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TOPIC: exploring the galaxy

exploring the galaxy 1 year 2 months ago #355

so it turns out winning by exploring the galaxy might be a littel too esay.
Tok said it was because of the void card, but I think it is the win condition it self.
Here is my points:
-it is not very interactive
-you might do it by accident
-the intier galaxy will never get used
-it was made to avoid stale mates but might not be nacessary when lose by drawing the intire deck

Solutions I could make up:
-remove the win condition
-make it so you have to have units on all 10 spaces
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exploring the galaxy 1 year 2 months ago #356

  • callum
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for the second sugestion, he used to had it but removed it because games were taking too long. i think it was ep 14-15
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exploring the galaxy 1 year 2 months ago #357

Yeah, having units on 10 spaces is a bit too much, it makes that type of strategy practically unplayable.
It does seem like it's really easy to conquer 10 spaces in the galaxy if your opponent isn't stopping you, but if both players have, for example, 1 ship, this becomes much more difficult and the game will take longer. Still, it can't take too long, because once the entire galaxy is explored one player should win the game.

We should playtest this a bit more, build some decks that are all-in on the exploration plan, and see how long games last.
Keep it up!
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exploring the galaxy 1 year 2 months ago #358

  • chanbakjsd
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I think units doesn't need to be on the planets/tiles. I think it is because of void spaces, if someone desire to, they can use 1 planet and all void space and focus on the expanding strategy which only takes 5 (10/2) turns with 1 ship available or the fastest: 3 turns (2+4+6=12).

I think maybe we should change the effect of void spaces a bit.
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exploring the galaxy 1 year 2 months ago #359

Yeah, I agree with you. i think that changing the effect of void spaces so that they give an extra movement only to things that were already on them at the start of the turn, you effectively weaken the effect by almost half.
I'll change that for the next iteration, which I think will come next Monday. I'll keep you all up to date, of course.
Keep it up!
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exploring the galaxy 1 year 1 day ago #430

  • Prolixum
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I can't really contribute to exploration as a winning condition, but (with my veeery limited experience, so mostly theoretically) it seems a little (too) strong to me, that every Planet you explore is automatically under your control. If you were to explore multiple Planets early on, it might very well snowball into an "army" of ships or something along those lines, disregarding the fact, that you progress towards a the mentioned winning condition as well.
As a possibility to solve that, I would suggest that you would have to visit every space to put a Token there, indicating that its under your control. This way, having explored a lot of spaces won't necessarily grant you a lot of resources.
I might be I'm misunderstanding something, but if it works as I described, the card "Outpost" would be redundant as well.
I would appreciate if more experienced players could commit on this "issue" and my suggestion, as I mentioned, I am pretty inexperienced.
Last Edit: 1 year 1 day ago by Prolixum.
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exploring the galaxy 1 year 1 day ago #431

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you can use a ship with cargo to build the outpost on your opponent home planet and then you win because you took over them
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exploring the galaxy 1 year 1 day ago #432

  • Prolixum
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Hmm...yeah that's right, I didn't thoght of that, thanks :)
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exploring the galaxy 1 year 37 minutes ago #433

Prolixum, your suggestion is exactly how the rule actually works. Exploring a space doesn't mean you automatically control it.
"You gain control of a space when you are the only player to have units on it. It remains under your control until your opponent becomes the only player to have units on it."
So in order to gain control of a lot of planets you actually have to visit them with your units, and also not have your opponent visit them once you've moved away from them. Still, it's not too hard to do, but now most ships can move only once per turn, and the Nebula card can slow things down considerably, so it's not a problem.

Either way, it's better to have the game be shorter than you'd like, instead of longer than you'd like, because once you play a game and it felt too short, there's a better chance you'll play again.

Callum, that's an interesting point! I don't think this makes the Outpost card overpowered, but it can inspire some people to build decks where they win by doing exactly what you described.

Oh, and by the way, both of you get a player point for your useful comments!
Keep it up!
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