Here's the original post, you have Sparta and Mining League (ML), Free Trade Association (FTA), and 4 worlds to choose from (Rebel Miners, Radioactive World, New Vinland, Spice World).
Peoples discards and actions.
- Alex & Jeff G agree — Spice World and Radioactive World; Explore +1.
- MattS & Lou agree — Spice World and Radioactive World; Explore +5.
- Chris — Spice World & Radioactive World; Settle.
- MattC — FTA and Spice World; Explore +1.
- Kester & Frunk agree — FTA and Spice World; Settle.
- Wei-Hwa — FTA & Spice World; Settle 45%, Exp +1 30%, Exp +5 25%.
- Phil & Joe agree-- ML and Radioactive World; Explore +1.
If I can count, then five people pitch Spice World and Radioactive World, although disagree on how to proceed. Four people pitch FTA and Spice World (and disagree). Two people pitch the mining league and go novelty. Explore +1 gets the nod from 5.3 panelists, Settle gets 3.45, and Explore +5 2.25.
Brian at the Table — I went with Alex and Jeff. My hand can go for either six, so I keep them and the best world for each; call the greedy explore and await further developments. I may get a reasonable military world, investment credits /expedition force (and the cash to buy it) or hit the jackpot — a small novelty/rare military world that makes my decision.
Brian with hindsight — The problem with keeping both is that you (by necessity) pitch your only windfall. It's tempting to settle early because AC will probably consume ... and that hurts Old Earth and ELC (who would consume any windfall). But to do that, I really need a windfall and a nonwindfall, which means I'm leaning towards Wei-Hwa's play. That gives up on the T1 develop ... but how many developments could I realistically want to play? Investment Credits, New Military Tactics, Expedition Force ... any more? [Actually, there is one intriguing other answer ... Diversified Economy. Now you use your sixes to help pay for that ASAP ... you can produce/consume with just Rebel Miners, then add New Vinland and you are off to the races].
In addition, you've already pitched a nice card whichever way you go. If you are going novelty, you really really want spice world. (For rares, the first windfall is nice, and the ML will convert it later on). Yes, there are other worlds in deck, but not that many.
The intriguing play of Exploring +5 (while keeping both sixes) is tempting, but I think Lou's comment about keeping Consumer Markets or NGO ... how in the Wide Wide World of Sports are you going to pay for the Markets and Free Trade association with that slow a start? And if you grab the NGO, that means you are ditching both other sixes. I'm tempted by the Explore +5, but only for Runaway Robots, New Survivalists, etc (with the reasonable fallback of a <= 2 Military Gene/Alien World). Exploring +5 for Diversified Economy is tempting ... but if I were going to do that I'd be tempted to keep Radioactive World instead of FTA association (for engine development).
Clearly either of these plays could work out. Depends on the other roles selected and peeking at the top cards of the deck ...
So, how'd that work out, you ask? I got bupkis. I believe Bupkis is defined (by Webster) as Contact Specialist, Research Labs and some obscenely expensive world. To make matters worse, there was a develop and no settle. (AC traded, no produce).
I'd describe the following turns, but I figured I was pretty fair behind after turn two, so I tried a T3 consume (with no settle on T1 or T2). That did not end in glory, either. I did eventually drop the mining league, but without an engine built it didn't matter.
That doesn't prove anything, but my bad luck should be shared by all those who picked as I did, so I'm calling the correct answer — Pitch the Free Trade Association and Spice World and settle.
Ten points.
Nine Points for any other combination of cards and a point deduction for not settling. So everyone gets at least an 8.