Difference between revisions of "Talk:TI Strategy Card Sets"
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--[[User:Jason|Jason]] 17:27, 24 May 2012 (MST)Here is the Strategy Card set they use with NSV[http://checkwolf.com/nsv/strategies.htm]. We might want to consider that. | --[[User:Jason|Jason]] 17:27, 24 May 2012 (MST)Here is the Strategy Card set they use with NSV[http://checkwolf.com/nsv/strategies.htm]. We might want to consider that. | ||
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+ | --[[User:Dieterthebold|Dieter the Bold]] 18:36, 24 May 2012 (MST) '''Leadership''': Totally fine with.<br> | ||
+ | '''Diplomacy II''': I think the Secondary Ability is nearly worthless after the early portion of the game. I also like being able to entirely block someone from attacking me, not just everyone in one system. I can see why the Primary Ability fits better in the new scoring system, but the Secondary just goes away after the early game.<br> | ||
+ | '''Assembly''': This seems to lead to too much Political Card churn. People just build up their PC hands and discard them for Trade Goods when it comes time to actually vote for something.<br> | ||
+ | '''Production''': Totally fine with.<br> | ||
+ | '''Trade II''': I like it that non-active players have to spend a Command Counter to get their Trade Goods, and that the Active player can be a dick and just take their 3 TGs and then cancel everyone else's contracts. Trade II just seems like everyone gets too much out of it.<br> | ||
+ | '''Warfare II''': I'm fine with this, I just worry that the extra movement will prove a "gotcha!" that takes someone out of the game too early.<br> | ||
+ | '''Technology II''': Totally fine with.<br> | ||
+ | '''Bureaucracy II''': Totally fine with.<br> |
Latest revision as of 19:36, 24 May 2012
--Jason 12:40, 24 May 2012 (MST)I don't think you are required to draw directly from the deck, it is based on what the choice of the guy who has the strategy. I am fine with Dieter's strategy card list.
--Dieter the Bold 13:06, 24 May 2012 (MST) I disagree with your interpretation, but agree with its implementation in this situation. Is the player executing the Primary Ability the only one who can play political cards? And do they have to make an either/or choice before drawing from the deck?
--Jason 13:58, 24 May 2012 (MST)The way we have played it is they either take the Speaker token and pick someone else to propose a political card, or they give the speaker to someone else and do a card themself.
--Dieter the Bold 14:04, 24 May 2012 (MST) No, that's the Assembly strategy card. Political is Primary: Draw three Action cards and receive one Command Counter from your reinforcements. Then draw the top card of the Political Deck and resolve its agenda. After completing the agenda, draw the top three cards of the Political Deck, secretly read them, and then place one card face down on the top of the deck and the rest face down on the bottom of the deck. Secondary: Spend one Command Counter from your Strategy Allocation area to draw one Action Card.
--Jason 14:19, 24 May 2012 (MST)Ok, my bad. Yes, the only way to get a law in is to play the primary. That allows you to read the random one first turn, and thereafter stack the deck for the next ones. Also note that casting the most votes is worth victory points in the NSV variant we are using.
--Jason 17:27, 24 May 2012 (MST)Here is the Strategy Card set they use with NSV[1]. We might want to consider that.
--Dieter the Bold 18:36, 24 May 2012 (MST) Leadership: Totally fine with.
Diplomacy II: I think the Secondary Ability is nearly worthless after the early portion of the game. I also like being able to entirely block someone from attacking me, not just everyone in one system. I can see why the Primary Ability fits better in the new scoring system, but the Secondary just goes away after the early game.
Assembly: This seems to lead to too much Political Card churn. People just build up their PC hands and discard them for Trade Goods when it comes time to actually vote for something.
Production: Totally fine with.
Trade II: I like it that non-active players have to spend a Command Counter to get their Trade Goods, and that the Active player can be a dick and just take their 3 TGs and then cancel everyone else's contracts. Trade II just seems like everyone gets too much out of it.
Warfare II: I'm fine with this, I just worry that the extra movement will prove a "gotcha!" that takes someone out of the game too early.
Technology II: Totally fine with.
Bureaucracy II: Totally fine with.