Exploring Strategy

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Santa Maria
Posts: 33
Joined: 24 July 2015, 18:55

Re: Exploring Strategy

Post by Santa Maria »

So lets see the strategic aspect from a different angle, as of the timings and inner strategic development.


The timings mechanics

so the timings are very important in this game as to be able to make your play into being in the true time, so there are four seats

Seat 1 (S1-I)

Seat 2 (S2-I)

Seat 3 (S3-C)

Seat 4 (S4-C)

so 2x Indigo seats and 2x Corn seats,

as the game starts (round 1 (R1))
S1-I is the Governor (Gov) and has all choices available to him so can pick from all seven roles, then S2-I picks from remaining six roles ..
and after S4-C picks from the remaining 4 roles there will be 3 roles left unused and these will get +1 db put on them.

then R2 the Gov shifts and S2-I has the first pick.




This constant shift of Gov can be compared to seasons as follows (from perspective of S2-I):


High-End Summer (or Golden Age)


In R1 S2-I picks as second so has all roles available to him but one, then S3-C and S4-C have their picks and then R2 begins with S2-I pick again as Gov

so S2-I picks twice from four consecutive picks and has as much control over the flow of the game as it gets.

So as to say S2-I begins the game in a Golden Age.


But beware righ after the Golden Age Gov pick there comes a harsh Winter:


Winter

this is the sequence right after your Gov pick as every opponent will now pick twice before you get to pick again, that will be the 4th pick in the following round.

So you get Gov pick then S3-C, S4-C, S1-I pick a role in this round (R2), then R3 begins with S3-C as Gov to pick, then S4-C and S1-I and only then
after 6 foreign picks you get to pick again, this 4th pick of R3 can be called the Spring pick.


Spring

so in R3, S2-I gets the 4th pick to finally be able to influence the game - Spring comes around.

The Spring then lasts with R4 as S4-C is Gov to get a pick, then S1-I gets a pick and then again S2-I gets a pick:


Summer

This is when you pick 3rd in a round after two foreign picks so can have a strong control over the game: Summer is here,

with Golden Age as follow up to repeat the cycle.



So as you can see Summer -> High-End Summer is your strongest sequence as you have much better control over the flow of the game then your opponents.

On the other hand Winter can be very harsh as you have much less control over the game flow then the other seats.


///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////


The timings Influence

so every seat is not only unique from a plantation they start with but also as from which season they will be in.

so S2-I starts in a Golden Age but then finds himself right in the cold Winter, which is why it is so difficult, beacuse usualy is prone to freeze.


It is very important to prepare for your Summer -> Golden Age sequence to be able to be in contronl of decisive moments of the game.

Lets look at an example:

S1-I is Gov and picks a trader, then it is Winter,
S2-I picks Captain
S3-C picks Craft
S4-C picks something

S2-I Captain
S3-C Craft
S4-C something
S1-I you finally get your Spring pick so lets say you build

S3-C Captain
...

so as you can see the Craft -> Captain sequence brought a huge shipping advantage for S3-C and also for S2-I,

S2-I could break the sequence by not captaining, but it is beneficial for him to captain and take advantage from craft,

so here you can see that S1-I just froze in his Winter to S3-C shipping benefit.


As to say, the player who survives through his Winter is usually in very strong position.



Also as of strategy, you always should be weary of how many rounds there are in a game and who is going to end in a Golden Age and who in Winter.


As Builder Orthodox you are looking to build out as fast as possible which usually can be done in 14 rounds (sometimes even 13, rarely 12)
with 10 builders (sometimes 9),

you never want to see round 15 being played, cause 15th round is usually the turning point where shippers will be able to catch on the builders,

with 16th round on the shippers will crush through.



As such 13 and 14 round games very favour Indigo seats cause they will be ending the game in their Summer and Golden Age sequences while

avoiding the Winter, with more rounds Corn players will hit their Golden Ages and Indigo seats will have Winter trouble in the endings.


/////////////////


So to summarize you should be aware of your Winters and how to survive them without completely freezing out,

also making decisions to be able to prepare your Summer and High-End Summer sequence.

To do so keep in mind how:
  • the Craft -> Captain sequence can ruin or benefit you as a shipper
  • the (Craft) Trader -> Builder sequence can ruin or benefit you as a builder





So develop and make the most of your High-End Summer, but beware, as all Starks know:

"WINTER IS COMING"
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