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Core Worlds: Revolution» Forums » Rules

Subject: CW: Revolution Rulebook rss

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Andrew Parks
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The Revolution Rulebook is online:

http://boardgamegeek.com/filepage/104916/core-worlds-revolut...
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Stephen Rochelle
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Just to make sure: the ship on the cover about to enter the giant wormhole is what's shifting time and space to transport advance copies to Gen Con, right? I mean, what good is a wormhole-transiting spaceship if I still have to be patient?
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Graham Charlton
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"Retaining a Heroic Tactic card in your hand is in addition to the normal card you can keep in your hand during the Discard Phase."

Does it count towards your hand size though in the following Draw phase?
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Daniel Fredriksson
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Gah These rules didnt really restrain my interest in this game ^^
I am so excited for this expansion!
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Pasi Ojala
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Get the Imperial Assault Campaign module for Vassal from http://www.vassalengine.org/wiki/Module:Star_Wars:_Imperial_Assault
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RandomGraham wrote:
Does it count towards your hand size though in the following Draw phase?

No, because the Heroic Tactics are not part of your hand.
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Stephen Buonocore
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Andrew Parks wrote:


Thanks for posting so quickly, Andy!

Thanks,
Stephen M. Buonocore
Stronghold Games LLC
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Andrew Parks
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a1bert wrote:
RandomGraham wrote:
Does it count towards your hand size though in the following Draw phase?

No, because the Heroic Tactics are not part of your hand.


Pasi is correct. Heroic Tactics don't count toward your hand size because they are not a normal part of your hand.

Andrew
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The Broox
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Typo in the rule:

Setup -> #1 -> Final Sentence

Players never place Energy Tokens on the Advancement and Energy Stacks as they do with other cards in the Central Zone.

should be

Players never place Energy Tokens on the Advancement and Event Stacks as they do with other cards in the Central Zone.
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Andrew Parks
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The Broox wrote:
Typo in the rule:

Setup -> #1 -> Final Sentence

Players never place Energy Tokens on the Advancement and Energy Stacks as they do with other cards in the Central Zone.

should be

Players never place Energy Tokens on the Advancement and Event Stacks as they do with other cards in the Central Zone.


Good catch, Broox. Thanks!

Andrew
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Manny O
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I, one of the rulebook proofreaders, will now go watch some Samurai films for tips on how best to resolve the loss of honor resulting from my miserable failure.

Or perhaps not. Maybe, instead, I'll just add my thanks to Andy's.
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The Broox
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Manuel ODonnell wrote:
I, one of the rulebook proofreaders, will now go watch some Samurai films for tips on how best to resolve the loss of honor resulting from my miserable failure.


Cliff notes
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Azure Khan
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Andrew Parks wrote:


Does this mean that at this point, Revolutions is an "off-to-the-printers" stage game? And with the rule book, will we start to see more card previews come in? Would love to get my brain around the cards before we pull it out of the box so we can jump in and play on release date!

Core Worlds is our go-to game on Game night, and we've played over 300 games of it!



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Andrew Parks
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Yes, the files have been submitted to the printer.

I look forward to posting some cards in the near future!

Andrew
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Azure Khan
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Andrew Parks wrote:
Yes, the files have been submitted to the printer.

I look forward to posting some cards in the near future!

Andrew


Fantastic! If you have the option, could you share the changes that were made on Divine Energy and Mech Champion? The change to Phantom ship seems alright, but I do note that currently, there are very few ways to convert tokens from one Faction to another if card drawing comes up poorly. This was in some ways a balancing factor to PS. Will Revolution give us any more options in that regard?

My concern is that Phantom ship as a 1 cost goes from playable with 0 tokens at 2-3 player games to potentially overpowered in 5 player games. Now, it will range from almost unplayable in 2-3 player to still potentially very good in 5 player games.
 
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Andrew Parks
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Divine Energy now gives you 1 Energy for each Mystic Token (including the one for playing it). It no longer gives you 1 + 1 for each token, so it basically gives you 1 less total Energy now.

Mech Champion was boosted so that now it gives a -3 deploy cost to the next unit (instead of -2).

As for Phantom Ship, it's still very powerful at a cost of 2. We've continued to see it thrive well, even in 2 and 3 player games. Remember, all you need is one good Mystic Brotherhood tactic (like Pioneer Spirit) and a relatively thin deck to really build up those tokens quickly!

Andrew
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