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<blockquote data-quote="Badwe" data-source="post: 4623405" data-attributes="member: 61762"><p>Early on, it will feel extremely non-interactive. The change from the puerto rico style where one player taking a phase excludes another will lead to learning plays constantly overlapping. This is not to say more seasoned players will not overlap, but it will happen much less because of what interactivity the game has to offer coming to light.</p><p></p><p>For those completely uninitiated: Race is a completely card-based game of attempting to amass as many victory points as possible before the end of the game, which is any player managing to put 12 cards down on their portion of the board, or the victory points running out. Early on in the learning curve of the game, most groups will conclude predominantly with board fill. In the game, cards represent everything: you will both play cards from your hand as well as discard from your hand to play the card's associated cost. In this way, cards are both your money and your options. Similarly, to signify that a planet has produced a good, you will put a face down card on top of it.</p><p></p><p>For the actual game: there are 5 phases, with the "consume" phase (similar to captain and trader in puerto rico) and the "explore" phase having 2 potential ways to be played. There is a small advantage to playing each phase, the most prominent being the advantages of the consume phase. Early on, our group would frequently overlap as we would refuse to rely on anyone else to give us a phase we required.</p><p></p><p>This brings me to the main point: how is RftG interactive? I consider it very similar to drafting in magic the gathering. The strategy you pursue should be very dependent not only on what is made available to you in your early draws+starting planets, but what your opponents are doing. If you are looking to, for example, focus on a particular kind of good to capitalize on cards that work well with that good, be aware of any opponents also digging for it, and get out of an "overdrafted" strategy. The second part of this is knowing what your opponents will be doing. If there is only one military player, he is likely to settle on most of the turns, so rather than you settling you may pick a different phase. Much like drafting in magic can at first feel as simple as picking the best card out of 15 or fewer cards, you eventually realize that it is just as important what you are passing to and recieving from your opponents. Success comes from finding underutilized resources.</p></blockquote><p></p>
[QUOTE="Badwe, post: 4623405, member: 61762"] Early on, it will feel extremely non-interactive. The change from the puerto rico style where one player taking a phase excludes another will lead to learning plays constantly overlapping. This is not to say more seasoned players will not overlap, but it will happen much less because of what interactivity the game has to offer coming to light. For those completely uninitiated: Race is a completely card-based game of attempting to amass as many victory points as possible before the end of the game, which is any player managing to put 12 cards down on their portion of the board, or the victory points running out. Early on in the learning curve of the game, most groups will conclude predominantly with board fill. In the game, cards represent everything: you will both play cards from your hand as well as discard from your hand to play the card's associated cost. In this way, cards are both your money and your options. Similarly, to signify that a planet has produced a good, you will put a face down card on top of it. For the actual game: there are 5 phases, with the "consume" phase (similar to captain and trader in puerto rico) and the "explore" phase having 2 potential ways to be played. There is a small advantage to playing each phase, the most prominent being the advantages of the consume phase. Early on, our group would frequently overlap as we would refuse to rely on anyone else to give us a phase we required. This brings me to the main point: how is RftG interactive? I consider it very similar to drafting in magic the gathering. The strategy you pursue should be very dependent not only on what is made available to you in your early draws+starting planets, but what your opponents are doing. If you are looking to, for example, focus on a particular kind of good to capitalize on cards that work well with that good, be aware of any opponents also digging for it, and get out of an "overdrafted" strategy. The second part of this is knowing what your opponents will be doing. If there is only one military player, he is likely to settle on most of the turns, so rather than you settling you may pick a different phase. Much like drafting in magic can at first feel as simple as picking the best card out of 15 or fewer cards, you eventually realize that it is just as important what you are passing to and recieving from your opponents. Success comes from finding underutilized resources. [/QUOTE]
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