But you could always make a second copy of "R&D" if you want to get even more Espionage cards into the mix!
Please no. Clockwork Wars is just shy of greatness BECAUSE of those Espionage cards. They make the game too random and as a result diminish its value.
Too bad, I love the game otherwise. I'm trying to think of a way to remove those cards. Replacing R&D by Retreat could be a good idea.
Ha! Some people love 'em, some people hate 'em. I'd suggest instead of removing Espionage cards entirely, you use my drafting variant:Espionage Rules Variant
A. Initial Draft of Espionage Cards
- Remove Surveillance from the deck and return it to the box.
- During Set-Up, deal 3 Espionage Cards to each player. Return the remaining Espionage cards to the box - they will not be used.
- Players should choose 1 and pass the remaining 2 to the player to their left (clockwise).
- Continue the draft until each player has 3 Espionage cards in hand. These are the only Espionage cards you'll get during the game, so be careful what you choose!
- Note that you'll have some information on what your clockwise neighbor is holding.
B. Revised Spymaster Action: R&D
- R&D no longer provides an Espionage card.
- Rather, if you take this action, immediately place 2 workers from your reserve into the Court.
C. Revised cost of playing Espionage cards
- The cost of playing Espionage cards now increases as the game goes on.
- During the Early Age, cards still cost 1 Spy.
- During the Middle Age, they cost 2 Spies.
- During the Late Age, it costs 3 Spies to play one.