10 Tips To Play Better Space Base

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BoardAndDangerous
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Joined: 05 February 2022, 14:31

10 Tips To Play Better Space Base

Post by BoardAndDangerous »

Hi everyone,

Having played a fair bit of Space Base now, I've put together a video offering 10 tips on the game.

The tips are:
Tip #1: Income
Tip #2: Overspending
Tip #3: Points Win Games
Tip #4: Beware Level 1 Cards
Tip #5: Watch Your Opponent
Tip #6: Know The Odds
Tip #7: Know When The Race Starts
Tip #8: Activate Multiple Sectors
Tip #9: Low Sectors Or High Sectors
Tip #10: High Sector Helpers

You can find the video here: https://youtu.be/b6cmi0FEl8M?si=bjNht9rDkxB7x0V-

Let me know if any of those are useful to you, or if you have tips of your own. Would be great to share some to help the newer players.
Board And Dangerous: A YouTube Channel all about playing board games in the digital space.

We cover how-to-plays, playthroughs, and offer tips on some of our favorite games.

Check out the channel here: https://www.youtube.com/@BoardAndDangerous
Snickitypuff
Posts: 5
Joined: 18 July 2016, 19:38

Re: 10 Tips To Play Better Space Base

Post by Snickitypuff »

“The point isn’t to win?” I asked.

“The point,” Bredon said grandly, “is to play a beautiful game.” He lifted his hands and shrugged, his face breaking into a beatific smile. “Why would I want to win anything other than a beautiful game?”

- The Wise Man's Fear, Patrick Rothfuss


First of all, thanks for the tips, BoardAndDangerous! I particularly liked tip #7, I was semi-consciously aware of it but putting that out in the open really helped me focus. It's super, super important not to lose sight of those colony cards!

I'll share some of my own based on the 500+ games I've played. I'll start with a few important ones and add more tips later as I remember them.

1. Stacking many cards on a sector is almost always a good idea. This helps you afford Level 3 cards sooner, and by using the "pushers" (the cards which increase the die roll) you can double (or more!) your chances of getting that bonanza. Stacking 2-3 high-sectors and using pushers is fine too; make sure the sectors are not consecutive as that misses the point. (While still on the topic of stacking - I've seen that stacking the 6 sector is pretty effective too.)

2. Arrows, therefore, are exceptionally powerful since they allow for even more "stackability" - the goal is to deploy (=get to the red) an arrow and then stack the neighboring sector (ideally the one to the right) as much as possible. ALWAYS take the 7-10 sector arrows at the beginning of the game, even if it doesn't help you immediately. The 12 arrow is usually quite useless (can you think why?) and the 11 only makes sense if there are lots of 12s and pushers on the board.

3. Some other universally-accepted powerful cards are the level 2, 2 sector "buy a card"; the level 2, 9-sector card-switcher (switch it to the 1-6 sector, immediately deploy it and then try to switch with a 3+ rocket card); and the three level-2 cards which, when deployed, pay an income in sectors 1/4/6 (getting those deployed early can win games, particularly the 6).

4. The "4 coin" level 3 cards are incredibly underrated cards (mostly in the Light Speed Variant). Deploy those early and you've got an excellent engine. Note that if you get the sector 1/2 cards, it's completely reasonable to use Colony Cards (the victory point ones) to deploy them, even a bit early.

5. Also underrated is the level 2; 3-sector "reroller". I really like this one as it's a great counter-strategy to that of tip #1.

6. Those "switch two sector" cards are nice when they work, but make sure you're ready to give up and just deploy those cards if you don't get the rolls early.
Snickitypuff
Posts: 5
Joined: 18 July 2016, 19:38

Re: 10 Tips To Play Better Space Base

Post by Snickitypuff »

Continuing:

7. If you're going for the really high sectors (e.g. 9 plus), note that getting the 4-6 sector cards doesn't help you as much (even if they're statistically more probable) since you're always making the choice between using the dice together or separately. Getting the low sectors (1-3) is a great way to balance things out and ensure steady coin production.

8. Deploying the level 3, 7-sector "3 coin, 3 income" card is a phenomenal way to start a game. (and then go get a pusher for good measure)

9. Getting and deploying the level 3, 3-rocket card is always good in the middle of the game (unless you're working towards a clear, different strategy). I've seen lots of people try to do this in the very beginning of a Light Speed Variant game (mostly in the 5/6 sectors), end up with 30-35 points and get second place. (In some tournaments that's actually not a bad thing!). I'd only consider doing this if I get really lousy cards and there are no real alternatives.
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richyfourtytwo
Posts: 98
Joined: 13 July 2024, 16:42

Re: 10 Tips To Play Better Space Base

Post by richyfourtytwo »

Thanks for that video. I watched it while finishing my first game - and losing badly. Boy, does that second game feel different! Granted, at the start of my first game I did not even fully understand the rules and my 2nd game started with a few lucky dice rolls, so the difference isn't just having watched that video, but it surely helped!
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Hey_Listen
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Joined: 05 December 2023, 07:29

Re: 10 Tips To Play Better Space Base

Post by Hey_Listen »

Snickitypuff wrote: 22 August 2024, 12:57 Continuing:

7. If you're going for the really high sectors (e.g. 9 plus), note that getting the 4-6 sector cards doesn't help you as much (even if they're statistically more probable) since you're always making the choice between using the dice together or separately. Getting the low sectors (1-3) is a great way to balance things out and ensure steady coin production.

8. Deploying the level 3, 7-sector "3 coin, 3 income" card is a phenomenal way to start a game. (and then go get a pusher for good measure)

9. Getting and deploying the level 3, 3-rocket card is always good in the middle of the game (unless you're working towards a clear, different strategy). I've seen lots of people try to do this in the very beginning of a Light Speed Variant game (mostly in the 5/6 sectors), end up with 30-35 points and get second place. (In some tournaments that's actually not a bad thing!). I'd only consider doing this if I get really lousy cards and there are no real alternatives.
Thanks a ton for this! It was really helpful beyond the video. I watched the video when I was new. Now that I’m familiar with the cards, I’m able to follow you in-depth tips.

Could you explain number 10 a bit more? It’s the only one I didn’t follow.
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