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(→‎Playtests: Added point 4.of the strategy notes.)
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* throw a D6. If it's 1-2, then you are forced to pass; if it's 3-6 you get an action of your choice. This game is much more fun and isn't trivial. We still weren't satisfied with the forced pass.
* throw a D6. If it's 1-2, then you are forced to pass; if it's 3-6 you get an action of your choice. This game is much more fun and isn't trivial. We still weren't satisfied with the forced pass.


We considered that it would be fun if you can ALWAYS have an action, but that the number of actions are limited somehow. My game buddy Forest suggested that we should give 2 actions for 1-3 and the other 2 actions for 4-6. This gives 3 games:
We considered that it would be fun if you can ALWAYS have an action, but that the choice of actions are limited somehow. My game buddy Forest suggested that we should give 2 actions for 1-3 and the other 2 actions for 4-6. This gives 3 games:


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1. the player who gets first to own all three Larges is winner. It's a matter of time. So, the other player should resign as a courtesy. But there's nothing wrong to see why and play the first game out to the end. The stronger player will gain traction but only slowly. Nevertheless, there will be a time they own the 3 Larges and the 3 Mediums. That's when finally a Large can be sacrificed without the risk of losing it to the opponent if at the same time there's a Small in the Bank.
1. the player who gets first to own all three Larges is winner. It's a matter of time. So, the other player should resign as a courtesy. But there's nothing wrong to see why and play the first game out to the end. The stronger player will gain traction but only slowly. Nevertheless, there will be a time they own the 3 Larges and the 3 Mediums. That's when finally a Large can be sacrificed without the risk of losing it to the opponent if at the same time there's a Small in the Bank.


2. If a player has the largest possible size for their ships, they are more prone to have to pass. But the weaker player only needs to pass when they are practically lost, and that may happen after more than 40 moves! Passing may happen but for the stronger player is some kind of "luxury problem". But beware not to lose your advantage.
2. If a player has the largest possible size for their ships, they are more prone to have to pass. But the weaker player only needs to pass when they are practically lost, and that may happen after more than 40 moves! Passing may happen but for the stronger player is some kind of "luxury problem". But beware not to lose your advantage. '''Correction.''' Since the combo G/R exists, some passes can occur for the weaker player as well. But the chances of Blue or Yellow equals 5/6. We also noticed that if you have one Star System and you get Y/R, Yellow is often your only option, but discovering a new Star System is futile: the game state does not change; it is effectively a pass.


3. The game is about the timing of the sacrifice. If you have only 3 ships and you want to sac a Large, it is not certain you will be able to get your Large back. But it depends on the Bank and the game state. Perhaps it's too early to sac. If you do it too early, your plan can backfire and may leave you very vulnerable to a counter attack. To assess whether it's too early, envision what would happen if your plan meets an obstacle (the dice). If you are too weak to be able to withstand a counter attack, reconsider and aim for a build or upgrade first.
3. The game is about the timing of the sacrifice. If you have only 3 ships and you want to sac a Large, it is not certain you will be able to get your Large back. But it depends on the Bank and the game state. Perhaps it's too early to sac. If you do it too early, your plan can backfire and may leave you very vulnerable to a counter attack. To assess whether it's too early, envision what would happen if your plan meets an obstacle (the dice). If you are too weak to be able to withstand a counter attack, reconsider and aim for a build or upgrade first.


4. You have a Large and a Medium. Your plan is to move to the star system with an opponent's Large and conquer it. What are your chances of success. At first, I reasoned: it's 1/2 chance to be able to move there, and another 1/2 to capture, so 1/4 to success. However, my playbuddy pointed out that once you're in the star system with the opponent's Large, the chances of neither getting Red nor Yellow (i.e., G/B) is only 1/6. So, you should give it a go. If your first throw doesn't allow you to travel, you will be in the same situation as your opponent was before you. Hence, to even the chances, you should try this, at least when you have the opportunity. However, it's even better to keep your Large together with a Medium. If your opponent is successful in capturing your large with this maneuver, and there is still a Large in the Bank, you need B followed by R. But if your first throw doesn't allow you to upgrade, you hope for a Y on either turn. The chances you don't throw a Y in two turns equals 1/4.
[[User:Cuc|Cuc]] ([[User talk:Cuc|talk]]) 03:25, 3 November 2020 (PST). Revised [[User:Cuc|Cuc]] ([[User talk:Cuc|talk]]) 23:55, 3 November 2020 (PST)

[[User:Cuc|Cuc]] ([[User talk:Cuc|talk]]) 03:25, 3 November 2020 (PST). Revised [[User:Cuc|Cuc]] ([[User talk:Cuc|talk]]) 23:55, 3 November 2020 (PST). Revised (added point 4.) [[User:Cuc|Cuc]] ([[User talk:Cuc|talk]]) 22:03, 3 December 2020 (PST)