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Subject: UTEK ruins? rss

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Mechanical Gamer

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Hello! How are the ruins handled in UTEK? I heard because of cubes they work a little differently... But how?


Thanks!
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Also, if anyone does see this, unrelated follow up question:

I've seen some people mention that the 2nd ed factions have been "clarified" in this way: all war abilities now say -1 cost to war rather than +1 war power. Does anyone know why this was done and what it improved?

Thanks again!
 
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Michael Coe
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For the ruins, You can only move an army out of the ruins as the
active player (i.e., if you did not select the move action
this turn, you cannot move an army out of the ruins).

The war cost change was made to streamline the process of war. When the players reveal their war dice, the player who revealed the higher number wins. Simple. With no surprise increases. Now if a player has bonuses to war they reduce what they pay, instead of adding bonuses to their revealed total.
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Those are both genius and I am going to begin using them both immediately... I never did like the meeple on its side Ruins thing.

Also love that war dice change. Highest number should win. Great, thanks!
 
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Only thing it changes is that a defender who plays full 11 can now never be beaten... I assume you thought about this and thought it's as it should be..?
 
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Rainer Ahlfors
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mech_gamer wrote:
Only thing it changes is that a defender who plays full 11 can now never be beaten... I assume you thought about this and thought it's as it should be..?


That is a good thing. Before, a defender who bid 11 could never be beaten ... unless X, or Y ... or Z if A ... or B.

Now, there is no longer a need for everyone to memorize every possible scenario where there might be a surprise +1 to war.
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Michael Coe
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Correct.
 
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Mechanical Gamer

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This makes perfect sense thumbsup
 
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On a side note, if anyone knows where I can get an upgrade kit in the UK, I would be super grateful
 
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