
I'll burn like crazy early game (and take the 2 token power action if I do to even out) although if I'm playing an early PI factions I'll burn even more aggressively. I'm slightly more aggressive with burning than most. Deny charge to people if possible to prevent them from getting it. Start of game (and most of game ) the 2o action is super strong. I'm sure you're leaving resources on the table not managing it well. Ok so during the game charge bowl management is critical. There is no set opening just rough structures of what might or might work.

Other factions like openings like lab, mine, mine, mine. Some factions like an early pi so a decent round 1 can look like pi, ts, mine. An early TS next to 3 opponents is huge and can be worth more than other actions in some cases. Once you get really good you can predict if people are doing builds in certain orders to deny charge. You want to look at all the colors in the game and try to place at least 1 mine to maximize the amount of charge people will give. Some factions can get 4+ easily, others are okish with 2 but you really want 3 as a sweet spot.Įarly adjacently can really help you get going. The goal is to get 3 feds per game for most factions. If you place poorly you can lock yourself out. This is also tied into your starting mine placement. You also should be planning out your feds.

This is what I consider before the game even starts. You are not required to do these things but I really helps to understand what each faction likes, and then take note of what tiles are below and above it I really like going up sci with geoden, eco with firaks, sci with bescods, eco with hallas, nav with gleens, gaia is a must for baltaks, int is 100 percent a trap with xenos but I do it every time, taklons I like just one step on eco to have a little charge to get the brainstone going but then it really depends. (Sometimes I'll reconsider if playing against Ivits or other early pi factions) My chosen faction also dictates what track I often start go to up. You need starting adjacency as a starting rule. If the step booster is in the game it can be really good for early expansion if you have a 1step right next to starting planet.įinally after all factions are chosen mine placement really matters. Having an idea of what's in the game is super helpful.
#Gaia project watch it played free
The free tech tiles can be invaluable if your offers are meh. Usually it's not ideal but it's all about making a plan. See how they mesh with your possible plans for advanced tiles. Next I look at regular tech tiles and where they are on the tech track. If ivits are in the game and I'm playing them any fed scoring tile is great. So what ones are good and mesh decently with the factions on offer that game (we do random factions and bid) an example. It can drive what factions I want to bid onĪfter checking out round scoring I check out advanced tiles. I also look ay endgame scoring at this time. 4-6 should start to guide you towards your endgame plan. 1-3 are nice to have but I mostly ignore as I'm trying to build my engine.

What I generally do is take a look at the round scoring bonuses. Every choice matters from starting faction to booster tile to mine placement at start of game You have all the info in front of you at the beginning. What worked last game will likely not work this game. The goal of the game is to score as many point within the constraints of the current set up. I wrote this at the bottom but liked it a lot so here it is at the start.
#Gaia project watch it played full
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