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Legendary Encounters: A Firefly Deck Building Game» Forums » Rules

Subject: Inter-mission actions rss

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Ted Duby
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So, one of the actions that can be performed during the Inter-mission phase is that you can spend 2 credits to let the players draw an extra card.

Is this spending 2 credits and then all players draw 1 extra card (so I would have to spend 2 credits and all 5 players draw 1 card in a 5 player game)?

Or is it spend 2 credits per card per player (so I would have to spend 10 recruit so each player could draw 1 card in a 5 player game)?

Also, if it is the first case above, can I do this multiple times if I have enough credits?
 
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Tim Kelly
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2 Credits = All players draw 1 card. You may spend credits as you see fit, so 4 credits = All players draw 2 cards.
TK
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Brett Lamb

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I have additional question on this topic: Does this ability only apply to the first hand, or is it a full time bonus that makes every hand larger? Or what?
The way I read the rule, it seemed like the former, but one extra card (at the beginning of an episode especially) doesn't seem like its worth the credit cost.
 
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Mark Blasco

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It's a one time thing. There is a ship upgrade that allows you to draw an extra card at the end of each turn.

I think the reasoning is probably that you'll only have 4 or 5 credits inbetween each mission, and if you don't need to heal up, and you don't want to upgrade the ship, those credits aren't wasted. Especially when you're heading into the 3rd episode and the ranks are filled up from the start, that extra card can come in handy.
 
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Jay Johnson
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markblasco wrote:
It's a one time thing. There is a ship upgrade that allows you to draw an extra card at the end of each turn.

the most powerful ship upgrade in the game. (the double-coordinate one is quite powerful too, but the extra draw improves EVERY hand)
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Mark Blasco

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Definitely a good one. I also really like the -2 to scan cost once a turn, and the half cost for ship strike repairs. The ship strike repairs is what really saved me a few times, since I'd never be able to come up with 6 towards the start of a game, but coming up with 3 is fairly common.
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Jorgen Peddersen
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I wouldn't say it's all that weak either. There's a reason why it's two credits per card. As stated above, the first player is going to have a full face-down Verse on the first turn of the third episode and it's great to have another card, and every other player to possibly have another coordinate card to share with you so that you won't have things in the Combat Zone already by the next turn.
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Mark Blasco

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And it definitely is a powerful option if you have 5 players. Granted, at that point you're probably going to need to do some healing, but getting 1 or 2 extra cards in your hand will go a long way when 5 people are doing it.

For the campaign mode of the game, it's not nearly as powerful, since you'll really be focusing on healing as much as possible, and making sure to get as many ship upgrades as you can to carry over to the next mission (hopefully).
 
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Ted Duby
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Another question on the Objective rewards. When it says to gain a talent, does everybody on the team get the talent or only the player who completed the objective?

Also, is the talent only gained during Inter-mission or when the player completed the objective?
 
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Jorgen Peddersen
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MajorOracle wrote:
Another question on the Objective rewards. When it says to gain a talent, does everybody on the team get the talent or only the player who completed the objective?

The player who completed it.

Quote:
Also, is the talent only gained during Inter-mission or when the player completed the objective?

When the Objective is completed.
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Ted Duby
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Thank you!
 
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