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.
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.
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.