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Uploaded: 2009-05-04
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Grognard David
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Russell Howell           (Left for BGG)          
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Canoga Park
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Wow!

That stage IV symbol on the right looks familiar.



I wasn't that far off.
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  • Posted Wed May 6, 2009 7:19 am
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Nate Scheidler
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Kill the development for -3 on development? That's insanely strong. But then, in one of my last games 3 of us lost to the crazy combo of Artist Colony, Alien Toy Shop and Galactic Trendsetters. Just those 3 cards. 8 victory points every other turn.
 
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  • Posted Wed May 6, 2009 1:53 pm
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Jorge Aranda
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I guess the symbols are pretty self-explanatory, but here are my broken French translations of the texts:

The Hidden Fortress

III: +1 military for each military world you possess.

GAME END: You end the game when you reach 14 cards (instead of 12) on your tableau.


Accelerated Research Program

II: You can discard this card (note: from your tableau, I assume) to place a development at -3.

IV: You can discard a card and draw another.
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  • Posted Wed May 6, 2009 1:54 pm
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Matt R
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950Rav wrote:
Kill the development for -3 on development? That's insanely strong. But then, in one of my last games 3 of us lost to the crazy combo of Artist Colony, Alien Toy Shop and Galactic Trendsetters. Just those 3 cards. 8 victory points every other turn.


Nah, I don't see that being so strong. After all, you can remove "Colony Ship" or "Doomed World" from your tableau to place *any* non-military world for free (so that acts as a -5 cost with the highest cost worlds) - and with "Contact Specialist" out you could place even the 7 cost Rebel world out for free.
 
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  • Posted Thu May 7, 2009 3:36 pm
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ErikPeter Walker
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Hidden Fortress + New Galatic Order... Oh yeah.
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  • Posted Fri May 8, 2009 8:13 am
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Mark Haberman
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Noonespecial wrote:
with "Contact Specialist" out you could place even the 7 cost Rebel world out for free.


I would think it would still be considered a military world, even with the contact specialist, no?
 
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  • Posted Sun May 10, 2009 6:45 pm
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Garth Bowden
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Is it really allowed to combo the colony ship with contact specialist to place military worlds?
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  • Posted Sun May 10, 2009 6:48 pm
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Jorge Aranda
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Yes, it's allowed. From the rulebook:

Quote:
...a Colony Ship allows a Contact Specialist to place a (non-Alien) military world at no cost.
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  • Posted Mon May 11, 2009 10:42 pm
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Nyren Knapp
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Waltham
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950Rav wrote:
Kill the development for -3 on development? That's insanely strong. But then, in one of my last games 3 of us lost to the crazy combo of Artist Colony, Alien Toy Shop and Galactic Trendsetters. Just those 3 cards. 8 victory points every other turn.


I removed "Alien Toy shop" from my copy of the game. By itself, it's 4 victory points every other turn. The other two in that combo just make it even more overpowered, and no one can interfere with it or outpace it, if it's used early enough. Very boring card.
 
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  • Posted Thu May 14, 2009 4:17 pm
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