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4 Posts

Perry Rhodan: The Cosmic League» Forums » Variants

Subject: Hyperjumps played as Interventions rss

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Jan Horinek
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For some reason, i have completely overlooked that Hyperjumps are Technology cards and not Interventions. So we have played them as Interventions for 2 years (or 3? .. the time is running fast).

Well, yesterday we played them correctly, and honestly it spoiled the game a bit - a permanent Hyperjump Outward is so bloody powerful. You just jump all the way "against the stream" and then "slide" down to almost wherever you want. No good mister. When you play it as an Intervention, and thus just once or twice per game, it helps, but it doesn't screw the opponent.

So that's my variant - play Hyperjump Outward as an Intervention. Then you do have to struggle against the gravity pull most of the game, and that brings some tough decisions. Hyperjump Inward is considerably weaker a card, it can be probably played as a Technology even in this variant.

This experience is based on about fun 60-80 games, so it is worth trying ... unless i have overlooked some other rule.
 
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  • Last edited Wed Nov 30, 2011 1:13 pm (Total Number of Edits: 2)
  • Posted Wed Nov 30, 2011 1:10 pm
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Henry Allen
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How many games have you played with Hyper Jump outward as a Tech instead of intervention? I've only played 10-12 games but playing with the proper rule we hadn't noticed it being a problem. It is really nice but not necessarily more so than an early replinish or extra container.

That being said, it probably doesn't hurt the game to use it as an intervention if you like it that way (and it sounds like you have a lot of experience with it that way). I could see giving it a try just to shake things up.
 
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Jan Horinek
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I played just once with HO early in the game on both sides. It speeds the game up big time. So i am worried, that if one of the players get HO early and starts getting lift up through the solar system on any turn he wants, while the other player has to push his/her way towards the icy planet ...

But i can be wrong indeed. I'm suggesting to play HO as Intervention like a variant in case anybody feels the same, because this way i've played enough games (and still love the game after 3 years) to say it works more than fine.

EDIT: One of the reasons we love the game is, that there is a great tense towards the end. Out of those 80 games we have played, i can't remember the final score difference would be more than 10, but usually less than that (say 5). Absolutely not "i screwed up, i'm sold for the rest of the game" type of deal.
 
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  • Last edited Wed Nov 30, 2011 4:48 pm (Total Number of Edits: 4)
  • Posted Wed Nov 30, 2011 4:40 pm
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Gláucio Reis
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I have 74 plays logged and I don't think Hyperjump Outward is overpowered at all. One important detail that you left out is that you must use it at the beginning of your turn. That makes its usefulness very circunstancial, because too often you want to spend an action to deliver or pick up goods on the planet where you are. Even if I get it early in the game, I may end up using it just 2-3 times.

Anyway, using it as an intervention shouldn't harm the gameplay, but it will be just a more powerful version of Solar Tunnel.
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