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Subject: What's your favorite ACTION? [vote] rss

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David Barlowe
United States
Clarks Summit
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There are 10 different actions in Impulse, and 108 Action Cards.

Which is your FAVORITE?

Poll
What is your favorite ACTION in Impulse? (listed alphabetically)
Build
Command
Draw
Execute
Mine
Plan
Refine
Research
Sabotage
Trade
      63 answers
Poll created by Phuntom


Have a good story about using a particular action? Share it!
 
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David Bohnenberger
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In my last game, if I COULD have refined yellow, I would have been able to get 18 points for one card. My enemy defended that space tenaciously.
 
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Richard Dewsbery
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The obvious answer is "it depends"; there are all sorts of cleverness that can occur by using the right cards in the right way at the right time. Judging by the way some of my regular opponents play, "Command" is a pretty popular option. But my vote goes to Mine - it's not flashy, it's not pretentious, but it does give you a nice boost to other actions later in the game. On the other hand, I rarely win, so it's probably not that good a card!
 
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Martin G
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The current ratio of Sabotage to Research could probably tell us a lot about humanity's predicament
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Peter Rabinowitz
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One good research can make a huge difference in the game, since you get to use your tech every turn.

Now researching a sabotage...
 
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Richard Dewsbery
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kc2dpt wrote:
One good research can make a huge difference in the game, since you get to use your tech every turn.

Now researching a sabotage...


Blow up a man's cruiser, you're safe for the rest of the turn. Research the means to blow up all of a man's cruisers, you're safe for the rest f the game

Though I find Sabotage is often too situational to be worth researching, unless you're both desperate and really under the cosh.
 
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Lionel Graveleau
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kc2dpt wrote:
One good research can make a huge difference in the game, since you get to use your tech every turn.

Now researching a sabotage...


Researching a sabotage is powerfull .What is strong (and fun ) in Sabotage is that it's difficult for other ship to approach you. As soon as a ship is closed to you => Sabotage! Don't need to spend cards (reinforcement in battle ), no risk to be defeated. It's very confortable. With a Sabotage in tech, you can win quietly occupying de the core with sereval cruisers.

What's why i said "Sabotage". Now, the other action i prefer is "Draw", because Card advantage is very strong for me in this game (choice, battle, trade ...).

For the difference between "favorite" and "win", i would say they don't have the same role :
- sabotage is strong to control the game and progress of opponent's ship
- trade is what earn PV and so win the game
and yes sabotage is more fun than trade cool
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Sean Tompkins
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San Antonio
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I was thinking about this again today - I really wish I had said Draw... cards are everything in this game - a boosted Draw card is magical. It gives you options for the impulse, it gives you cards to trade and to mine, and gives you weapons for war.

Plus - it's a good deterrent - no one wants to attack someone with a full hand of 10 cards!
 
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Jim Mangiameli
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Warwick
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Phuntom wrote:
Phuntom wrote:
There are 10 different actions in Impulse, and 108 Action Cards.

Which is your FAVORITE?

Poll
What is your favorite ACTION in Impulse? (listed alphabetically)
Build
Command
Draw
Execute
Mine
Plan
Refine
Research
Sabotage
Trade
      63 answers
Poll created by Phuntom


Have a good story about using a particular action? Share it!


Interesting, that the card everyone is WINNING with (Trade), is one of the LEAST FAVORITE cards amongst voters:



And Sabotage, the favorite card, is contributing the least to wins, apparently.

Is it just the "take that!" nature of Sabotage that makes it such a favorite? Or is it the mechanic itself?



Makes sense to me about fun vs. win. Take Dominion for an example. Buying and top-decking a Grand Market is more fun than buying a Province since it boosts your infrastructure and gives you options. But, buying a Province directly counts towards your score, while the GM only helps your infrastructure and hopefully lets you score later.

Likewise, in Innovation, splaying your blue cards up or tucking four cards is a lot more fun than using an action to Achieve. But, Achieving is how you win.

In many Deckbuilders or other games with 'VP-only' cards/actions, the trick is knowing when to switch from 'fun' (infrastructure) to 'winning' (points and more points).
 
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