Topic A – The Problem with the “Normal” Opening
One of the most common ways a typical low or mid ranked game plays out is:
1) Starting player takes T1 + T2 in era 1, and S1 in era 2.
2) Second player takes E3+M2 in era 1.
3) The game generally plays out with the starting player on T+S, and the second player on E+M.
However, in games between high ranked players this opening and game playout is rarely seen. Why is this?
1) If you are the second player and the starting player has taken T1, going E3+M2 is risky to play against a top player, because a top player can take the lead on the M track if they want to. Assuming you have gone to E2 with your first two moves, all the other player must do is take income after T2, then go to M1 as the first move in era 2. This puts you in a very difficult position.
2) The E track in general is the weakest track in the game. The primary reasons for this are that it is hard to generate early income on the E track (you have to spend a lot to get your 3rd farm out to generate a 3rd food res) and the track abilities at E4, E5, E7, and E9 are poor return on investment.
3) The E+M track combination is arguably the worst track combination to play (unless you are Isolationists or Nomads). This is because E+M is the most expensive track combination in the game. Why do I say this when all tracks theoretically have the same cost? Because science redeems res cost by helping you move up other tracks at the same time, tech redeems cost by allowing you to get more early income buildings out, and military redeems cost through military rolls. Yes, exploration redeems cost if you explore resources, but it is not at as good a rate compared to other tracks. I have seen many games where the E+M player ends up not being able to finish both tracks.
What are your options if you are the second player and opponent takes tech on the first move?
1) If there is a good tech card available, consider following up tech to T3 in era 1, then playing S1 as your first move in era 2. In this scenario, any science roll is good, and you can try to play S+M which is a much better track combo compared to E+M. This approach also puts you in a position to do damage if you draw powerful cards like dark ages, dictatorship, oil magnate, etc.
2) You can play S1 as your first play and see what you get. S/M/E are all good rolls in this situation. This can put early pressure on your opponent.
3) You can play M2+T1 in era 1 if there is a decent tech card. This approach will prevent your opponent from stealing the M track.
Yes, there are situations where E+M makes sense, but these situations are rare.
This topic relates to a game mechanic that I hope could be changed for future arena seasons. In my opinion, the second player should get some points as compensation for going second. Going first is a big advantage. I would recommend 10 starting points for the player going second. Other games on BGA use this mechanic to balance the advantage of going first. For example, Ark Nova gives a point to the player going second, and going first matter much less in Ark Nova.
Topic B – Learn the Different Track Combinations
If you have mostly played either T+S or E+M, you need to learn the different track combinations.
- M+S is one of the most powerful track combinations. Ideally, you will finish M in era 3 to get a new civ, and perhaps also play S7 in era 3 for a new civ. There are many civs and tapestry cards that make this strategy especially viable. If you are playing against this strategy, you should strongly consider competing on science in era 2 and 3. This approach will potentially deny your opponent M12 in era 3 if they want to keep the science landmarks, or worst-case scenario force them to play S7 before they get to M12.
- Building on the points in Topic A, T+M can be a powerful track combination. The reason for this is that T+M are the best early game income generating tracks. T is good because tech cards and T5 allow you to efficiently get more early game income buildings out, and M is good because it is the only track that allows you to easily get your fourth income building out in era 2. If you can get the lead on both, it forces your opponent to either progress on the two weaker early game income tracks (S+E), or follow you on M or T but miss out on landmarks. The main weakness of this approach is you cannot make as good a use of tech cards (compared to if you had gone T+S). You must be careful with what tech cards you get to make sure you can use all the tier 3 and tier 4 tech spaces effectively.
- T+E is a rare track combination, but it can be incredibly powerful if you get the lithium ion battery. Think of 9+ space tiles played if you can also make use of S7.
The first few times you try these different combinations, there is a good chance it will not go well. However, forcing yourself to learn the different track combinations will benefit you over the long run. Eventually you will build the game sense to know what tracks are best in each situation and use this to your advantage.
Topic C – General Points
- As mentioned previously, T+M are the best early game income generating tracks. Advancing on them in era 2, or maybe even era 3, can be a good idea even if you are not leading on these tracks simply because they help you generate more income.
- There are many civ combinations where you need to weigh denying your opponent’s optimal track. A classic example is if you are first move against militants. If there are no good tech cards available, I would consider taking M1 first. Just make sure you are always weighing “what does my opponent want” just as much as “what do I want”.
- Always base your era 1 and era 2 global track priorities around the available tech cards and the tapestry cards you draw. Do not get stuck on a track. Track advance tech cards (siegecraft, vaccines, etc) are some of the strongest tech cards and if they are available their potential use to you and your opponent should always be considered.
- Completing all three of the T/S/M tracks is one of the most generally consistent ways to score well, and can be done in quite a few games by a good player. This works best if you have the lead on the T+S track, but also advance some on M in era 2 and 3. Track advance tech cards (clocks, siegecraft, vaccines) are key to this approach.
- If your opponent has the lead on S, competing on S is often a good play. The reasons for this are that you always have the potential to steal the lead on S depending on science die rolls, and following them up S can force them to play S7 at a suboptimal time. S is generally a good track even if you do not have the lead, as finishing it will help you with finishing other tracks.
I look forward to hearing any comments and questions!
One of the most common ways a typical low or mid ranked game plays out is:
1) Starting player takes T1 + T2 in era 1, and S1 in era 2.
2) Second player takes E3+M2 in era 1.
3) The game generally plays out with the starting player on T+S, and the second player on E+M.
However, in games between high ranked players this opening and game playout is rarely seen. Why is this?
1) If you are the second player and the starting player has taken T1, going E3+M2 is risky to play against a top player, because a top player can take the lead on the M track if they want to. Assuming you have gone to E2 with your first two moves, all the other player must do is take income after T2, then go to M1 as the first move in era 2. This puts you in a very difficult position.
2) The E track in general is the weakest track in the game. The primary reasons for this are that it is hard to generate early income on the E track (you have to spend a lot to get your 3rd farm out to generate a 3rd food res) and the track abilities at E4, E5, E7, and E9 are poor return on investment.
3) The E+M track combination is arguably the worst track combination to play (unless you are Isolationists or Nomads). This is because E+M is the most expensive track combination in the game. Why do I say this when all tracks theoretically have the same cost? Because science redeems res cost by helping you move up other tracks at the same time, tech redeems cost by allowing you to get more early income buildings out, and military redeems cost through military rolls. Yes, exploration redeems cost if you explore resources, but it is not at as good a rate compared to other tracks. I have seen many games where the E+M player ends up not being able to finish both tracks.
What are your options if you are the second player and opponent takes tech on the first move?
1) If there is a good tech card available, consider following up tech to T3 in era 1, then playing S1 as your first move in era 2. In this scenario, any science roll is good, and you can try to play S+M which is a much better track combo compared to E+M. This approach also puts you in a position to do damage if you draw powerful cards like dark ages, dictatorship, oil magnate, etc.
2) You can play S1 as your first play and see what you get. S/M/E are all good rolls in this situation. This can put early pressure on your opponent.
3) You can play M2+T1 in era 1 if there is a decent tech card. This approach will prevent your opponent from stealing the M track.
Yes, there are situations where E+M makes sense, but these situations are rare.
This topic relates to a game mechanic that I hope could be changed for future arena seasons. In my opinion, the second player should get some points as compensation for going second. Going first is a big advantage. I would recommend 10 starting points for the player going second. Other games on BGA use this mechanic to balance the advantage of going first. For example, Ark Nova gives a point to the player going second, and going first matter much less in Ark Nova.
Topic B – Learn the Different Track Combinations
If you have mostly played either T+S or E+M, you need to learn the different track combinations.
- M+S is one of the most powerful track combinations. Ideally, you will finish M in era 3 to get a new civ, and perhaps also play S7 in era 3 for a new civ. There are many civs and tapestry cards that make this strategy especially viable. If you are playing against this strategy, you should strongly consider competing on science in era 2 and 3. This approach will potentially deny your opponent M12 in era 3 if they want to keep the science landmarks, or worst-case scenario force them to play S7 before they get to M12.
- Building on the points in Topic A, T+M can be a powerful track combination. The reason for this is that T+M are the best early game income generating tracks. T is good because tech cards and T5 allow you to efficiently get more early game income buildings out, and M is good because it is the only track that allows you to easily get your fourth income building out in era 2. If you can get the lead on both, it forces your opponent to either progress on the two weaker early game income tracks (S+E), or follow you on M or T but miss out on landmarks. The main weakness of this approach is you cannot make as good a use of tech cards (compared to if you had gone T+S). You must be careful with what tech cards you get to make sure you can use all the tier 3 and tier 4 tech spaces effectively.
- T+E is a rare track combination, but it can be incredibly powerful if you get the lithium ion battery. Think of 9+ space tiles played if you can also make use of S7.
The first few times you try these different combinations, there is a good chance it will not go well. However, forcing yourself to learn the different track combinations will benefit you over the long run. Eventually you will build the game sense to know what tracks are best in each situation and use this to your advantage.
Topic C – General Points
- As mentioned previously, T+M are the best early game income generating tracks. Advancing on them in era 2, or maybe even era 3, can be a good idea even if you are not leading on these tracks simply because they help you generate more income.
- There are many civ combinations where you need to weigh denying your opponent’s optimal track. A classic example is if you are first move against militants. If there are no good tech cards available, I would consider taking M1 first. Just make sure you are always weighing “what does my opponent want” just as much as “what do I want”.
- Always base your era 1 and era 2 global track priorities around the available tech cards and the tapestry cards you draw. Do not get stuck on a track. Track advance tech cards (siegecraft, vaccines, etc) are some of the strongest tech cards and if they are available their potential use to you and your opponent should always be considered.
- Completing all three of the T/S/M tracks is one of the most generally consistent ways to score well, and can be done in quite a few games by a good player. This works best if you have the lead on the T+S track, but also advance some on M in era 2 and 3. Track advance tech cards (clocks, siegecraft, vaccines) are key to this approach.
- If your opponent has the lead on S, competing on S is often a good play. The reasons for this are that you always have the potential to steal the lead on S depending on science die rolls, and following them up S can force them to play S7 at a suboptimal time. S is generally a good track even if you do not have the lead, as finishing it will help you with finishing other tracks.
I look forward to hearing any comments and questions!