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Lots of players (including the author of this write-up,
billytheo) despise Machine.
Some of us despise being Machine almost as much as we despise playing
against Machine. Machine's ability to continue its turn tends to bring
down the wrath of other players. Thus, it is useful to plan how you
can win as quickly as possible, and to do what you can to placate other
players in the meantime. |
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Accept offers to act as a defensive ally as often as
possible. Collect as many encounter pods as possible before your
offensive turn arrives. Be somewhat cautious, however: defensive
players may try to lure you in as an ally in order to send your ships to the
warp. |
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As a defensive player, consider using a negotiate pod if you
are likely to acquire multiple encounter pods and if the offensive player
will not be able to get more than 3 bases on his or her turn. |
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As an offensive player, use your negotiate ("N") pods early.
Gather as many pods as possible from other players, even if it means
sacrificing ships. Be willing to lose up to 8 ships if you can get 8
pods. |
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After acquiring pods through the use of your "N" pods,
consider using only one ship per encounter. This saves ships for later
encounters if you lose. |
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Strategically, Machine often benefits from using smaller
encounter pods early, and saving larger encounter pods for later. As
your offensive turn continues, defensive players will have less encounter
pods to choose from, and thus a 10 or 12 saved for a later encounter may be
an easy winner. |
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Consider inviting allies on a regular basis. Allies
will help you win early encounters and may prevent zaps and other plays
where you would otherwise lose. |
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Keep track of both zaps and "N"s played. Other players
have strong incentive to save their zaps for you. Defensive players
may well play "N" against you in order to deprive you of pods. Knowing
how many of each has been played gives you a distinct advantage.
(Note: there are 11 total "N" pods in the deck.) |
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Be aware that there are times Machine SHOULD stop. If
there is no chance of winning the game and you are running short of ships, you may
want to stop even if you could continue. |
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Strategically, there are times when Machine should keep
going even if there will be multiple loses. Machine may want to
continue in order to wipe out all encounter pods in a bad hand or deprive other
players of encounter pods. |
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WHEN PLAYING AGAINST A BOT: be aware that the bots are
programmed to play an "N" against Machine whenever possible. While
this may result in an easy victory for you on any single encounter, you may also lose enough pods to
have the result be a pyrrhic victory (i.e. a victory that ultimately is more
like a defeat). Consider ways in which you can use the bot's "N" to
your advantage. |
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I would like to suggest that when playing Machine it
might be a good idea to stop your first turn early- particularly if you are
the first or second player to go. At that time your opponents have a lot of
pods (i.e. it is harder to wear them down) and it is unlikely that you won't
get a second turn. By that time you can have a lot more pods and your
opponents will likely have used some of their better ones. --- Tmonk
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