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Improved Logistics * and should have a ban option.

Posted: 15 June 2023, 16:15
by Queen_of_England
Lots of cheap wins with that card. That is all.

*Moderator edit: please refrain from swearing on BGA, this is a family-friendly platform.

Re: Improved Logistics * and should have a ban option.

Posted: 26 June 2023, 03:20
by la gratouille
Hi,

I fully agree with you. I hate this card for mny reasons I resumed here :

https://boardgamearena.com/forum/viewto ... +logistics

A long time ago in a galaxy... Hum, this is something else. But a not so long time ago i wrote this about Improved Logistics. My main reason to hate this card, it is not the fact that it can be OP, it is because it ruins the race.

"HI,

People won't be surprised to read me here ;)

I've been very pleased when Criticanfand told me about this topics.

When I ask about not playing this card, a lot of people think it is because it is overpowered. The most anoying to me is that it breaks games. As told upper by Hiei it can be easy and fast to end a game, without any chance for the other player.

Of course, it does not work 100% of the time, you need to feed the card, but any colonisation will give you the opportunity to play an extra card, which is totally unfair and unbalanced. To find small worlds on the way is not that difficult...

2 cards for a player, 1 for the other, it really breaks the balance of the game. If RFTG was not a race, maybe it could be different, I do not know, but in a race it is totally against the game in my opinion.

Another awfull way to use the card is to play it at the end : 4 big worlds in a military strategy will destroy you for sure, for instance. Why think about a strategy if you can be destroyed at the end so easyly ???

Most people say this : "it is a card", it is part of the game", "You are not the author"...

They don't take in consideration that games are tested before they are published, which means they have changed on the process. They can also evolute after that, many games had a revised edition, changing rules, banishing cards and so on... What player can bring is a critical point of view that can open a change, an improvement. If they consider rules as a sacred book, then they paralyse evolution.

A point of view to defend this card, is to justify it to fight the dev. strategy. I would answer that the medecine is worst than the disease : "dev. strategy is unbalanced, OP, then let's bring another OP strategy"... is it serious ??? At the end, you did not solve the 1st problem around OP dev's, you only add a second problem : instead of 1 problem, you have two.

I agree with Kasaki about Pangalactic Reserch, it is OP for sure ; and the 3rd expansion is full of OP cards.

Either we accept it, or we banish cards.

Instead of that, some people try to justify, what was, maybe, a will of the author to get fun with new powerfull cards, some of them really OP.

So, they are trying to justify rationnaly what was, maybe, an unrational will of the author to give himself pleasure creating new cards ???

Open theory, pure speculation.... "

Re: Improved Logistics * and should have a ban option.

Posted: 27 January 2024, 13:40
by RobArbon
100% agree, it just makes it too easy to win with this. I think I've played it a couple of times against 400+ Elo players and lost but that's it. Whoever has this card usually wins.

Re: Improved Logistics * and should have a ban option.

Posted: 16 February 2026, 03:25
by GeneralChaos81
My friends and I all hate improved logistics. It makes the game less for its inclusion. Would really love a house-rule button which excludes it

Re: Improved Logistics * and should have a ban option.

Posted: 10 March 2026, 13:47
by Obsequious Vole
IL is the one card that I would ban.

It's game breaking in how it alters the mechanics and consequently the rhythm and duration of the game. Sometimes game-breaking powers in a game are fun - Terraforming Engineers, for example. But IL is not just game breaking, it's fun breaking. It turbo-charges spam in a way opposition players cannot respond to - and sometimes are completely blindsided by.

I wouldn't even call it the most OP card in the game. In the top 10 just about, maybe (would be interested to see stats of how it being drawn correlates with win %). Usually when drawn, it doesn't guarantee that player victory. But in the right circumstances, it's a cheap and unstoppable way to kill off a game or snatch a win.

Re: Improved Logistics * and should have a ban option.

Posted: 10 May 2026, 13:44
by entranced
What? No! No no no!

It's not overpowered in any format. TGS+Goals is the singular format I really like it in.

How Improved Logistics fares in 300,000+ plays

https://www.burn.im/rftgstats

Re: Improved Logistics * and should have a ban option.

Posted: 27 May 2026, 13:21
by ColShaw
I understand the dislike for Logistics, but the only card I think ought not to exist in 2p RFTG is Galactic Investors from AA set. It skews the entire set, and whichever player draws it first has a massive advantage. IL is good, but it's more of an ambush game-ender. Investors, if it comes early, makes the game devolve into a predictable double-dev snore-fest.