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4 new start worlds
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Nicolas Dementen
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From trictrac.net: [url] http://www.trictrac.net/index.php3?id=jeux&rub=actualite&inf... [/url] Can't wait for it!!
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  • Posted Tue Mar 23, 2010 5:14 pm
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ErikPeter Walker
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Heck yeah! The power creep seems pretty extreme. Comparing UPLIFT Mercenary Force to Separatist Colony, for example. 1VP and +1 explore isn't the best trade off for discard for military and +1 per code world, especially considering what a nice early benefit it is to be able to get to 2 military.

ALIEN Research Team gets all their alien-settling goodness PLUS relatively easy access to prestige for the price of Separatist Colony's +1 military. (They both are 2(1) with +2 explore)... It makes me think we should get some upgraded starting worlds that incorporate the prestige mechanic or more complex rules to keep them in line.
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  • Posted Tue Mar 23, 2010 10:38 pm
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Stefan Lopuszanski
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Very interesting. I was expecting a Starting World with minus military, and it kind of delivers if you later get an Imperiual card out.

Seems like there is a power creep though. Some of the earlier starting worlds, save for Earth's Lost Colony, seem subpar compared to these.

Also, how exactly does Galactic Scavengers work? You put a card under it at the start of the game, but only that single card is cheaper and then the planet is just a basic windfall or what? I don't see how you put additional cards under it.
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  • Posted Wed Mar 24, 2010 5:23 am
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Kester J
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Voxen wrote:
Heck yeah! The power creep seems pretty extreme. Comparing UPLIFT Mercenary Force to Separatist Colony, for example. 1VP and +1 explore isn't the best trade off for discard for military and +1 per code world, especially considering what a nice early benefit it is to be able to get to 2 military.

ALIEN Research Team gets all their alien-settling goodness PLUS relatively easy access to prestige for the price of Separatist Colony's +1 military. (They both are 2(1) with +2 explore)... It makes me think we should get some upgraded starting worlds that incorporate the prestige mechanic or more complex rules to keep them in line.


Nah, I don't see that any of these are super-powerful.

Aliens are expensive at the start of the game, and -1 cost doesn't do too much to ameliorate that. Unless you luck out on one of the cheap alien worlds then the Research Team is going to have to find something else to do before they engage in some proper alien hunting. Separatist Colony's +1 military is much more flexible early-game, by comparison.

Explore powers are a bit hard to value straightforwardly, so I'd compare Uplift Mercs more to Imperium Warlord than Separatist Colony: they get +1 mil on discard rather than +1 vs rebels, which seems a bit of a wash to me. Making every uplift race into Rebel Warrior Race is nice, but you wouldn't want a tableau full of them without supporting 6-devs.

Rebel Freedom Fighters is focused on prestige, so I'd have to see how that affects things before knowing how it's going to play.

Galactic Hobos Scavengers gets some nice discounts, but they get them late and it doesn't help either their virtual hand size (as true discounts would) or let them see any more cards. It'll be an interesting world to play, sure, but I don't see it being more powerful than any of the others. It's probably going to have a pretty slow start unless it gets some trade bonuses for that blue good.
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  • Edited Wed Mar 24, 2010 2:49 pm
  • Posted Wed Mar 24, 2010 2:37 pm
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Bjarne Aagaard
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Even though Galactic Scavengers does not give you a real discount (you still have to have the required number of cards in your hand), it does make it possibly to pay with a card that you can't afford now, but want to save for later (i.e. a 6-cost dev or high military).
 
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  • Posted Wed Mar 24, 2010 9:05 pm
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Harald Korneliussen
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Seems a bit unbalanced to me. How can the prestige mechanic be reasonable enough to make Rebel Freedom Fighters not overpowered? With that card, you can expect to take the prestige leadership on turn one.

Even if prestige points did nothing more than sit there until the end of the game (where we know they are worth one point), I'd say RFF was a good deal.

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  • Posted Wed Mar 24, 2010 10:16 pm
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Sean McCarthy
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vintermann wrote:
Seems a bit unbalanced to me. How can the prestige mechanic be reasonable enough to make Rebel Freedom Fighters not overpowered? With that card, you can expect to take the prestige leadership on turn one.


You and what army? Seriously, you're assuming you have a 1-defense rebel world, or what? I think there are two of those.
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  • Posted Fri Mar 26, 2010 1:08 am
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Harald Korneliussen
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or a 2-defense rebel world and exploration force, or rebel pact, etc. But remember you get two options for start world, so you would choose it when that happened, and rarely otherwise.
 
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  • Posted Fri Mar 26, 2010 9:54 am
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Chris Linneman
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Rebel Freedom Fighters does seem a lot better than, say, Separatist Colony, but that -2 military for Imperium cards in tableau can actually be annoying, as it makes it harder to play cards that might play into your strategy like Imperium Troops and Imperium Seat without hampering said strategy.
 
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  • Posted Sat Apr 3, 2010 8:57 am
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Dave J McWeasely
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QBert80 wrote:
Rebel Freedom Fighters does seem a lot better than, say, Separatist Colony, but that -2 military for Imperium cards in tableau can actually be annoying, as it makes it harder to play cards that might play into your strategy like Imperium Troops and Imperium Seat without hampering said strategy.
Now you know who the "Rebel Pact" and "Rebel Alliance" is with...
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  • Posted Sun Apr 4, 2010 7:20 pm
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