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Subject: Computer room rss

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Daniel Boboc
Romania
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I have played a 4 player game with 95% of the rules right. All 4 were experienced players and we had much fun, the game was really tensed and balanced. I expect an even better experience with the 100% right rules.

My question is about the computer room which seems to be overpowered in the first half of the game. I think the most interesting part of the game is to keep your identity hidden as much time as possible. The interrogation rule with 33% chances seems fair, but the 50% chances given by the power of the computer room seems a little bit unfair. I am thinking of a house rule to make computer room same as interrogation, but I would really like to see an answer from one of the designers regarding the power of the computer room.
 
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David Turczi
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Thanks for the kind words, and thanks for playing the game as intended!

As for the computer room: it's not just there to let people be easily hacked. If you want to keep your identity secret, don't go into an X-ray when the next player will obviously hack you, unless the information you hope to gleam from someone's items are worth it (notably: the location of the intels/bombs). So it's power is a deterrent, note that the 4 computer operated rooms (X-ray, SHQ, Armoury, Radio room) are also the 4 "other" most powerful rooms.
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