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Tips & Strategies (7)
Tips & Strategies (7)
Add your own Tip, Strategy, or House Rule
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The game shields have a handy dandy roll ratio for each colour dice. Pay attention to it, and you can mitigate the luck factor. After all early in the game reassigning may not be an option with less dice. Know your faces. You want to dedicate your turn to settling, choosing a novelty, consumption or rare elements dice will not do you as much good as that military dice. Take a moment to look it over before deciding which dice to put in your cup for the following round and you will do well.
When first playing after you have played once go back over the rules again. You will most likely discover that you missed several details(fine print) such as when you spend 1 die to change a die to a facing of your choice that die goes in the cup for the next turn not into the pool with other spent dice. There may be many small rules like this that you will discover.
The first step is to settle a few planets to get a dice pool of a min off dice
Then max your money with explore (2$/tile) or by sending ressource
Then buy all you dice
The strategy is to resist the tentation of using all your dice try to always leave in your cup 3 or more dice.
That way it always give you more options and its easier to get more money to buy back your dice
When you get color dice it’s normal to want to use them but each color has a different action ratio so choose your dice according to the action you want to priorize
Also try to not use the dice with the * (joker) to develop or settle because it will reduce your dice pool flexibility
Setup the game for 2 players but put all the robot dice in his population and put the meeple on the 0$
Get 1 extra dice for the robot (+ the one for the 2 player dummy)
Roll your dice and plan your action then roll 1 dice for the robot, flip the action tile and put de dice on it. Roll the dummy dice and flip the action but leave de dice near the tile.
Then do the robot action as followed:
– Explore:
you have 2 actions. Each construct pile can have a maximum of 2 tiles. Every tiles that you cannot place is transfered into money (advance the meeple on the money track). So you can take 2 tiles and place them on the highest value side in the required construction pile or you take one tile and avdvance 1$ on the money track or you advance 2$ on the money track
Develop / Settle: place 2 dice on the tile and place it on the robot tableau if it meets the required number of dice. Every extra dice can be place on the next tile. No tile, transfer it into money
Produce: put a dice in all your world that have none. All your world is full: +1$
Ship: sell 1 dice for 3VP. No dice to sell: +1$
Then do the other player selected actions (the dummy and yours)
Explore: same as above but only 1 action
Develop/settle: dame as above but only 1 dice
Produce: put a dice on 1 world only. all world full: nothing
Ship: sell a dice for 2VP. No dice to sell : nothing
When the money track of the robot gets to 10$, take 5vp. If the money track gets to 10$ again the game is over and you have lost
If not the end game condition are the same. Count the robot VP taking into account the 6+ development tile. Add 1 extra VP/$
Good luck
When teaching, consider *not* handing out the player shields until after the tutorial is done. Some players may try to read ahead of your explanation using the reference on the back of the shield and confuse themselves this way, as it’ll be like trying to learn the English language by reading a dictionary.
If you have any players who tend to “speed ahead” of the tutorial upon seeing any references like this in your group, keep the shields away from them until you’ve finished teaching and have done at least one sample round together without player shields.
This is a house variant for the two player game that seems to be popular with many. Personally I’m fine with the randomness of the dummy dice rolled after assigning dice but for those who find that too random you can roll it before assigning dice to know what phase will definitely happen allowing you to choose something else or assign die to that one without selecting it.