I'd like to add some comments to Vitas's session report, including my thoughts
on some strategy for Star Wars: A Queen's Gambit.
First, I'd like to take a second to defend baseball and other longer (and thus
more expensive) poker variants. I would disagree that they caused us to play
less hands by being too expensive. We didn't stop playing because people ran out
of money, but rather because it was getting (relative to the schedule Sara and I
keep) late. I like alternating short games (like 5 card draw, which we played
quite a bit of) with an occasional longer game, just to keep the tempo varied.
Of course, playing a occasional longer game does decrease the number of games
played overall, but not from the expensive nature of those games.
So, some strategy ideas for The Queen's Gambit. I expect that people will
disagree with these ideas - if the game is any good, there shouldn't be just one
way to win it. Keep in mind, as well, that I've only played this game once (:
I believe, although I could be wrong, that both Vitas and myself started by
concentrating on the battles with the following priority: Jedi, Palace, Plains,
Starfighter. In the long run, the palace battle determines who wins and who
loses. The Jedi battle, however, can affect the Palace battle considerably. The
plains give the bonus card advantage, which is not to be overlooked, and the
Starfighter, of course, determines the timing of the end of the game.
The rounds in which we both battled in the same areas were determined by the
cards we had available, which were usually fairly balanced in strength, and the
rolling of dice. If we always chose the same battlefields to fight in, the game
would not be too different from Risk, in a way. If, on the other hand, each
player concentrates on different battles, the game becomes more interesting.
NABOO Strategy
So, if I were playing Naboo, I would concentrate mostly on the Jedi (3 of the 4
action cards) and defending the queens in the palace (1 action card) until Darth
Maul is dead. If, after the first turn, I see that the Trade Federation is
attacking on the Plains, I replace the palace card with a Catapult card, and
then take the any bonus cards from the Theed Palace.
In attacking Darth Maul, I would use both Jedi. In the game against Vitas, I
only attacked with Qui-Gon, figuring that I should get in as much damage as I
can before he was destroyed by Darth Maul. But, in the palace after the Jedi
battle is determined, two wounded Jedi would be more valuable then one
completely healthy one.
Now, after the Jedi battle has been determined, infiltrating the palace should
be much easier. The gaurds and the General should be able to zip up the windows
to the third floor and hold onto much of that floor, while the Jedi keep the
queens safe on the first floor. Pile the gaurds into the throne room, and, once
you have the majority there, solely draw Anakin cards until you win.
TRADE FEDERATION Strategy
Ignore Darth Maul. Ignore the Gungans. Kill the General and the Queen(s).
Darth Maul has his work cut out for him in dueling the two Jedi. He's probably
not going to win. If you don't fight back and work on the gaurds in the palace
instead, you will force your opponent to abandon the Jedi fight (or at least pay
less attention to it). Then it will take even longer for the Jedi to enter the
palace and start decimating your droids.
It's particularly important to block up the window spaces with your droids. With
the move-first-then-attack mechanic, once you occupy a space, it takes two
actions to take that space back. Draw groups from the Gungan battle field if
necessary. They are much more useful if you confine the Naboo palace forces to
the first floor, as that is where the droids are placed.
On the Gungan field, the Naboo player is usually on the defensive - He or she
wants to remain behind the shield and protect the Fambaas. While ignoring the
field won't win you any bonus points, not attacking will deprive your opponent
of them as well. If you move troops into the palace, move them from the front
lines. If your opponent wants to get bonus cards, lure troops outside the shield
so that you can use your tanks. Make your opponent work for those bonus cards!
Once you have decimated all of the palace gaurds and the queens, then the game
is over, regardless of the Jedi/Sith or Gungan outcome. When you kill Panaka,
you'll get a bonus card. If you have the windows blocked up and the real queen
has been killed, getting the guards into the throne room at a movement of 2 each
will seem a real challenge to your opponent.
As far as I can tell from a single game, the Trade Federation is at an initial
advantage in the palace, and a disadvantage in the Jedi/Sith battle. This
strategy is simply to concentrate your efforts where they can do the most good.
.chip