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Deck Construction and Strategy
 Galactic Empires : Deck Construction and Strategy
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Galaktische
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Posted: 16 January 2008 at 8:51pm | IP Logged Quote Galaktische

Lobo and I have agreed to try some alternative deck construction formats. Our next battle is a highlander variant - in that 'there can be only one' of any card.

I haven't made up my mind what I'm playing yet but I thought you might want to design Lobo's deck for him early. In fact, if you leave now you could probably make it in time to shuffle for him, refill his drink, and perhaps wipe the perspiration from his brow.

:)

J--

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Matchbox
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Posted: 16 January 2008 at 9:37pm | IP Logged Quote Matchbox

wow that could get intersting. 
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Biegel
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Posted: 17 January 2008 at 4:19am | IP Logged Quote Biegel

[QUOTE=Galaktisch

I haven't made up my mind what I'm playing yet but I thought you might want to design Lobo's deck for him early. In fact, if you leave now you could probably make it in time to shuffle for him, refill his drink, and perhaps wipe the perspiration from his brow. QUOTE

 "Dem's dar insulting woids " TEAR HIM UP "GO LOBO"



Edited by Biegel on 17 January 2008 at 4:21am


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werewolflht65
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Posted: 17 January 2008 at 5:25am | IP Logged Quote werewolflht65

I merely offer deck design tips and suggestions. I won't build a deck for him. The problem I see is a difference in players and how they play.

Galaktische is a thinker, a plotter and planner who watches the game 3 or 4 turns ahead.

Lobo is a reactionary, he jumps on things he perceives as a bad situation and thus plays into Galaktische's hands.

Only by luck of the draw will the reactionary win against a planner.


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Biegel
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Posted: 17 January 2008 at 5:40am | IP Logged Quote Biegel

Amen Wolf

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Lobo
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Posted: 17 January 2008 at 7:57am | IP Logged Quote Lobo

-Wolf, you give me too much credit. I just build a deck and play it.

As for thinking 3-4 turns ahead, that's usually all you get in a duel before the outcome is secured. So i suppose you're right that i'm at a disadvantage but i think it's for a different reason.

Primarily, i'm disadvantaged because i always eat before our matches. I think a full stomach has dulled my wits. Next time, i'll go hungry all day.

Yeah, i'm sure that'll help.....Lobo

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Gekonauak
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Posted: 17 January 2008 at 8:09am | IP Logged Quote Gekonauak

lol

(in response to Galaktische's original post)

Edited by Gekonauak on 17 January 2008 at 8:11am
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Gekonauak
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Posted: 17 January 2008 at 8:11am | IP Logged Quote Gekonauak

come on, the truth is that Lobo asks for help while you do not. Of course if I was winning 99% of the time, I wouldn't be asking for help either.

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Galaktische
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Posted: 17 January 2008 at 8:13am | IP Logged Quote Galaktische

In my opinion, Lobo's deck tech is full of better combos. I usually try and find the point I want to attack his deck at and try to overload that point.

I also refuse to play more than 1 Time Skip in most of my decks and I haven't played any time knights against him yet. So, I have karma on my side.

That and I pay the Panera's girl to wink at him when he orders which totally throws his game off.

J--



Edited by Galaktische on 17 January 2008 at 8:14am
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Gekonauak
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Posted: 17 January 2008 at 8:16am | IP Logged Quote Gekonauak

If you are doing a highlander variant, the best empire for it is Dragon/Orgon.

You can try it with Aqaaran as well, although I have never played them, so I'm not sure they will work.

And, I think CC would work as well.

Possibly Psys? (yeah, I can't believe I'm saying that either.)

Edited by Gekonauak on 17 January 2008 at 8:17am
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werewolflht65
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Posted: 17 January 2008 at 12:00pm | IP Logged Quote werewolflht65

No, if you're restricted to only one card of each strength/class, then the tru best is Council of Six.. They have 4 S-7's... And the Occurrence Immunity, but that's minor.

Don't play too hungry, or all you'll be thinking about is food instead of the game. Have a light meal, like a chicken wrap or something high in protein.
Protein is brain food.

I eat a lot of chicken and fish, and thus I am well read for each game I play. Lay off the greasy stuff like McPukes though. That crap sits in your gut and clogs your brain (and Arteries).


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MogwaiSC
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Posted: 17 January 2008 at 1:14pm | IP Logged Quote MogwaiSC

werewolflht65 wrote:
Protein is brain food.


Adderall dude... Adderall.
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RobPro
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Posted: 17 January 2008 at 4:45pm | IP Logged Quote RobPro

They used to play "for-fun" games at the retreats where you'd pick your own hand of 9 cards to start with, and then every player would draw from a center deck.

Usually people picked 8 Entities and Chronos. 8)
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werewolflht65
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Posted: 17 January 2008 at 6:22pm | IP Logged Quote werewolflht65

I still have the center deck I used at my only mini con...

If things stabilize around here, I may host another one... Just an excuse to unload more of these promos too.. :)


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Lobo
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Posted: 09 April 2008 at 8:27am | IP Logged Quote Lobo

-Next week Galaktische and i will be attempting a 'Civil War' game. One Empire, one deck to draw from, two players against one another. The Reserve fleet will be set ahead of time with one terrain and one generic ship that can be powered by that terrain.

As for starting hands, i think i'll propose that the initial Ante be considered 'Attrition'. That is, the ante card i draw would then go to Galaktische and be part of his starting hand of nine, while his ante would go to me. Makes the occassional entity that is ante'd up a bit more of a surprise.

I'll let ya know how it turns out.....Lobo

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Gekonauak
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Posted: 09 April 2008 at 9:40am | IP Logged Quote Gekonauak

are you having only two cards in the reserve? If so, I would go with two copies of the same ship.
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Lobo
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Posted: 09 April 2008 at 1:30pm | IP Logged Quote Lobo

-Yes, two card reserve. The Terrain and the Ship in our respective reserve fleets will be the same cards so there is no (dis)advantage.....Lobo

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Gekonauak
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Posted: 09 April 2008 at 2:33pm | IP Logged Quote Gekonauak

so, not a common reserve?
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Lobo
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Posted: 09 April 2008 at 3:31pm | IP Logged Quote Lobo

-No, a common reserve would allow the player with first draw to potentially terrain-deny the opponent right out of the gate. i wanted to keep the reserves separate just in case (try as i might to get the deck construciton ratios right) opening hands have no terrain or no ship.

Besides, it fits in a story kind of way as two opposing factions of the same empire with a ship stored away at the factions' secret headquarters just in case the war did in fact break out.

Come on, tell me you don't think the Republicans have a stealth or two hidden away they don't tell the democrats about???

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Galaktische
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Posted: 09 April 2008 at 7:00pm | IP Logged Quote Galaktische

I think there needs to be a variant of some kind where instead of destroying the enemies assets you instead capture them for your own use. Not sure how it would work - as the idea just hit me - but it sounds interesting to me.

J--

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RobPro
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Posted: 09 April 2008 at 7:11pm | IP Logged Quote RobPro

I had an idea once, but never really fleshed it out.

Suppose every terrain was a persona, but they weren't under a specific players control. You would need presence on a terrain. Say, you play a T4 Reactionary World. You would then have to move a ship to it to control it. Once you have a ship there, you could play other cards to it, such as bases, crew without transporting them first, etc. You'd also need something there to get points from it and use its ability.

However, if you have nobody to move to it, an opponent could move to it an capture it. They wouldn't be able to take control unless you had no cards there, so they'd need ways to kill bases or other crew, etc.

If they chose to blow up your Reactionary World instead, they could play their own and move ships to it. Or you could make up further variants that no new reactionary worlds can be replayed, but the current one could be repaired by the use of a card that generates some kind of point or something.

Basically, it would allow GE to play out a little more like a tabletop strategy than just a card game. All terrains would be played to the center, movement would either have to be allowed during the main phases terrain cardplays would have to be allowed after allocation, and there is the potential for 'empire specific' terrain to be played directly to your fleet so you always have control of it. This would make it so you might stock that T8 Mechad Homeworld in your reserve fleet, since nobody could steal it and you'd get points without having cards there, instead of a flashy promo someone else could control. Naturally, it would still be destroyable.

Do you think this idea would be worth expanding on?
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Lobo
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Posted: 09 April 2008 at 8:12pm | IP Logged Quote Lobo

-We discussed a very similar idea, Robpro, as we were discussing a more strategic and long-term playable version of the GE games we throw down every week. The main inspiration was the Star Trek CCG wherein you overcome resistance to take 'missions' that are terrain worth points toward the winning goal.

Another version we briefly discussed was that you drew a hand of 9, flipped over a single terrain card, and played your hand of 9 out to take that terrain card. You would have a reserve fleet of two cards, same reserves for both players, in case you didn't draw a ship. basically shoot it out over a single terrain, rinse, repeat, then the terrain you 'won' you had the right to include in the next game's deck you would build.

Lots of options, but as Galaktische is quite busy these next couple months, we're sticking with whatever i can scrap together until we have time to formulate how we want to develop any long-term strategy focus. Thanks for the reply, have a good one.....Lobo
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Aramax
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Posted: 10 April 2008 at 11:32am | IP Logged Quote Aramax

I just had a thought for a format that might cut down oin the length of game,what if all card drawing was reduced by one,including your end of turn ,always drawing one instead of 2?
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Gekonauak
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Posted: 10 April 2008 at 12:27pm | IP Logged Quote Gekonauak

how about no Reaction cards?
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Eaglepreacher
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Posted: 11 April 2008 at 4:41pm | IP Logged Quote Eaglepreacher

here's a thought. takes more cards to do but gives the drawee the option of what to draw.  Instead of one central deck, there are several decks, a minimum of three.  One deck containg the whole corporate armada along with a bunch of generic ships.  One deck containing terrain from all strengths.  And the Other deck(or more) containing everything else.  For your card draws  the first must come from the master/central deck and the others from any deck.  The first represents chance that you just live and get to breathe while the rest of the draws represent resources to sway a planet or ship to your side... and not always the one you want.

As for possible terrain capture, just use standard rule of terrain destruction except when destroyed, pay 2 economy to sway them to your side, or if you opt not too sway them, then the opponent pays 2 economy to keep it alive, and if neither pays up, then the remaining civilians dies and it is destroyed.   Other continuing options, after "purchse" it is considered at strength 2 until repaired. 

the begining hand could also start completely equal, representing two equal sides



Edited by Eaglepreacher on 11 April 2008 at 4:43pm
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