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Twilight Imperium (Fourth Edition)» Forums » General

Subject: Favorite action card/story rss

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Paul Brown
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What is everyone's favorite action card?

Mine is courageous to the end (after your ship is destroyed, roll twice for its combat and opponent loses a ship for each hit). I once lost a dreadnought on purpose so I could use it to destroy a war sun, they were salty.
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Sean D.
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Sabotage is the most useful generally. I like Direct Hit as well.
 
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Scott Lewis
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Dread Our Coming, Suffer Our Presence, Embrace Our Glory (Solonavi War Cry)
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I'm not sure I can pick a Favorite, but there are a few I really like. Sabotage and Direct Hit are obvious picks, but one I like a lot is Experimental Battlestations. Nothing like having a player swoop into a system thinking they are safe and then get whammed with 3 extra PDS hits. Obviously it's situational, but when they don't bring in enough to account for it (often in a system that has minimal PDS coverage anyway), it can really change the outcome.
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Sean D.
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Public disgrace is really good when someone takes a SC that you need to win the game - or to prevent someone from capitalizing on taking MR and getting the Imperial card the next round.

Quote:
After a player to chooses a strategy card, force him to choose a different one.
 
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Paul Brown
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Hector131 wrote:
Public disgrace is really good when someone takes a SC that you need to win the game - or to prevent someone from capitalizing on taking MR and getting the Imperial card the next round.

Quote:
After a player to chooses a strategy card, force him to choose a different one.


I won my first game ever this way. Speaker was to my right and took imperial so I stopped him and got it myself.
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Dane Beltrami
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"Experimental Battlestation" is my current favorite. I recently played a game in which I took over the Yin's home system, built a space dock there, and fired three shots from Darien, through my flagship (the Hil Colish), and into Creuss in order to bring down a menacing War Sun. That felt nice.
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Avery Bailey
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When I was Arborec, I got "Rise of the Messiah" which felt pretty broken. I got it the first round of the game and waited until I took my 6th non home planet to activate it. I was very happy that Sabotage had been played a turn earlier to cancel someone's direct hit.
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mark hatton
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Is there a place online that lists all the TI4 Action Cards? I would like a better handle on what is out there, before I play again.
 
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Scott Lewis
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Avemo3 wrote:
When I was Arborec, I got "Rise of the Messiah" which felt pretty broken. I got it the first round of the game and waited until I took my 6th non home planet to activate it. I was very happy that Sabotage had been played a turn earlier to cancel someone's direct hit.

You do realize there are 4 Sabotage cards, though, right? So just because one is played doesn't mean you are clear and free
 
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Sean D.
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Hotspur18 wrote:
Is there a place online that lists all the TI4 Action Cards? I would like a better handle on what is out there, before I play again.


I use Evernoob's sheet:

https://docs.google.com/spreadsheets/d/1Y_av0_M5Cyz8viBIMOqD...
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Jakub Cerny
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Rise of the Messiah, Courageous to the end, Ghost ship, Reactor meltdown, Unstable planet - those are all cards which might not be the most powerful, but when you play it - or anyone else play it - you just picture the epic event, the short cutscene behind your eyes. Pure fluff, love it cool
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Jesper Frödin
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Hector131 wrote:
Public disgrace is really good when someone takes a SC that you need to win the game - or to prevent someone from capitalizing on taking MR and getting the Imperial card the next round.

Quote:
After a player to chooses a strategy card, force him to choose a different one.


Ugh, the action cards affecting the strategy cards are the only one I'm considering to play without (only when Hacan is in the game to maybe balance their Quantum Datanode thingymajing!). It just feels like a weird and overly swingy thing..

Otherwise I really like confusing legal text (just for the fluff, very situational) and salvage for some sweet TG's!
 
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W G
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I like the Agenda Rider cards; they make voting a bit more interesting and are in fact all too common in real life, too; so that is a nice thing.

Apart from that, "Flank Speed", due to (i) a fluff text that features Saar, and (ii) the options it opens on the gaming table.

As an aside, has anyone else noticed that even Action Cards that have multiple copies in the game are NOT straightforward copies of each other, but that they feature different fluff texts that, taken together, form a little story? That is only one of the reasons this game looks so well thought out and designed for me. This attention to detail makes the game such an awesome creation!
 
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