Discuss all of your questions, concerns, comments and ideas about Second Edition.

What is More Your Play Style?

Two Solid Turns
No votes
0%
One Weak Turn Followed by a Strong Turn
2
100%
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Second Edition Playtest Manager
By Faithful Reader (Ross Fertel)
 - Second Edition Playtest Manager
 -  
Continuing Committee Member - Retired
#566824
It's Wednesday! We're more than halfway through Since we are over the hump, let's look at a question!

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Let's talk about gaming in general of a bit. Specifically, how risk averse are you? There are some extreme directions you can take your deck and there are some every aggressive ways to play the game or even games in general. Will you take a dip one turn to get a stronger turn further down the road.

Specifically, you have a couple ways you can take your next two turns: You can take two solid turns. They won't be the most amazing turns you ever have but you'll be solid going forward. Or you can suffer through a weak turn and get a stronger turn next time. Presume you won't lose before that turn and that turn will very much work out in your favor.

Let us know in the poll below. This doesn't have to be specifically for Second Edition it can be your playstyle in general.
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By Armus (Brian Sykes)
 - The Center of the Galaxy
 -  
Regent
Community Contributor
#566825
I don't see how one answers this question in any meaningful way without the context of a game state or any quantification.

In the abstract, one is not necessarily better than the other.

Are you looking for us to make our own assumptions or something?
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Ambassador
 - Ambassador
 -  
#566828
I have a weakness for local optimisation, I don't often go home to collect more people if it'll mean losing an early turn of attempting (ship can't go there and back). This bias stops me from noticing when my current crew is quite weak (say only 1x each skill or 1-stop will prevent me from solving).

Sometimes I even re-attempt without realising that I don't have the skills because they were killed off the previous turn.

I guess I know intellectually that if I can sacrifice turn 4 for a better crew for the rest of the game, that's a decent trade-off.
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By GooeyChewie (Nathan Miracle)
 - Gamma Quadrant
 -  
Continuing Committee Member - Retired
Architect
#566829
I have to agree with Armus. There's too many unknown factors involved to give a clear-cut answer.

How weak is that weak turn? What strength am I gaining from it? How do those compare to the "solid" turns? How far into the game are we? Am I ahead, behind or about tied with my opponent? What information have I figured out about my opponent's dilemma pile? Is it the type that will put dilemmas under just to stop me, or will it punish me harshly for a half-hearted attempt? Is my opponent running some sort of interference, and if so how does the choice impact that interference (for example, am I stranding their infiltrator)?

There's no one-size-fits all answer, even for an individual player.
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