Which Strategy Card in the first round?

By Wolfskin2, in Twilight Imperium 3rd Edition

Hi!

I am a new fan of TI 3 SE and make my thoughts how to win the game. Of course its not so easy, when you are a new born baby and there´s a veteran in the game…
I think, that you have more chances to win the game, if you have a good start. It´s easy if a few big planets are arround.
But what do you think about the strategy cards? What is your favourite SC in the first round? Is there a SC which is no. 1? Could it be Leadership?
My thoughts are: You get Leadership and a race with at least four influence points. With the two CC in your Strategypool I can use the secundaries of diplomacy and assembly. After/before that building and moving and at last, perhaps none of the players get influence points anymore I play the Leadership, so I get 5 CC back.
What do you think of that?

Greetings from Bremen, Germany.

I think my favorite first round Strategy Card (expansion set) is probably either Diplomacy II or Production, depending on the situation.

Production is great because after exploring a few systems, you can use it to rebuild some ships to expore MORE. (The secondary isn't quite as effective for that, so it's better to have it than to let others have it if that's what you want).

Diplomacy II is nice because it lets you take a planet nearby without having to spend an activation token to get it right away.

For set 1 I like to take Warfare first as it lets you remove the CC and then take those ships and GF and take another system. Early expansion is very useful.

For set 2 I like to get a hold of Technology Ii or Assembly first. I like to start out with good techs and Action Cards.

sigmazero13 said:

I think my favorite first round Strategy Card (expansion set) is probably either Diplomacy II or Production, depending on the situation.

Production is great because after exploring a few systems, you can use it to rebuild some ships to expore MORE. (The secondary isn't quite as effective for that, so it's better to have it than to let others have it if that's what you want).

Diplomacy II is nice because it lets you take a planet nearby without having to spend an activation token to get it right away.

I agree with this one.
Usually it is production or tech going first, diplomacy aswell is kickass.

Expanding fast might be key, so doing trade is also good, those 3 extra tradegoods and some tradeagreement can be really worth it this early, although it only comes into effect during the next turn. So thats for expanding. I mark Sigmas words on preserving commandtokens, which is really useful, I have happened to overexpand and run out of tokens on turn 2 or 3, try not to anymore :D

If you believe assembly will be played in the first round you have a good system nearby, refreshing 4-5 resources in the first round can be a big help. Leadership and Diplomacy.

Trade in certain circumstances can be very good. When you know the TA won't even out and you want to upgrade.

Tech is always good. Especially if you already have Antimass to get XRD for free.

So I guess it depends, and right it should.

Bill

Warfare II can occasionally be an OK pick if the other good ones are taken, to allow you to grab a juicy system you couldn't normally reach the first round, too.

The hard part of this question is that it really depends on the situation. Certain races and certain map positions will lend themselves to different choices.

I always encourage players to think of strategy cards in terms of two groups:

Builders - which help the player build his forces and reserves to make a greater force of power.

Leadership

Production

Trade

Technology

Asserters - which help the player wield said forces to achieve victory.

Diplomacy

Assembly

Warfare

Bureaucracy

I always encourage players to prioritize the first group in the early game and the second group in the late game though no strategy card is completely useless on any turn.

Besides that...never let Hacan get the Trade Card in the first round.

Wolfskin said:

Besides that...never let Hacan get the Trade Card in the first round.

I usually do not want Trade in if I am the Hacan. The Hacan can make their agreements without the Trade Master approval so let others take it.

I thought you still could make contracts only when the trade card is played, even if you are Hacan ^^

The only difference is that you dont need the strategycard-holders consent. I have seen Hacans bribing other players to pick it so he gets to do his trade though

SigurdIronfist said:

I thought you still could make contracts only when the trade card is played, even if you are Hacan ^^

The only difference is that you dont need the strategycard-holders consent. I have seen Hacans bribing other players to pick it so he gets to do his trade though

That is correct, nobody can establish a trade contract without the Trade SC being activated, not even the Hacan. I think what Tawnos meant was that when he's the Hacan he's usually satisfied to wait until someone else takes it before establishing his trade contracts.

That is correct. Trade is usually taken in the first round and if I am Hacan I usually do not take it. I do not think I have seen a game that is was not taken first round. The most left behind cards I have seen in the first round of the SE expansion are bureaucracy, Warfare II or Diplomacy II.