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Thread: Yellow Strategy

  1. #1
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    Default Yellow Strategy

    Hello, ^ ^

    So, I have read a few strategies with yellow and while all of them point out that yellow is very adept at recruiting, they all seem to miss what to me is yellow's greatest strength: Deck cycling!
    Really! In a game where half of the entire strategy is the cards you have, it seems like the faction that not only can, but can EASILY draw their entire deck on turn 1 round after round would not only be the best faction, but would be absolutely broken.

    Fortunately, the small size of the decks overall means that yellow is not broken. In fact, I've seen a some say yellow is actually the weakest faction, (Including myself once, >.>). Of course, that doesn't mean they are unplayable. In fact, they are my favorite faction to play, and can actually be very effective if used correctly.

    So, what is the best strategy for yellow? Obviously, they are great at recruiting, but even though they are the best at it early on, they cannot recruit any faster then any of the other factions. They are also still limited to the same four recruits each round that everyone else is. So, this advantage should not be what the factions strategy revolves around, but rather a tool to develop a strategy to beat their opponents.
    The advantage you SHOULD develop around is how you cycle through your entire deck every round. The fact that, as long as you build your deck right, you can draw every single card you own in the first turn is definitely a huge advantage.

    Also, just a quick disclaimer: I do not approve of the infinite loop exploit that yellow can do with comm devices. All references to the comm devices assume you are using the rule I explained here: Forever Seth's Rules

    But enough idle banter, lets talk strategy, >=O


    The Strategy

    Basic Strategy:
    First off, know that as yellow, you are not particularly good at anything except recruiting at the beginning of the game. However, you do have an economy from your deck that you can count on each round. This is where your strength lies. Much like green, you can ignore the entire develop->produce->sell cycle if you build your deck correctly. Unlike green, you have a deck right in the first round that you can use to leverage this advantage. Recruiters will give you first pick at recruits, and your Rally the People cards will give you a boost in arcs that will let you take some good early black market items. Combine the two and you can have a deck based economy that can compete even with the green faction.

    In general, what you try to do is recruit cards and buy black market items that let you draw more. Thieves tools and Communication Devices are both awesome black market items that should be high priority for you as yellow. In the recruit section, thieves and gamblers are your best friends. Once you have some extra cycling cards, traders, dealers and technicians are also excellent additions to your deck. Technicians in particular give you some much needed muscle. Just be sure to only recruit a few of each of these; You only really need one trader and one dealer in general, and adding too many will break your cycle and often hurt you more then help.

    When you start the game, the only hand you can draw that will stop you from cycling your entire deck is Ret and your three recruiters. If you draw even one disciple, then you will be able to draw everything. Just be sure to play that disciple after your Rally's (And hold on to as many disciple as you can).

    Yellow is very weak combat wise early game, probably the weakest of all the factions. If you find yourself in early combat, or any combat at all, always sacrifice recruiters first. Disciples and their double draws are far more valuable, and losing recruiters will actually increase your ability to cycle your deck. After a round or two when you have many much better new recruits, recruiters are much less useful.

  2. #2
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    (Double post because there is a size limit on posts, =O)

    Round 1
    Like everyone else, the first round is very important. Your first turn should see you cycling through your entire deck and gaining 3 arcs right off the bat. On the off chance you draw all three recruiters and Ret, that's fine. Chances are there is at least one of the draw cards being sold in the black market or in the recruits, nabbing one will let your finish cycling your deck without refreshing.

    The first thing you should do is turn towards the black market. Always buy first; If there is a recruit you want, you can always bid on it later, even if it's someone else who starts the bidding. This is not true of the black market.
    If there is a communication device, nab it ASAP. A free shuffling of your deck will allow you to run through it again, which effectively doubles your income for the round. If you do get one, try to use it to pick up a disciple from your discards. This gives you the best chance of running through your entire deck again.
    Next, you should try to buy any thieves tools on the market, as they are excellent at bringing in income. Finally, keep your eyes open for advanced weapons and computer terminals. The former is always an excellent addition to any faction, and the latter will allow you to avoid discarding any cards during your reset phase and still get to draw a couple cards.
    *Note* I generally only buy one computer terminal, if any. Assuming you ran through your entire deck, your discards will be full of your draw cards. Just drawing two of these after your reset should be more then enough to run through your entire deck again.

    Once the black market is empty of anything useful, turn your eyes to the recruits. Thieves and gamblers are your priority, as they enhances your cycling and increase your income. Next on the list of usefulness are technicians, dealers and traders. For dealers and traders, one of each will usually be more then enough for the entire game, since you can always depend on drawing them each round, although a second dealer can help if you've managed to ditch a recruiter or two.
    Technicians are a different story, because they have the highest non-champion strength for yellow, you want as many as you can comfortably cycle. Since you will only use them in combat or once in awhile to recruit, you can grab all three of these and just sit on them in your hand without ruining your deck. Also, once you nab one of these guys, you can usually start sacrificing your recruiters. These will be a good enough substitution for your recruiting power.
    Also worth mentioning is Bross, yellow's champion. If he shows up in the first round, don't fight for him. It is absolutely vital you work on your economy first or you will be completely left behind very soon. Since your entire first round and possibly your second is working on your deck, you won't need his strength anyway.
    If he shows up in later rounds, then by all means recruit him. 5 strength is nothing to scoff at, and his movement ability can help you avoid wasting a move action that you could use instead to refresh and cycle through your decks economy again.
    An interesting strategy for yellow is to attempt to recruit Bross in the first round rather then a better recruit that would help your economy. Because he is your champion, it's common for your opponents to bid against you (don't waste recruiters, they will assume you have none if you don't play them). Let them waste an action and some arcs taking him, and then your free to recruit the economical recruit next. If they don't bid against you, then hey, free champion, ^ ^

    Recruiting and buying should take up your entire first round. If there isn't enough to use up all 4 of your actions, give consideration to refreshing for whatever actions you have left, run through your economy again. This way, you have some arcs to spend buying next round.

    Second round and beyond
    Depending on how much you expanded your economy in the first round, you may want to continue doing this in the second. Definitely pick up any comm devices that get put in the black market, and you should always try to buy thieves tools and recruit gamblers and thieves. After that, it's time to start focusing on how you plan to win.

    Because your economy will never be fantastic with your deck alone, you cannot win by simply buying your victory points (Although it will definitely bring in some renown). You need to develop, attack, or possibly both. Check out the development pool now. Avoid recruitment centers or any development that's purpose is solely to produce and sell product. Instead, go for ones that give you some benefit. Thieves districts, Back Alley Games and Protection districts can boost your income without needing to sell products. Strongholds are good at producing renown and are great when placed on the renown squares in the center of the city. Finally, all of the heights developments can help: Gatorum Towers, Club Silver X and the Fight Club all generate renown. A Weapons district will give you an edge in combat, and the underground casino has a chance to boost your income again. Even the Warehouse is good if you have enough other developments; It's the same price as Club Silver and is worth more renown once you have 6 other developments. You can also make some quick free cash from your warehouse and weapons district if you manage to recruit Ryzin.
    *Note* This is the only time it's good to recruit Ryzin. As awesome as he is, if you don't have anything to sell he's just a good combat unit, and that's not enough to justify slowing down your deck.

    Like the other factions, make sure to keep your units close together and not spread yourself thin. Start developing on your crosshair and then towards the center. Expand for your economy first, renown second. With your deck helping you, and possibly a dealer or two, you should be able to out develop even blue, and have a better military to help you keep it.

    Final Notes
    It's very easy to play yellow and think, 'With my recruiters, I should be able to stop every other player from recruiting units they want.' This is simply not true. While it's possibly to drive up the price of recruits with yellow, once you play a recruiter you have to discard it, whether you win or not. Occasionally, you will also get stuck recruiting a unit you really didn't want just because you thought it was your job to drive the price up. While it is a good idea to drive up the price of champions or other high value recruits, make sure you are prepared to lose the action if they quit, or at least be sure they actually want the recruit before you bid on it.

    A note on fighters and war drones. I realize they are powerful military units, but I see them disrupting your economy more then they help. If you have a couple comm devices and have lost a recruiter or two, or if your opponent is attacking you relentlessly, then by all means go for them. Otherwise, do your best to keep your deck as lean as possible. Ultimately, Bross, Ret, a couple technicians, thieves, and traders should be enough to compete in fights. If your defending, just sacrifice a recruiter to their main assault and then hit em hard with your counter attack.

    When it comes to Ret's ability, I think it's far less useful then it first appears. First off, he has to be in a battle for it to have any effect, and you have to win. Considering how all of yellows starting gang members only have a 1 attack, that's going to be a little tough when you first start, which is also when you need the ability most. Your opponent will also always discard the weakest card from the battle, so it's very rare you will even get a chance at a good recruit even when you do pull it off.
    That said, there is no reason not to take advantage of it when it does work in your favor. Send Ret out whenever you think you can win a battle, there is always the chance they will draw blindly and you'll get a free champion. Just remember that you can't steal other gang leaders, although just killing one should be victory enough, =P

  3. #3
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    Nicely done! This is a cool article. I generally agree with most of what you have to say, although I would find that doing what you plan to would leave you quite susceptible to getting attacked by a strong Red or Green player if they are trying to attack a lot. As always with this game, you have to check the board and current situation, but be wary of cycling through a lot of your deck if a tough fight is coming your way, you always need to be prepared for that.

    In addition, I see you mention not to get Recruitment Discricts for Yellow. Out of curiosity may I ask why? While I will agree Yellow can use them a bit less effectively than most factions, I still feel like they have a decent bit to offer you, particularly just taking them away from the others is often reason enough for me in a 3-4 player game.
    Quote Originally Posted by Phoenixio View Post
    As for Ranior, he's a little more difficult to deal with and can do some real damage.
    Tournament Record: 37-18

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    Nice Article. Also, very Interesting. I ask, do you play a lot with players who just don't happen to play red? Because the strategy you just described is perfect - against blue players and most green builds. Once, my father played a strategy near identical to this against me when i was Red, doing my favorite aggresive style. For the first and only time ever, it was a blowout :/. Writing strategy articles is hard for this game, because the strategy you described leads to blowouts against aggresive players. Favoring them, of course. But it is an incrediblely solid strategy against less aggresive players. Similarly, a build that would do very well against rushes and high strength would be pretty bad vs. a Sempento player who's building his empire up faster then you can blink. In a 3/4 player game, it all balnces out since you have more people to watch.
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  5. #5
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    @Ranior

    I say don't get recruitment districts because the recruit they give you is random. There is a better chance you will draw something you neither want nor need rather then something that fits. If you could turn down the recruit, then the development would be good, but since you can't...
    This strategy revolves around your deck being full of draw cards, and each card that doesn't have a draw on it reduces the chances of you getting all the way through (And thus limiting your efficiency).

    On the topic of aggressive players:
    Sadly, yes, this strategy falls short against very fast rushes, but that is mostly because of yellows poor military start vs the strategy overall. In actuality, as long as your are not playing a player who rushes your crosshair in the first round, you will have enough income and recruitment power to buy a solid military to fight them off.

    Interesting enough, I just finished playing a three player game. I played yellow (Because I had just written this and was eager to try it again) and I played against a blue and a red. I wish I had taken the time to write down what happened, because the game was very epic, with the high point being a three way struggle in the middle. The blue player had developed into the middle right up to the 2 point square, which I had nabbed in the third round (After it got hit by 3 yugai at the end of the first round totaling well over 20 strength, and nobody wanted to touch that).

    At this point, red decided she wanted the center for herself, after spending most of the early game killing and raining yugai down on us. The next two rounds was a bloodbath which I managed to win thanks to my comm devices letting me recover without refreshing each time on my turn, and the two weapon districts built on blue zones near my start. The only combat units I had were Ret and Bross, as well as a slew of thieves and a trader, and yet I managed to stand my own and eventually win against a blue player with two combat drones who loved to buff his enforcers and a red player who had recruited several ex-soldiers and Zar Tayvius.

    Most of my strength came from my ability to refresh with comm devices without actually using a refresh action. I lost the first few battles (sacrificing recruiters each time), but because I could keep fighting at full strength both defending and then on my turn to attack, I wore them both down and ended up taking everything. I did buy the last war drone later on, but I also did this fight without any technicians (All three showed up in the second round, along with a thieves tool and another comm device. Sadly, I couldn't spare an action to recruit even one of them. Had to get those weapon districts out before blue).

    *Side note*
    I realized for the first time that it's possible to use Bross's ability to retreat from a battle. After throwing the first round to the red player and managing to win the second against a lone Zar Tayvius, I realized the next battle was me with nothing and Red with three scrappers, and I only had one dice more then them. Of course, I had just won the fight with Bross, and the idea came to me to use him to move the last unit in the square as one of my movements. I may have lost the square and the development was burned, but I managed to avoid losing another unit and that helped me retake the space on my turn after I played my comm device to refresh.

    *Whoops quick edit*
    The group I play with tends to shy away from red. I personally don't like red, I have no idea how to win with them or even how to play, really. Since it's my game and I have no idea how to play red, no one else really does either. So, they tend to be unused. (I know the crosshair rush strategy, and am not a fan, =P)
    I have been trying to play them more, recently, especially after I saw someone mention something about grabbing broadcast equipment and beating down yugai so they rain on everyone else, but I still have serious problems keeping any money around. With only a 1/6 chance of a yugai paying out, and an equal chance of them taking it away... I dunno, =/
    Maybe someone can do a red strategy so I can learn from them? xP
    Last edited by Foreverseth; 09-16-2013 at 11:02 PM.

  6. #6
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    I understand your recruitment district decision now then. Normally they are just so good I'd rather take it away anyhow, but given how vital card draw is to your strategy I suppose you don't want and can't afford randoms.

    As for why your strategy works though, I think we are on to something. You're playing in the absence of a well run Red player and that does open up opportunities for militarily weak empires to survive better than they otherwise could.

    Personally as Red I do try to pick up Informers and Broadcast equiptment, and then fight the Yugai a decent bit to pick up easy renown. I'll recruit early to pick up a couple of good fighters, and then start pushing. In the early going during Rounds 1-3 I try to hold on to some of those center renown squares instead of getting my renown from developments, and I fight the Yugai. Scrappers are excellent help here, you can often wind up wth all 3 in your hand, providing at least 6 fight. Added to the fact you already have at least one guy on any space battling, and it doesn't take much more to fight things off. Ideally during those first few rounds other individuals are too timid to battle me, and I recruit and move to hold on those center squares and deal with things. Rarely will I try to develop much. Then once I have a force of about a dozen guys I'll start strategically try to steal a few buildings, particularly recruitment districts, or places like Thieves districts or Protections, anything that doesn't require me to Produce >>> Develop to get the benefit. Otherwise if that is the case I will steal the building, maybe grab the renown from it for a round, and then just blow it up and remove it from the game with my gang leader and keep moving on. The key is to strike at who is doing the best, and limit their success. You pull renown in by winning fights, and so you earn renown from informers and broadcast equiptment, as well as getting it from the center squares. Rarely do I get significant renown from developments.

    Remember most of what I am saying comes from 4 players though. I'm not sure it'd work so well with only 2 people, although it should still be about fine in three players I would think.
    Quote Originally Posted by Phoenixio View Post
    As for Ranior, he's a little more difficult to deal with and can do some real damage.
    Tournament Record: 37-18

  7. #7
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    Huh, for me, my group has banned red in 2 player games because the Red player always dominates. In 3 to 4 player games, He/she's kept in check by the threat of the last player being able to turtle without any disturbances. Being red is all about being a bully. Beat people up, then pretend to lose interest. When they get back up, build something important or our getting some ARCs stockpiled, go in and beat them up again. Take there stuff. Break it if you can't or don't want to use it. If you can, good. Almost all my moves in the first 2 rounds are move, unless some really good cards come up that either i need, or my opponents do. Then i start bidding. In my best red games, I have gotten almost all my income from other players by taking their stuff.
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  8. #8
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    Red can be extra vicious and if you're not ready to beat the gang snot out of somebody without feeling any remorse, don't pick the Red. But that's his strength and that's really his only strength. When I first tried the Red, I thought I could compensate and have "some" economy and still do okay.
    I was wrong. Like Joseph says, if you're not a wrecking ball and using most or all of your actions in Moves and battles, you're just not playing Red effectively.
    I think Yellow's gang strength is not in his Recruiting nor his endless card draws. His main strength could best be classified as "adaptability".
    Yellow is the most flexible, he can change directions like a fart and if you're playing a two player, Yellow against the Red, you want to be able to Recruit faster than he can destroy. With Ranior's Recruitment District, it slowly feeds your army while you work on something else. Imagine getting two or three Recruitments and piling two or three cards each beginning of the round. If you can keep them from being destroyed, they're definitely worth it (plus you're getting the Renown).
    So yes, Red can keep on fightin', he can keep recycling his Scrappers. But at "some" point, he sorta runs out of steam and against a single Yellow opponent, Yellow usually pulls ahead.
    (I'll take some Energy Pills and just run around Red's figures for a round or three, make 'em really work for his kills, spread your Recruitments out...)
    Keep experimenting. Going up against a difficult opponent that you know, you might have a good anti tactic to beat him with. Once you've played enough, you start to develop three anti tactics to every strategy huh.
    Good article by the way Seth.
    Fight the Yugais..!

  9. #9
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    What B376Bishop said is exactly true. Its really the only strength yellow will have in any MU agiant any Strategy. Fast draws and easy/cheap recruitment are huge plusses in some MU's, and about as useful as having all your gang's guns being replaced with nerf guns in others. I love Red vs. Yellow games, because it's a race to see who can do what faster. Can Yellow get a good military and some developments up before Red's vastly superior starting military can wipe the floors of Gatorum with him? Will Ret get some good cards and units like Bross/War drones/advanced weapons early enough, or will Garius/Scrapper/Iggaret GM's Pummel yellow to pieces? Will Yellow get the recruitment's up with protection in time, or will they end up just supporting the devastation Garius has already laid down? In RvY, the game may seem to last a normal amount of time, but in actuality, the victor is pretty much clear as crystal by round 4 at the latest. And those 3 or 4 rounds are some of the ost tense, dramatic, mind racking moments in CoR.
    Marek is LOVE. Marek is LIFE.

    3 rules of SW:

    1. Marek is perfect.

    2. Marek is the best Summoner ever.

    3. Marek will troll the everliving crap out of you.

    "If you can't blow them away with your brilliance, baffle them with your bullshit." -Marek (probably).
    Member of the unofficial PHG debate team. (Officially endorsed by Marek.)

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