Eminent Domain Expansions

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dancino
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Joined: 19 September 2018, 22:26

Eminent Domain Expansions

Post by dancino » 24 October 2018, 10:30

I am really enjoying this game and I would like to know, if BGA is thinking of idea to add expansions which are aviable to board version of this game. Thank you for any informations.

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nandblock
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Joined: 23 December 2015, 02:13

Re: Eminent Domain Expansions

Post by nandblock » 31 October 2018, 16:02

I'd certainly hope they are implemented at some point, though I imagine the top priority is working out some of the lingering bugs in the base game. I have heard good things about the expansions.

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Upreal
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Joined: 14 January 2016, 07:44

Re: Eminent Domain Expansions

Post by Upreal » 20 December 2018, 12:49

I am really enjoying this game and I would like to know, if BGA is thinking of idea to add expansions which are aviable to board version of this game. Thank you for any informations.
+1.

Raithnor
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Joined: 15 November 2018, 20:14

Re: Eminent Domain Expansions

Post by Raithnor » 10 January 2019, 23:56

It's needs something, currently the game devolves into "Who can get adaptability the fastest?" Which is extremely disappointing, because it favors whoever start with an advanced world first.

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nandblock
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Re: Eminent Domain Expansions

Post by nandblock » 11 January 2019, 08:05

I don't think that is quite true. But yes, there are about 2-3 really crazy good techs--Data Network, Adaptability and Logistics--and yes the game can become a tech race real fast. I find Logistics the most frustrating, since in a close game the extra turn at the end is usually enough for the player who owns it to win.

Raithnor
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Joined: 15 November 2018, 20:14

Re: Eminent Domain Expansions

Post by Raithnor » 05 February 2019, 23:55

One "nice" to have would be adding the "Prestige and Utopia" planet pack.

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rudymeow
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Joined: 19 October 2015, 07:14

Re: Eminent Domain Expansions

Post by rudymeow » 31 August 2020, 01:02

Most of the games I played have some tech race indeed, but there are multiple way to come up at top and you need to adapt depends what you start with and what they start with.

I don't see this is a advance world race though.
Greens and Reds are good at planet grab with their 5s and their icons, red are better in locating worlds and flipping them fast since middle game, greens can make flipping planets easy early on so you get more icons and can dip into other color more easy without making your deck too fat.
(and both 7s of the red are great depends on early or late game, reds usually have trouble in grabbing 7s early, so most of the game you will see Logistics)

I actually think advance world is the weaker pair to get first, since you will at disadvantage in world grabbing and that lead to icon/hand disadvantage.
Also if you plan to do a adaptability deck you will have way too much research in your deck which harms your early game, and if you do that half heart that is not as crazy as you think since there will be 2-3 turns min before you switch into that and the other player will still doing their thing at the meantime.
While adaptability are wonderful, by the time you get it a good player in red or green should already have major icon advantage unless you had insanely good roll and get that extremely fast, then ggwp, turn 6 adaptability is almost unbeatable

BTW games with more player will be much more chaos, in 4 players games chance are you will lose on pure luck or weird group think since every path are narrow and it is possible all paths you could go are blocked by others a step ahead, weird group think might favor one path over others given the end-game condition.
I would like to see expansions improve that.

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