by kvenosdel
byronczimmer wrote:
sdougla2 wrote:
EmDo is more of a role selection game than a deck building game. Aside from techs, you'll mostly be adding cards you don't want to your deck, and much of the deck building aspect is actually in thinning out undesirable cards you're forced to add to your deck. In sharp contrast with other deck building games, where you buy cards (usually ones that you want in your deck), most of the cards added to your deck in EmDo are added as a consequence of selecting a role. It's more similar to Race for the Galaxy, Glory to Rome, or even Puerto Rico than Agricola, but I can see the argument that it's closer to Agricola than it is to Dominion.
Huh?
I *want* more Produce/Trade cards in my deck if I'm pursuing a Produce/Trade strategy.
I *want* more Colony cards in my deck if I'm Colonizing.
I *want* more Research cards if I'm Researching.
He's right actually, though it does sound odd. At first you will want all those things, but eventually you won't want more of them and taking them because a nuisance. It's one of the things that makes the deckbuilding so interesting.
The only way this isn't a factor is if you are doing a produce/trade strategy with zero technology. If you have techs to boost it up you want less cards so you can use the tech more often. If you are planet flipping you won't want to get clogged with the survey cards or colonize cards because they get in each other's way. Most strategies in the game employ a couple different roles so taking too much of one of them hampers your ability to perform the other.