![]() I think the biggest rules mistakes or clarifications I have to make when playing are: This eliminates needing to understand how to read the board and make a faction decision, which is something that isn't too hard to determine after you've played a couple times. You need a federation tile you can flip from green to silver in order to a) move to the 5th step of a tech track, or b) take an advanced tech tile. The conversions on the side of your player board are not actions and can be done at any time. ![]() You need to have enough power tokens for satellites when creating a federation. Remember that federations must be as efficiently made as possible, no matter how badly you want to spread out and place superfluous satellites. Be careful about what buildings you upgrade and when. Be mindful of when it's more efficient to build/upgrade based on round goals vs necessary income. ![]() General understanding of the power cycling process, how to manage a good number of power tokens, and the timing of cashing in those tokens for abilities or gaia projects or federation builds will come in due time. Some factions want a lot of power tokens, most want to keep a conservative amount to ensure they can actually cycle them at all to get proper use out of them. This is an interesting aspect to figure out through your first few plays. Know when the round or end game goals aren't feasible, and figure out how to pivot. This is what I enjoy most about this game, the ability to see that there's no way in hell I'm getting any points for this round's goals or for that specific end game goal so I need to look at how I can make up that many points doing other things. In the last round or two, you'll find you're always going to be a resource or two short to do all that you want. Figure out how to make it work using everything at your disposal.
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