I'm a bit behind on posting my plays. Let's pick up at May 7: International Space Day.
Even though I own the deluxe edition of Helionox, I never play with the expansion Mercury Protocol. The base game is good enough for me. Also, there's enough challenge for me: I manage to win about one in four sessions. On normal difficulty. A lot left to learn.
Helionox is a deckbuilder with some nice twists. First of all, it has a board. You move your spaceship from planet to planet, to prevent or solve crises. Every planet will give you a small benefit, or, if you build an embassy first, a larger one. You can plan your next turn through the hand management system. New cards you buy from the market will go on top of your deck. Any cards you don't play during your turn will stay in your hand, then you draw five new ones, then you discard down to five. Sweet.
Then there's the characters with unique abilities, the useful cards you can buy...
And, unfortunately, the Shadow Syndicate. The AI opponent that steals your thunder.
I'm nearing 50 plays now and slowly getting better at it. Good game.
Close down the embassy, we are done
Our final journey has begun
The planet is dying
There’s no use in crying
Set the controls for the heart of the sun
"Any cards you don't play during your turn will stay in your hand, then you draw five new ones, then you discard down to five. Sweet."
That is sweet. I think all the Deck Builders I've played always make you discard what you didn't play. The Helionox method sounds like a "House Rule" I could adopt for other Deck Builders, so I might not lose as miserably as I usually do. 🙂
Nearing 50 plays? Is it one of your Top 10 Deck Builders, JW?