And Now for Something Completely Empirical: Opening Hands and Buys

by Scott Heise aka HomerJr

As fun as it is to debate Star Realms strategy, theory craft factions, and run countless simulations, sometimes there is no substitute for real-world empiricism.  As much as I love playing the Star Realms app (and I do LOVE playing the app), one disappointment is I have is that there there is a gold mine of hundreds or thousands of games worth of data out there with no way to get at it:  which cards do you buy, how many  times have you played each card, opening hand distributions, opening buys, number of turns, number of cards scrapped, bases destroyed, faction preferences, etc.   This kind of post-game summary data is just begging to be mined for correlations to win rate for both the individual player and the entire player community.

Unfortunately, currently the only way to get this kind of data is to keep track of it yourself using a spreadsheet or other tool, which can be quite laborious and difficult to keep error free over a large games .  Nevertheless, my thirst for some kind of empirical data to sink my teeth into drove me to look for an opportunity to collect some meaningful real world data.  Luckily, I was recently a proud participant of the Star Realms Pan-Galactic League s#1 and #2, founded by Remy aka Aweberman and generously run by Brendan aka Carnie. Given the league’s closed player pool, locked league format, and relatively large number of games, what better opportunity would I have to gather some data? 

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The Megahauler In Depth – by TheCutter

CardsWBorders_0047_Megahauler-213x300.jpg

Do you remember your first impression of this card? I do. Sweet art, a great name, potential for abuse, almost-unnecessary authority gain, and above all: Interesting & Fun. Few players were able to acquire it for tabletop play, as it was released in limited quantity. First offered to Kickstarter backers, it was then featured in promotional prize packs to build support Star Realms in local game stores. When the Gambits digital expansion was released, it gave the general online audience their first opportunity to play with the big blue topper.

The initial digital expansion required the use of the Gambit cards to incorporate the new ships and bases. Strong opening Gambits, Political Maneuver and Unlikely Alliance provided powerful, resource boosted openings that had never been experienced in base set play. Some felt that this upset the balance that had been established with the original offering. Players could purchase the Megahauler or its Machine Cult Rival Counterpart, The Ark during the first and second turns, prior to even a single shuffle. This was widely viewed as Over Powered in the community. White Wizard Games later separated Gambits from the Year 1 Promos. Today you can play with either or both in the app.

An early Ark is a brutal, daunting obstacle to overcome. While there are efforts that you can make to combat this, it is an uphill battle that requires immediate recognition, a cooperating trade row, skillful execution, and dumb luck from the shuffler. We can discuss this another time.

An early Hauler is more interesting. It is NOT the auto-win some believe it to be. A deck built around topping ships does benefit from some strategy. I have occasionally been disappointed to find that the potential for abuse never materializes. And on the flipside, I have been pleased to help my opponent find the same.

If using Gambits and offered a pre-flip Megahauler, you have to take it. If not using Gambits, the soonest you could grab it is on turns 3 and 4. This discussion assumes that you have taken it during this early stage of the game. A mid or late game Hauler isn’t a bad thing, however chasing it can be costly.

UNDERSTAND AND REMEMBER THAT YOU WILL PROBABLY ONLY SEE 3-4 TOPPING OPPORTUNITIES IN AN AVERAGE GAME

Piloting a Hauler Deck

Now that you have mighty Megahauler, you will want to build a deck that has the best opportunity to harvest its potential. You have two goals: a) see the Meghahauler as often as possible, and b) help it find smart, meaningful grabs. In general a good grab is a ship that would otherwise cost you 5 or more resource. There are effective ways and ineffective ways to win with a Hauler deck. Some players will lose sight of solid Star Realms fundamentals. I want to help you avoid this. Here are some tips.

Pitfalls

1. You no longer need resource based ships. Do not make any further purchases (or Hauler grabs) dedicated to adding buy power. Quickly shed any Explorers that may have helped you acquire the Hauler. Do Not Buy any more Explorers under any circumstances.

2. Avoid temptation #1: Buying your way to a worthy freebie. The Hauler is in your hand, and there are no obvious topper targets. It will be tempting to use your resources to buy inexpensive (1 or sometimes 2 cost) ships to clear the path in the search of better options. The problem is that these purchases will dilute your deck. As a consequence, you will see your Hauler and its good grabs fewer times. Avoid all 1 cost ships (except possibly Trade Bots early). Take 2 cost ships with caution. I might even pass on a Cutter.

3. Avoid temptation #2: Topping a ship Just Because You Can. If the only topping options are smaller ships that will mostly dilute your deck, it may be better to just pass altogether. It feels wasteful after you invested 7 early resources in this ability, however the better play may just be to try cycle around to another try as quickly as possible.

What should you do instead?

(by order of importance)

1. First, trade row manipulation will be very beneficial in seeking good grabs without accumulating bad ones. Battle Pod, Blob Destroyer, Battle Screecher, and soon Spike Pod are all fantastic in Hauler decks. It is important to make a distinction here. Make your purchases and use your Row Manipulation before Hauling. This will give you the most opportunity to find the bombs.

2. Next buy scrappers. Get those starter cards out of your Hauler’s way! You want to be cycling through as few cards as possible this game.

3. Third, purchase bases. Yellow bases will supplement damage, as the Hauler neither deals nor guarantees it. Recycling Stations will help you see the Hauler more often. Blue bases will help faction your Hauler, allowing you to play your freebies on the same turn. Red bases can help you scrap without impeding the parade of bombs coming off your draw pile. Outposts in general will help lengthen the game and allow your deck to come together.

The Win

1. Finding the bombs and lifting them from the row into your opponent’s face is the most obvious path to victory. And the most fun.

2. If the shuffler did not cooperate, hopefully you have instead hoarded bases and scrap. Ride this out! A solid, scrappy ALL YOUR BASES deck often wins with or without the benefit of a Megahauler. And you are still able to look for Hauler-Haymakers off the top of the late game trade row FTW.

GG!

Stifling an Opponent’s Hauler Deck

In defending against an opponent’s Hauler, look to help push him or her into the pitfalls described above. Your goal will be to help dilute their deck with sheer quantity. You can deliberately tempt the player to settle on purchases/toppers that clog up his deck. The bigger your opponent’s deck, the better for you. If he is trying to operate through 25+ cards, regardless of it containing a Megahauler, he most likely just has A Bad Deck.

1. Stop buying resources out of the row. Tempt your opponent into doing so. If the row is full of buy-power and it’s early, maybe it’s acceptable to buy a few Explorers instead. You will be able to scrap them later in the midgame after you have some damage. Let your opponent work around the resource based ships; first in the row, and then through their shuffle.

2. Steal away the goods. Most obvious, the big ships. But less obvious:

a) Buy up all of the green trade row manipulators discussed above. For the same reasons the Hauler player wants them, but to ensure the opposite result. On this side of it, make your purchases first, and then wipe the row of anything worth taking. Make sure to leave the crap where it lies.

b) Deny access to scrappers. Again, you are trying to dilute your opponent’s deck in an extreme way. So horde that scrap even harder than normal. Make sure he drowns in a sea of Starters and bad decisions.

3. Benefit from what your opponent leaves behind. A Hauler opponent is often tunnel-visioned on big bombs. He will make the aforementioned mistakes because he is trying to capitalize on the early investment. In doing so he, may leave moderate damage in the row. Buy up as many of those 3 and 4 cost ships as possible. Try to jab your way to a flat, aggro win before your opponent finds enough spikes.

Thanks for your time, everyone. Whether you love or hate the Megahauler, or are entirely indifferent, I hope this will help you think about the card in new ways. Overpowered? Overrated? It often comes down to how it’s owner aides or impedes its impact.

By Matt Newburg (TheCutter)

Making Your Own Luck: Your Opening Buys and How Not to Bottom-Deck Them

by Scott Heise aka HomerJr

It is generally acknowledged that cards with strong trade and scrappers are some of the strongest opening buys in the game.  (Freighter, Supply Bot, Patrol Mech, Cutter, Trade Pod, just to name a few.)  However, as has been discussed in The Pace of the Game Part 1, economic cards and scrappers are “time-sensitive” in that they require an shuffle to amortize their value. For example, for a Freighter bought on Deck 1 (opening buy), the earliest it can be played is Deck 2 which means the earliest a card that bought using the Freighter’s trade can be drawn is Deck 3.

This time-sensitivity of economic cards and scrappers means that they are very sensitive to the bad luck of “bottom decking”, which is where a shuffle is triggered before you get a chance to play the card because it was near the bottom of your deck.  If your opening buys revolved around buying economic cards and/or scrappers (which they often will), then it can be a complete disaster if these cards are bottom decked at the end of Deck 2. Such bad luck can literally ruin your game by delaying disrupting the timing of your deck and delaying the benefit of trade and/or scrap until Deck 4.  In a game where you only get 4-5 decks on average, this bad luck can often be irrecoverable.

Bottom-decking is mostly just bad luck of the shuffle… but is it really that simple?  Is there something that can be done to shift the odds in your favor and avoid your opening buys from being bottom-decked?  Yes, there is.

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