume power, you can hold off on trading. But you’ll likely need some eventually). That leaves you with 7 cards on Turn 2 (more if anyone explores), enough to build any powerful card.

Because of this possibility, Alpha Centauri can keep a powerful expensive card, planning on dropping it on Turn 2. Galactic Federation, Merchant League, any Alien (non-Military) World, and the like are all reasonable to keep in the opening hand.

#3 – New Sparta (1VP, + 2 Military Rating) New Sparta usually just boosts military and looks for victims. It’s an easy strategy, but requires drawing a good cards. Once the military is high enough, even a small cardflow will often turn up planets ripe for conquest. The big rebel planets earn as many VPs as the OK to Good 6-cost developments, and several military worlds are windfalls, which you can trade. However, getting a single consumption power can often ruin your timing in that regard. If you can a production world and and consumption power early on, it may be worthwhile to play it to leech. New Vinland (a novelty world that consumes for two cards) is particularly nice to put against a produce/consumer.

If you are playing against New Sparta, expect frequent Settle (and Explore) calls, so consider setting up leeching strategies on those. Another fine counter is to drop a Contact Specialist and buy out a few important military worlds to trim the deck out. Several of them provide military bonuses that New Sparta would like, or other abilities (such as the 3-cost Rebel world that draws one card each production).

#4 — Earth’s Lost Colony (Novelty World, 1 VP, Consume a good for 1 VP) Earth’s Lost Colony is the complete package – it produces and consumes. If you can get a second world (even a windfall), you can call produce and consume/trade for 3 cards every two turns (assuming a rare world) and a bonus VP. If that’s the hand you’ve been dealt; definitely consider playing it, depending on which other world(s) oppose you. New Sparta gains nothing from this; Epsilon Eridani will shed crocodile tears.

If you are playing against Earth’s Lost Colony and aiming for a big produce/consume strategy, remember that he’ll leech reasonably well. Not as powerfully as Eridani (once he settles a production world), but right from the start.

Update: Be sure to read the comments.

Update: I've copied this thread (and Tom's initial comment) to BGG.