More Xeno Counterstrike thoughts
Much as in Slay the Spire (or Dominion) a strategy can be good or bad depending on the other cards in the pool. Here is where I am at after my 5th Full Counterstrike game.
In general — Production worlds have priority over military windfalls (beyond the first you often drop to trade on T1). Production worlds that earn a card while producing are the highest priority. +Military and +Xeno Military (and +Xeno Defense) can be nice to have, depending on how far you are into the invasion process. But a “repair during production” power is fine, particularly if you have a windfall/grey world that has a power you are OK with being intermittent.
The reason? Apart from the “Produce and ship goods to the war effort” points; in Counterstrike there are many worlds (often frontier) where you consume two goods for three points (or one good for two points) and you want to take advantage of those in the late game. A “consume x2” for 12 is a big deal in base Race. Here 20+ is easily in reach. 1
Because of that, early Frontier Settles are prioritizing purchase, not conquest. Obviously you have to take what you are offered, but still. I’m happy to go with 5 cards in hand, no matter my military rating … half the cards are playable now. (But two military drops the odds of a complete miss). BUT … I’m wary of this if I’ll be out of cards for multiple turns when I drop my hand. (Have goods ready to trade when you Frontier Settle … or that will earn some cards someone else trades. Or have a few spare cards).
As you move into the 2nd half and the automatic development phase in the 2nd half, you’d like to be able to either boost your strategy and/or shore your your military with a card you can play (while calling something else).
Murdering Xeno Homeworlds is nice, but you can earn plenty of points just going your own way and racking up points. 18 Points with Merchant Guild2 or the card that gets you 1/3rd of your consume chits, etc is also possible. Obviously if you have a huge military and enough temp military you can just go conquest, but it’s not mandatory. I’m not going to drop a small +3 Temp Military just so I can murder a Xeno next turn unless I have nothing better to do3 and one big conquest every other turn is only keeping pace with the consume x2 every other turn … and if that guy is produce 4-6 cards (via consume and produce) he’s probably leeching on your settles.
(The seven point award for “most homeworlds” is nice, but so is the seven points for “most consumption.”)
- In my tableau last night: Good for 2VP, Alien+Novelty for 3, Genes+Novelty for 3, Rare for 1 + a card. Two goods for 2+2 Cards.
︎ - Particularly the 2nd edition copy, which is 2/production and 1/good.
︎ - Also, becuase you can only Frontier Settle/Conquest every other turn, it’s OK timing wise.
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