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Eminent Domain» Forums » Rules

Subject: Is there a counter card to peace treaty rss

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Ralph Tricoche
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Need to know before I house rule not to use it.
 
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David Mcgamin

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I haven't played enough ED yet to give you my personal opinion but here is the developer talking about it.

https://boardgamegeek.com/thread/1094881/peace-treaty-overpo...
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Seth Jaffee
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DC680 wrote:
I haven't played enough ED yet to give you my personal opinion but here is the developer talking about it.

https://boardgamegeek.com/thread/1094881/peace-treaty-overpo...

I just re-read that thread, and I stand by it!
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Jonas Emmett
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Look at everything Escalation adds to augment Warfare. Peace Treaty is the counter.
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J Bernardo
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Natural Order (3 Fertile Planets) will remove a Peace Treaty from the game; however, it all also give that player 2VP in compensation.

I don't see how Peace Treaty is overpowered though. I've won games against Peace Treaty before. There are just so many other ways to get ships in the game now. With your Improved Warfare Battle Cruiser and a few Military planets and your Military cost to conquer planets is virtually zero. That is far more powerful than Peace Treaty. I've seen someone get a ridiculous amount of planets before that lead to them winning from planets.

Also Don't forget about the 3 ways to win a tech victory rendering VP useless (Exclusive Victory, Economic Victory, Military Victory). When teaching the game, I tell new players this is the actual way to win; however, if you run out of cards then you have to count points. This way they will be working to get one of those cards from turn one and it gives them a goal to work for.

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Josh Zscheile
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Peace treaty imo is not overpowered, but you can house rule whatever you want.
As long as an opponent gains 1 VP from PT or Civilized Planets, I will likely still collect ships with warfare. When some player gains more than that the game has progressed enough that I do not need to rely on warfare for ship collecting (i.e. I have at least two options to get ships some other way and a discount on warfare costs).
Tell us how it goes with your house rule. I bet some GG that a warfare player will win unless neither of them have any significant experience in the game.
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Scott Sexton
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evilpanda wrote:


Also Don't forget about the 3 ways to win a tech victory rendering VP useless (Exclusive Victory, Economic Victory, Military Victory). When teaching the game, I tell new players this is the actual way to win; however, if you run out of cards then you have to count points. This way they will be working to get one of those cards from turn one and it gives them a goal to work for.



QFT. This is spot on.
 
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Rick Teverbaugh
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I thought the counter was Colonize and to do a little military with Warfare actions
 
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