Thoughts On Rebalancing?

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FSKFSK
Posts: 157
Joined: 12 January 2019, 07:22

Thoughts On Rebalancing?

Post by FSKFSK »

After playing many times, some cards are just plain broken and need to be nerfed.

"Galactic Survey: SETI" should cost 10 instead of 9, give one fewer explore symbol, and should give you 1 point per PAIR of enemy explore symbols (rather than each). Right now, a turn 3 SETI is possible, and a turn 3 or turn 4 SETI is pretty much auto-win.

"Galactic Federation" should also cost 10 instead of 9, and should give you one point per PAIR of enemy developments (rather than each). This card is pretty much a guaranteed 13+ drop if played on turn 5 or later.

Genes need to be buffed. Most of the gene worlds need +1 somewhere, either another gene icon, another military/income/VP. Maybe "+1 VP per pair of gene symbols"? There also should be more gene cards.

Explore should let you keep an extra card. Maybe Survey Team gets the ability "Keep an extra card when exploring"? Right now, being forced to explore on turn 2 or turn 3 due to a bad draw is almost equivalent to conceding the game. I know that you can try to keep a playable card on turn 1 or turn 2, but usually the correct play is to dump your hand for the most possible income. I.e., +3 income keeping no cards is a better play than +1 or +2 income keeping a card or two.
ChiaraJoff
Posts: 4
Joined: 04 October 2020, 19:24

Re: Thoughts On Rebalancing?

Post by ChiaraJoff »

I’m confused. Are you suggesting that they should change the cards that are printed in the hard-copy game? I can’t believe that wouldn’t go against their license. Cards that are over- or under- powered here are also over- or under-powered in the printed game, so your beef would seem to be with RioGrande and not BGA.
FSKFSK
Posts: 157
Joined: 12 January 2019, 07:22

Re: Thoughts On Rebalancing?

Post by FSKFSK »

If they ever do a 2nd printing, they should rebalance the cards. The current card list is so unbalanced that they should get permission from the designer to rebalance.

That's one advantage of an electronic game vs. print game. If there's bad balance in your design, you can just fix it. They also can data mine the player data. They'll see that SETI and Galactic Federation are OP. The player dealt them will win disproportionately often.

The "preset starting hands" are also unbalanced. The one that lets you start with Alien Toy Shop lets you get 4 income after turn one. Play Alien Toy Shop, Survey Team, and dump the other 4 cards. You could put any 4 cards with Alien Toy Shop EXCEPT FOR SETI or Galactic Federation and that would be the correct play. There are other preset starting hands that can only get 2 income after turn one.
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wodan46
Posts: 2
Joined: 11 January 2014, 22:50

Re: Thoughts On Rebalancing?

Post by wodan46 »

Galactic Federation and Galactic Survey: SETI are strong finishers yes, but:

1: They cost 9. Without cost reductions it is the only card you play the turn you play it. By comparison Galactic Imperium and New Galactic Order can be played with a large Military world. Alien Tech Institute and Free Trade Association can at least be played with a 1 cost Civilian world, maybe more.

2: They give zero Income, meaning an early drop can stunt your economy. By comparison Uplift Code and Mining League get your win condition online without missing a beat on the economic snowball, Alien Tech Institute and Free Trade Association don’t give as much Draw but are reliable and cheaper.

3: For Galactic Federation, Developments give little Draw on their own and playing Development+World early on is inefficient Draw usage too, which means getting the most out of it requires possibly suboptimal play.

4: For Galactic Survey: SETI, Exploration icons are basically the most useless attribute in the game outside of SETI and Survey HQ, which means any card featuring icons likely has it at the expense of other more useful properties, which is again suboptimal.

This is a case of cause and effect. Good players are more likely to have the draw needed to find and play SETI and Federation. Late-game they are liable to exceed the value of any other possible drop outside of what a tableau is specifically building towards. But that just means they’re how an economically strong player cashes in on their draws.
FSKFSK
Posts: 157
Joined: 12 January 2019, 07:22

Re: Thoughts On Rebalancing?

Post by FSKFSK »

Alien Technology Institute requires THREE alien worlds for it to be equal to Galactic Federation and SETI. That's a hard combo to pull off. Just because you get an early alien world, there's no guarantee you will draw more or draw Alien Technology Institute. If you're dealt Alien Technology Institute early and hold onto it, that's a waste of a card that could be reinvested instead. Holding a card is almost always a mistake in the early/mid game. You want to dump your hand for the most income (early game) or most VPs (mid/late game).

Military is also a huge gamble. You can have 10 income and draw no big military worlds. Military just isn't consistent enough to be reliable. The only time I go heavy military is if I get early military worlds that chain. I.e. a 1 military world that gives me +1 or +2 military, and then another military world that costs 2-3 and gives another +1 or +2.

SETI and Galactic Federation are good on their own, no combo required. Whatever strategy you are following, those are almost always 10+ VP cards. Yes, you're using a whole turn to play them, but 10 VP is more than you're usually going to get. You even get to keep the best card in your hand for next turn (which is why it should cost 10). If you can get them down on turn 4, that's 30+VP just from your turn 4 play (assuming a game lasts 6 turns). SETI also combos with explore icon cards, because now each explore icon is +1VP.

There are other developments that CAN give you a 10+ VP turn, but they require multiple matching cards for it to be a payoff.
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