On Cardflow and Deck Building
|
Chris "Kit" Peterson
Aug 30, 2004
|
One of the important properties of a winning is to make certain that
you
are adding to your advantage from the moment the game
starts. The best way to do this in Star Chamber is to make sure
that you are getting your cards into play. If you are not using
most of your available tech each turn and you opponent is you will be
at a significant disavantage.
This article describes some techniques I use to analyze my deck ideas
and
tweak them to make sure that cards will flow through them properly and
that I can inflict maximum pain on my opponents. The ability to
do this easily is one of the main reasons that I wrote DeckViewer.
Early Turn Card Flow
The first thing to do when considering card flow is to think about how
tech is allocated and how many tech you will have each turn to spend on
card play. Turns 1
through 4 are critical points so let's focus on those.
Turn 1 1 Native Tech
Turn 2 2 Native Tech (Possible 1 artifact)
Turn 3 2 Native Tech (Possible 2 artifacts and
1 lab/sci)
Turn 4 3 Native Tech + artifact and lab techs
Getting a 3rd tech at turn 2 depends on having an artifact planet right
next to your home world or using Ancestral Claim or some other
card. I don't like to build my decks to depend on this, it's just
too risky. I personally feel it is unwise to build a deck to
depend on more than 2
tech before turn 4, you can often get extra tech at turns 2 and 3, but
I don't believe it is something a deck should rely upon, as I prefer to
not run the risk of having no cards to play for 2 or 3
turns if the artifact planets are too far away.
How this affects your card choices
You want a high probability of drawing a 1 tech card in
your first 6 cards, and you want similarly good chances of drawing 3
native 1 or 2 tech cards in your first 8 cards. How good?
Well I
try to get the odds of drawing a 1 tech card in the first draw up above
85% or better. I try to get the odds of drawing three 1
or 2 tech card in the first 6 cards up to that same 90% value.
This means that nearly 9 times out of 10 I can play a card each and
every turn.
Rules of thumb:
- 85% chance of 1 tech card with 6
draws
- 90%
chance of three 1 or 2 tech cards with 8 draws
You should not count 1 tech cards that cannot be effectivly played the
first turn, nor 2 tech cards that can not be played on turn two.
Examples of these would be
local
contacts which
can't possibly be played effectively on turn 1, and
Defensive
Conversion or
Ground Assault
which cannot
be effective played on turn 2 on most maps.
The while these calculations can be made by hand, I found that too
cumbersome, and it makes tweaking decks much too difficult. This
was one of the primary reasons that I wrote
DeckViewer.
This program will
read the files in your
collection and print out the chance of drawing each card as well as the
chance of drawing various card combinations.
This program is the easiest way I know to get a feel for how cards will
flow
through your deck during the critical first 3 or 4 turns of a game.
Here is an example of a deck that will flow well during the first 4
turns:
This 42 card Clave Deck has an 88.6% chance of being able to play a
card on
turn 1 (after 6 draws). By changing the "1" above to a "3" and
the "6" to a "8" we can see what are chances are to play 3 out of our
first 8 cards which would allow us to play a card each of the first 3
turns.
Above we see a 98.9% chance of drawing 3 cards that will play out of
our first 8.
Here is an example of a deck that will have serious card flow problems
in the early game.


This 33 card Ferrier deck uses too many high
value cards, and will have big problems with card flow during the early
turns, there is only a 57.1% chance to draw a card you can play on turn
1, and only a 37.3% chance to be able to play a card each of the first
3 turns. This deck may have potential, but you will be facing and
uphill battle against an opponent who can play 3 cards by turn 3 while
you only get out one.
Mid Game Card Flow
I define the mid game as the time betweens turn 4 and 12 where you have
at least 3 tech available going up to an average of about 7 or so with
2 artifact
worlds and your 5 native techs by turn 9. During this part of the
game you can get to the meat of your deck and should be moving things
through fairly well. The trick here is that cards really come in
two varieties. The first is cards you can play anytime to useful
effect. These are things like ships, ship mods, cit mods or cit
zaps. You can generally find a place to put them, and if pressed
playing one will always enhance your position even if you can't play it
in a great place right now. I think the majority of cards fall
into this category.
New Native Tech is available on turns 1, 2,
4, 6, 9, 12, 16, 20, 25, and 30
But there are a bunch of other cards that are
what I call
special situation
cards. These are cards you want to hold in your hand until the
right situation comes along to use them. Examples of these cards
are
Power Drain,
Solar Flare,
Defensive Conversion, basically any
card that if played at the wrong time is useless or even worse, counter
productive. Defensive Conversion is a great example, when played
too early it could cripple your expansion, but at the right time could
protect a critical planet.
When considering card flow through your deck you need to make sure not
to have too many of these
special
situation cards. If you do you'll end up with a hand full
of them, or have to begin dropping them in the black hole. I have
yet to come up with a definitive number, but it's likely 15%-25% is the
maximum you'll want in your deck.
Late Game Card Flow
After turn 12 and the game going into escalation you begin to have
another problem, that is your 6-8 tech all of a sudden needs to
move 2 cards through your hand each turn rather than 1. You
may get a reprieve if you've wittled your hand down to 3 or 4 cards,
but playing only one card at a time will quickly fill your hand and
your opponent will be able to play two cards to your one. This
means that you'll again need to think about having low tech cards to
play along with your high tech cards to keep the pressure on your
opponent. If you did your job right managing early deck flow you
should not have too big a problem here unless you packed your hand with
very
tech intensive cards leaving you no extra tech at all. The way I
like to manage this is to count up the total tech in my deck, and then
divide by the number
of cards. Both
DeckViewer
and the Star Chamber Collection Manager provide this info at the top of
the deck
in the deck summary section. These are the numbers in parenthesis
next to each tech. For example "4(59) 4(68)" This is a deck of 41
cards and so the average tech required is (59+68)/41 = 3.1. Thus
with 8 tech we should be able to move 2 cards per turn through this
deck with no significant difficulty, but with 7 tech it could get
dicey,
and with 6 we would be in trouble.
A Word on Splash Decks
These techinques can also be used on slash decks, but the splash color
does complicate things somewhat. Because you cannot count on
getting your splash tech before about turn 3 or 4. The same
issues arise
in a splash deck as a native deck during the early game, but don't
count on being able to play your splash cards early. During
the mid game you may have less native tech because of the need to have
either some of your artifact worlds producing your splash tech, and the
reasonable desire to have 2 sources of splash tech so that you don't
end up without any splash tech at all. A common technique to
avoid both these problems is to use a splash scientist on your home
world. Using a lab on your homeworld is not recommended as it
would cost you 2 turns of 4 or 5 production if used before turn
12. That loss in production will give your opponent too much
advantage.
I tend to try to keep my slash cards down to less that 1/4 the total
cards in my deck, and to use only 1 splash tech for most of them.
Using this conservative approach I have successfully created and used
splash decks, but still tend to favor native decks as they are less
prone to error and harder to disrupt.
Conclusion
There has been much made about the advantages and disadvantages of 30
card decks. It is my contention that card flow is much more
important than the number of cards, and that by paying attention to
card
flow you can build a great deck that will perform well with any number
of cards. If you can keep those cards moving and take advantage
of all your available tech you will be building killer decks and
winning games.
Good Luck.
154 Card Combos
0 New This Week