In my opinion, the scientist is a great role **in the base game**
But using the lab challenge the scientist is not that useful.
In a normal game (4 diseases) in the best case scenario the scientist will use your special ability 4 times in the game.
But realistically the scientist will use the ability 1 or 2. 3 if very luck.
In my games using tab challenge the scientist is by far the most boring role. While all the other roles use their special abilities 1 or more times in a turn, the scientist as I said will use 2 or 3 in the whole game. Not fun.
I believe this problem will be even worst using hinterlands challenge, because it will be easier trading cards.
And other roles like virologist or gene splicer are good competitors to the poor scientist.
So I thought about some extra abilities to the scientist:
- once per turn if the scientist does 2 lab actions in her turn, she can do one extra lab action as free bonus action
- once per turn may move between research stations, as a free bonus action
What do you guys think?
- Last edited Thu Mar 12, 2015 1:32 pm (Total Number of Edits: 2)
- Posted Thu Mar 12, 2015 1:31 pm