Well, a number of responses to Problem #5.
Frunk & Phil pitched the Genetics Lab and Investment Credits and (after the obligatory waffle) Developed (the mercenaries).
Lou & Joe chucked Galactic Resort and Rebel Miners, and Explore +1'd.
Hermit tossed Galactic Resort and Investment Credits and Explored +5'd (looking for military or a great destination).
Kester relinquished Rebel Warrior Race and Genetics Lab and settled.
David discarded investment credits and genetics lab, and settles, presumably for the galactic resort. [To me, this seems odd. If you are going to do this you may as well keep the investment credits and chuck the rebel miners. That way, if there's no develop T1, or a develop without explore, you get to drop the credits].
Jeff & Buddha discarded credits and the resort and explore'd +1.
Brian at the table — This was one of the hardest choices I've seen in ages. I probably spent minutes on this. But I eventually (after writing the hand down) reached the same decision as Frunk/Phil. So, how'd that work out? — Ancient Race traded (of course), and the other two players settled. So you can drop Space Mercenaries and Rebel Warrior Race (leaving you an empty hand, but a good trade next turn) or escape the Doomed world for the Galactic Resort, and have RWR, Rebel Miners + 1 Card & 1 VP.
I went for the Rebel Warrior Race, which is a questionable call. If there had been an explore, this option would be great .. you could settle the RWR and keep Galactic Resort or Rebel Miners ... but there was no explore (as expected).
How would exploring work out? — Tough to say, but there are a number of really good cards you could stumble on. Fleeing to Galactic Resort and consuming it would leave you with your other 3 cards + three more, so even if you hit nothing good now, there are still plenty of decent options (Drop Ships, Several of the sixes, lots of worlds). Exploring also gives the other players (particularly Ancient Race) a shot at a better world.
I'm not sure I like pitching the Galactic Resort and exploring ... now you may miss out on the opening settle (which would be unlucky, but not the strangest thing ever). More likely you'll have the choice of paying for a mediocre world and breaking up your hand anyway, or using the doomed world's power on something worse the resort. I think that exploring should cater to a bad draw.
The other issue with exploring is that your hand really wants to see those mercs on the board, and you didn't get lucky.
In short — I don't like any of the answers. (Perhaps Frunk/Phil would have gone 1b — Mercenaries + flee to the resort].
Grades: I'm giving the Brian/Frunk/Phil option a solid B. I exploring +1 gets an A-. Settling is a B-. Not keeping the Galactic Resort drops you a letter grade, in my book.
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