The Tao of Gaming

Doomed! Race Master Solvers #5


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)

frunk:
There's a lot of different combos here that will work. I'd keep:
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.
11.11.2008 8:26am
Lou (mail):
Warning, I haven't yet played the expansion. In fact, I haven't even gotten it yet (although it should show up tonight). But here is what I would do:

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.
11.11.2008 8:31am
hermit (mail):
I'm a noob, but I would keep:

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.
11.11.2008 11:56am
Kester Jarvis:
The plan is either a) Galactic Resort and Rebel Miners for the beginnings of a decent engine or b) Space Mercenaries and Rebel Warrior Race for a good military start.

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.
11.11.2008 3:58pm
David Finberg (mail):
I'd toss investment credits and genetics lab, though I'm upset to toss genetics lab. Turn 1 settle. That doesn't really leave me a card to develop if someone else calls it unless there is an explore. But I'll trade in resort for one card, and probably another with the consume. Then I develop and hope to use those two cards to drop warrior race, with a free settle of miners then when I trade.

Might work, but I've played almost no 4 player games.
11.12.2008 9:03am
Joe Huber (mail):
Interesting hand - a number of reasonable, good choices out there.

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.
11.12.2008 10:20am
Phil:
I'm inclined to move towards frunk on this one - I like having Galactic Resort available (it's not ideal, but it's not horrible, and moving on from Doomed World is appealing) and calling develop for Space Mercenaries is a very flexible play (if someone calls Settle, you could potentially settle any of the three cards in your hand, and you don't need a settle desperately since you don't like GR THAT much).

So keeping Galactic Resort, Space Mercenaries, Rebel Miners and Rebel Warrior Race (I like having 2 rebels available too) and calling develop.
11.12.2008 2:18pm
JeffG (www):
I'd toss the Resort and the Investment Credits and explore +1/+1. That's not very flexible, but I want to use the Doomed World's explore power for a turn or two. That should give me the cards to get out the other stuff. Selling the genes goods at +1 would be a great start. If I can build both rebel worlds, I have a great start to a produce/consume strategy; the touch of military will be useful, too, and might end up being the main direction if I see an appropriate 6 development in the first couple of turns.
11.13.2008 12:49pm
doubtofbuddha (mail):
I essentially agree with Jeff.

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.
11.13.2008 4:31pm

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