Jump Drive 25+
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After "winning" Game 24, I'm stoked to play more. I want to concentrate on getting both VP and card draw out of the gate, with a bias towards card draw, and when it makes sense, trade VP for military points.
Here's Game 25:
Turn | Score |
---|---|
1 | 1 |
2 | 3 |
3 | 6 |
4 | 10 |
5 | 18 |
6 | 34 |
7 | 59 |
Turns 1 through 4 are triangular numbers, which aren't quite enough to get a win in 6 turns.
This was a Alien (green) play, it just started a little bit slow.
Game 26
This play was notable for having both many yellow worlds, but also military worlds as well. Slow start, but once it got going really took off.
Turn | Score |
---|---|
1 | 0 |
2 | 0 |
3 | 4 |
4 | 13 |
5 | 27 |
6 | 47 |
7 | 80 |
Game 27
This one ended with a 9 cost eye development, and a 9 cost development development, both of which were pulling 8-12 VPs per turn at the end. I don't recall ever playing either of these in the past.
Turn | Score |
---|---|
1 | 1 |
2 | 2 |
3 | 6 |
4 | 10 |
5 | 18 |
6 | 36 |
7 | 64 |
Game 28
Another win, this time with Galactic Survey: Ceti, and Galactic Imperium. A couple of things are coming out of the last few games. First, get something big on the table as early as possible, let that drive the card play. Second, playing two cards per turn as often as possible, balanced with keeping enough cards in hand for paying cost. Also, military is crazy stupid powerful if you can get enough of it down early enough.
Here's how it scored:
Turn | Score |
---|---|
1 | 1 |
2 | 3 |
3 | 5 |
4 | 14 |
5 | 27 |
6 | 51 |
A "win!"
Game 29
Didn't get going early enough.
Turn | Score |
---|---|
1 | 1 |
2 | 4 |
3 | 9 |
4 | 14 |
5 | 26 |
6 | 39 |
7 | 59 |