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Reply: Gaia Project:: Strategy:: Re: Terrans overpowerd?

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by frotes

Limitless333 wrote:

None of the other point factors matter when considering the Gaia for 3VP tile. IF I build 10 Gaia over the course of the game the tile rewards me 30 VP this is great. That said, Can I give up 9VP and instead take the 4c tech tile and generate an extra 8-12 coins again probably. Therefore, is the 6-9 extra VP better than an extra 8-12 coins?


I hear what you are saying. But it can matter indirectly due to timing because gaia planets are precious and close ones usually taken early, especially if there is a round boost.

Say you are Gleen and you are planning on getting 2-3 early gaia's anyways, and don't have enough ore to help reinvest the extra credits from say the credit tile, then those coins are just sitting there unused.

So I guess it depends if you can reinvest the early income into something better that will net you better econ and transition that to points late game.

Reply: Robinson Crusoe: Adventures on the Cursed Island:: General:: Re: Overview of all outdated promos, any news?

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by nickbolton

Any updates since the last post? The sailor is on the new thicker card.

Thread: Gaia Project:: Strategy:: Which Tracks for Which Folks?

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by Mentat1231

So, I'm becoming more curious about which tracks each race should emphasize. Which should they hit early? Which should they maximize? Obviously, I mean this with the (not at all trivial) caveat that this is situation-dependent.

There's been a lot of talk about jumping up the Knowledge track early on and heavily. There's also been some talk about how some tracks are "all or nothing/lvl-1-if-needed".

I guess I'm just curious to see if, for example, the tech-heavy races want to get a large amount of their resources from the economy track, while more expansionist ones might get more from a large number of buildings...? What do you think about this?

Reply: Gaia Project:: General:: Re: Terrans are OP

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by Crikrunner

Bokken wrote:

As a note, One of the worst feelings for terrans is getting into round 4 or 5 with 3 gaia formers, and all the Transdium are gone (or all the ones that are reachable. )


Terrans only need the 1 gaia former, that's 6 extra income every turn. Even if they lose out last turn, 24 extra gold is nothing to scoff at. None of the other races have that much potential. Bal Taks are the only race that want all 3 as soon as possible for QICs. Getting 2 out only takes you to 8 income and 3 , 9 income.

Reply: Gaia Project:: General:: Re: Terrans are OP

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by Jack Spirio

Crikrunner wrote:

Bokken wrote:

As a note, One of the worst feelings for terrans is getting into round 4 or 5 with 3 gaia formers, and all the Transdium are gone (or all the ones that are reachable. )


Terrans only need the 1 gaia former, that's 6 extra income every turn. Even if they lose out last turn, 24 extra gold is nothing to scoff at. None of the other races have that much potential. Bal Taks are the only race that want all 3 as soon as possible for QICs. Getting 2 out only takes you to 8 income and 3 , 9 income.


Getting 2 can get get you 10 one round, and 3 can get you 13 in one round

Reply: Gaia Project:: Strategy:: Re: Itar Opening

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by bardopondo

you're right my mistake
but with 3 additional power burned ... might work

Reply: Pandemic Legacy: Season 2:: General:: Re: Final scores!

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by Matt620

I just realized I never posted the details of our game.

Final score: 984
Total players: 4 (Every Game)
Record: 12-0
Biggest loss streak: N/A
Biggest win streak: N/A
Turning point #2?: No
Labs found: 4/4 (We incorrectly guessed that Topaz lab would be Sydney, but we found them pretty quickly)
Cities connected: All
Permanent supply centers: 6 (Denver, Buenos Aires, Frankfurt, Johannesburg, Kolkata, Hong Kong)
Permanent radio towers: 3 (Chicago, Lima, Tripoli)
Permanent shelters: 0
Total population: 184

- City Population -

Population 8: Denver, Frankfurt, Johannesburg, Kolkata
Population 7: Utopia
Population 6: Buenos Aires, Hong Kong
Population 5: London, Osaka
Population 4: Atlanta, Jacksonville, New York, Sao Paulo, Lagos, Tripoli, Cairo, Paris, Seoul
Population 3: San Francisco, Los Angeles, Chicago, Moscow, Saint Petersburg, Istanbul, Riyadh, Tehran, New Mumbai, Bangkok, Jakarta, Tokyo
Population 2: Mexico City, Lima, Bogota, Santiago, Kinshasha, Khartoum, Dar es Saalam, Antananarivo, Baghdad, Delhi, Ho Chi Minh City, Manila, Shanghai, Wellington
Population 1: N/A
Population 0: N/A

Forsaken cities: 1 (Santiago)
At-one-point-forsaken cities: N/A, Santiago was infested from the search
Frankfurt destroyed?: No
Most used characters: Colby, the Laborer (10 games). Evelyn the Scientist was used in 6 games, but she was used as soon as she was available and never left the party.
Least used character: Arthur, the Vector Control Specialist. He was only used once.
Unused characters: N/A
MVP: Colby completed the most objectives. Jasmine (the farmer) was either lucky or good at management, because she would also build supply centers even without upgrades. Alexander, the Radio Operator, protected against the most outbreaks and did the recons. But the MVP is probably Starbuck, the Captain, because he delivered the sample.
Character Deaths: Starbuck, from delivering the sample.
Did you defect the Hollow Men in time?: Yes
Did you complete The Plan in time?: Yes
Did you deliver the cure?: Yes!

Reply: Gaia Project:: Strategy:: Re: Which Tracks for Which Folks?

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by frotes

Any race that starts up a track should take a hard look at continuing that for better bonuses/adv tech. Only Xenos don't go up AI off the bat (Nav or invest in econ/sci). If you are deviating from that, then you want to consider if picking that race is worth while

Everyone else doesn't start with a tech but usually some other powers. They probably want to invest in econ/sci. Or get an early nav2 and expand

As for each track individually:
Terraforming: all in, you want the 1o TF and the bonus at top is great. 1 bump just for 2o if needed
Nav: 2 or max
AI: max, usually late game
GF: 1 but sometimes 2 is optimal (Itar) where as Baltak want to max and Terrans can go anywhere from 1-Max
Econ: 2 or Max. Breakpoints at 2/4 give you Ore
Sci: 1 or Max. 1 if you need it to round out 4K a turn, otherwise you might as well go all in asap

Reply: A Feast for Odin:: Strategy:: Re: Solo players: What's your first move?

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by Ranior

jozxyqk wrote:


Long story short, I had 151 positive subtotal points, but 61 of my negative points were on my home board. My last turn I just had no source of big green and blue tiles and I can't pinpoint any single mistake.

It is mildly frustrating to see solo players seem to effortlessly get over 120 points, and to not know how much of my sub-100 scores are from skill and how much are from the random elements.



Hard to say for sue how much the result of your sub-100 scores are from variance in occupations and die rolls, but I would suggest it's mostly skill. I believe experts at the solo game would rarely score below the 130's much less under 100.

As for the single mistake, there probably isn't one but the major and obvious error is that you bit off more than you could chew. I've done it sometimes too--you wind up with so many positive points but don't have anywhere near enough time to complete your homeboard, exploration boards, and houses and wind up with a bit of a disappointing score. The important thing to consider in these cases are that you should have spent more time ensuring you filled in negatives rather than taking on even more boards or emigrations.

Based on your description, it sounds to me like you probably shouldn't have emigrated as much or done as many longships. Instead use those actions to fill those negatives on your homeboard. As I think many posts on these forums have shown, in general tile generation actions produce more points than just about any other. Whaling is a great one where you take 3 vikings and get 17 spaces of goods. Sure you need to upgrade a few of them, but even saying 4 vikings for 17 spaces of green/blue is really very good.

The additional thing to consider, and I can't tell this from your post, but were you trying to fill in your entire homeboard and still got those negatives? If so, the real cost is even worse as if you had filled those in you would also have gotten that much more for a final income. Those couple of extra points mean that every space you fill in towards the end is really worth a little more than a point, making the math favor tile generation actions even a little bit more than emigrating or building houses/ships.

My suggestion would be to focus on buying whaling boats with your extra silver towards the end of the game to help ensure whaling succeeds. Pillage and Raid to get a few nice tiles as those are super efficient as well. You can spend wood/stone to craft 2 rune stones and 2 chests which is pretty good and is very helpful in filling in smaller areas on exploration boards. I almost always wind up getting a lot of dissimilar greens by the end and upgrading them all via overseas trading.

My final advice would be to read through some of the solo session reports in these forums. (I feel a little self serving by this as many are mine, but alas). Some of them even go through enough detail that you can exactly follow their every move and even play along the game in real life if you'd like. By "replaying" a solo game with scores in the 150+ it may help you to see what actions and techniques you're missing that will help improve your game further.

Reply: A Feast for Odin:: Strategy:: Re: Solo players: What's your first move?

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by jozxyqk

Ranior wrote:

I would suggest it's mostly skill.


Well gee thanks for your brutal honesty.

But seriously (not offended, it's a game)... One thing I did pick up from other threads is maybe I'm using the 3 and 4 viking spaces more often than I "should".
I have to analyze the situation to see if that 3-viking action actually did get me further than a 1+2 or 1+1+1 would have, but usually they do just look better. And then I have a hand overflowing with occupations, of course, and want to get them on the board if for no other reason than the base points (but usually some sort of synergy).
I also tend to have really bad luck with the dice, so I'm getting a lot of consolation prizes or cruddy pillaging rewards, and no amount of skill can really help that, so I avoid the die-rolling spaces as much as I can.

Ranior wrote:

By "replaying" a solo game with scores in the 150+ it may help you to see what actions and techniques you're missing that will help improve your game further.


I've followed along with some solo game playthroughs but with my own randomness. It would actually be nice to see the opposite, maybe through an app or something, where someone else plays a game with the same "random seed" as me. Same string of die rolls no matter how they are placed, same mountain strips, same order of cards even after a potential weapon-reshuffle, but otherwise letting the player make their own choices.
That's really the only way to guarantee taking the randomness out of comparing scores.

Reply: Gaia Project:: Strategy:: Re: Which Tracks for Which Folks?

Reply: Pandemic Iberia:: Rules:: Re: German rule documentation

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by debwentworth

n3x3n wrote:

Isn't the game BOTH german and english... well mine had both in it anyways.


I'm guessing the bilingual version of the game is sold out and only English copies are now available. Just a guess, though.

Reply: A Feast for Odin:: Strategy:: Re: Solo players: What's your first move?

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by jozxyqk

I don't remember all the specifics of the game, but some more-detailed answers:

Ranior wrote:

Based on your description, it sounds to me like you probably shouldn't have emigrated as much or done as many longships.


I did this because the Occupations in my hand were mostly centered around ships, exploration, and emigration, so I thought those benefits would pay off.

Ranior wrote:

Whaling is a great one where you take 3 vikings and get 17 spaces of goods. Sure you need to upgrade a few of them, but even saying 4 vikings for 17 spaces of green/blue is really very good.


In this particular game I only did Whaling maybe once, and it was late-game to scramble for green stuff.


Ranior wrote:

The additional thing to consider, and I can't tell this from your post, but were you trying to fill in your entire homeboard and still got those negatives?


I was trying to balance filling in 2 islands (Iceland and Baffin) at least to the point of breaking even (which I did with the former, but not with the latter), and filling my home boards, and filling 2 longhouses (which I almost-completely did with a surplus of food at the end, and some chaining that triggered from the occupation that says "gain mead and silver whenever you place a runestone in a house")

My home board was up to 5 income by the endgame, with a whole lot of -1s exposed.
On Turn 7 I just had nothing that I could do (other than a single whaling action) to get any significant amount of green/blue/special tiles that would have saved me.

Reply: Gaia Project:: Strategy:: Re: Which Tracks for Which Folks?

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by KrazSaiko

The Techs and advance techs really change the choice quite a bit for most races,some are straight forward but even they can have deviations. Even Final scoring.

So many variables to consider each game. One of the reasons I love this game.

Reply: Gaia Project:: Strategy:: Re: Which Tracks for Which Folks?

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by Mentat1231

KrazSaiko wrote:

The Techs and advance techs really change the choice quite a bit for most races,some are straight forward but even they can have deviations. Even Final scoring.

So many variables to consider each game. One of the reasons I love this game.


Here! Here!

I really do love that about this game. And I'm still trying to work out when to rush an Advanced Tech, since I feel like some of them could be ridiculously useful....

Reply: Gaia Project:: General:: Re: Terrans are OP

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by DocCool

If nobody else goes into GF, Terrans can take their sweet time and pace their progress on GF so that they are up to three only in the round when there's Gaia scoring, and still gobble up all the Transdim planets which are conveniently located by the end of the game.

However, if there other factions who invest in GF, then racing up the GF track becomes important for two reasons: 1) to assure to get to level 5 first (and potentially take the advanced tech if it is a good one) and 2) to grab those Transdim planets which the other factions can reach before they are taken. In such situations, Terrans must accept that some of their Gaiaformers will remain unused in some rounds. Terrans need to get to level 5 of GF first, even if it's already in round 5 (or round 4 - gasp!) - otherwise they won't win.

Reply: Pandemic:: Rules:: Re: New to Pandemic!

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by Chinchudo

mtyree1972 wrote:

and adding three drive/ferry routes. (Buenos Aires-Johannesburg, Santiago-Buenos Aires, & Lima-Los Angeles if I remember the Legacy board correctly)

That's right, but they also cut one connection on the Legacy board: Bangkok-Chennai.

I played Legacy with my girlfriend, each of us controlled only one character, and it worked out fine. Three will also be ok, but I do think that it's more difficult with 4 players, because a) you have fewer cards on your hand to start the game and b) each character has even less turns before the deck runs out.

So if you want to make sure you are ready for the Legacy campaign, play a few games on the Legacy board, with 5 epidemic cards and two or three characters.

Reply: Gaia Project:: Strategy:: Re: Terrans overpowerd?

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by JamesWolfpacker

frotes wrote:

So I guess it depends if you can reinvest the early income into something better that will net you better econ and transition that to points late game.


Yeah, that's the key. You have to be able to transition resources into the vp.

Reply: Gaia Project:: Strategy:: Re: Which Tracks for Which Folks?

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by KrazSaiko

Mentat1231 wrote:

KrazSaiko wrote:

The Techs and advance techs really change the choice quite a bit for most races,some are straight forward but even they can have deviations. Even Final scoring.

So many variables to consider each game. One of the reasons I love this game.


Here! Here!

I really do love that about this game. And I'm still trying to work out when to rush an Advanced Tech, since I feel like some of them could be ridiculously useful....


The obvious ones would be the action space advance techs or the points when you build X techs.

Most of those you probably want by round 3/4 for the resources theres probably a couple races that could grab one round 2.

It comes down to mathing out how many points you will gain from it if its <7 just consider just going for the 7VP tech.

If your going for one early that probably means you are investing in the +1o +1qic tech as its best suited to being covered up.

Reply: A Feast for Odin:: General:: Re: Does this really play in just two hours?

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by Vladvonbounce

Set up doesn't take too long but packing away can take a long time to sort everything back into its boxes.

You can definitely play within 2 hours. 10 minutes per round would be pretty reasonable.

It would take a lot longer I think with three or four people as your strategy will need to be more flexible to deal with other players taking "your" action spots and "your" grey tiles.
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