You are the Doomed World, vs Ancient Race, Earths Lost Colony, and Epsilon Eridini (not a bad place to live).
Your opening hand:
- Galactic Resort (3 Cost Novelty Windfall, Consume for VP+card)
- Genetics Lab (+1 Trade Genes, produce on Gene Windfall)
- Investment Credits (-1 to developments)
- Space MERCENARIES (+1 Mil, Discard up to 2 cards for +1 mil each)
- REBEL Miners (2 Def Rare production)
- REBEL Warrior Race (3 Def Gene Windfall, +1 Military)
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Galactic Resort
Space Mercenaries
Rebel Miners
Rebel Warrior Race
Action: This is a tough call. I'm split between Explore, Develop and, to a lesser extent, Settle. All have good points for them. Probably pick Develop, to get Space Mercs out and maximum flexibility on the Settle depending on the other actions on the turn.
Keep: Genetics Lab, Investment Credits, Space Mercs, Rebel Warrior
Turn 1: Explore +1/+1
Explore goal is to first look for a great world to settle with doomed world, and second to look for more military. With the other homeworlds in play and Space Mercs and Rebel Warrior Race, along with the +1 explore, this is not a bad hand to go military. Assuming I find garbage I hope my opponents have called at least a develop, in which case I play Space Mercs. If they've also called settle I play Rebel Warrior and save Genetics lab. Turn 2 is consume trade.
Rebel Miners
Rebel Warrior Race
Genetic Labs
Space Mercenaries
I'd explore +5 and hope to find a decent military starting world and then try to get Rebel Warrior race and Genetics lab down early to leech my opponent's production so I can trade the green good for 5 cards as needed while I then pile on a military/rebel strategy as fast as possible.
For a, get rid of Genetics Lab and Rebel Warrior Race and choose Settle. Hopefully AR will trade, and you'll start turn 2 with Galactic Resort down and 5 cards in hand. (Or Space Mercs down and 3 in hand if there was a turn one develop).
For b, get rid of Investment Credits and Galactic Resort and choose Develop, ready to settle Rebel Warrior Race. You might have to ditch Rebel Miners and Genetics Lab to do it though.
Now that I've typed it out, I think I'd be inclined to go for option a, which seems a lot more flexible.
Might work, but I've played almost no 4 player games.
I'm inclined to go down the same path as Lou - I'm not thrilled with Galactic Resort as my effective homeworld, so I'm fine with letting it go, but I want to see more options on turn 1. Close second is the same set of cards but choosing develop.
So keeping Galactic Resort, Space Mercenaries, Rebel Miners and Rebel Warrior Race (I like having 2 rebels available too) and calling develop.
Four of your starting cards are a good enough combo that it is worth doing an explore +1/+1 just to ensure that you have a bit of cash to pay for them. Also, the off chance that you get something good to settle with the Doomed World makes it a doubly good action. While it is tempting to abandon the Doomed World immediately, I don't see anything in this hand that particularly tempts me in that direction.
So do an Explore +1/+1, looking for good stuff but settling for cash if neccessary. Assuming you just draw cash I would drop Space Mercenaries if just Develop is called, nothing if just Settle is called, and MAYBE Space Mercenaries and REBEL Warrior Race if Develop/Settle is called but probably Rebel Miners. If I do drop Warrior Race I probably discared Rebel Miners, so that I can combo the Warrior Race with Genetics Lab. This, of course, depends on what else I draw.