Post by vladdswrath on Feb 9, 2007 10:40:01 GMT -5
Next is the card you have been waiting for Dave, ::drumroll::
#3 Assembly
Primary Ability: Senate
Draw 1 Political Card and 2 Action Cards. Then choose either a) or b). You may not choose option a) if you are the Speaker.
a) Claim the Speaker token and choose one other player to play a Political Card and resolve its agenda.
b) Choose one other player to claim the Speaker token. Play a Political Card from your Hand and Resolve its agenda.
Secondary Ability: Morale Boost
Spend 1 Command Counter from your Strategy Allocation area to refresh any number of your Planet Cards with total combined resource and influence of 6 or less.
Note: When playing with the Assembly Strategy Card Political Cards are handled a little differently. Each player starts the game with 2 political cards in hand. Up to 5 Political cards may be kept in hand, and when a player is chosen to play a poltical card he must choose from this hand of cards. If he does not hold any political cards, then the top card of the deck is resolved. Also, a player may at any time trade three Political cards from hand instead of spending a Trade Good for any reason.
Original
#3 Political
Primary Ability: The Galactic Council
Draw three Action Cards and recieve 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 3 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 ability: Economic Stimulus
Spend 1 Command Counter from your Strategy Allocation area to draw one action card.
ORDER!!! I WILL HAVE ORDER!!!!!
I absolutely, positively, love the Assembly Strategy card. The Political phase was one of the most fun and interesting parts of this game, yet the laws that could be passed were unpredictable at best. Often times the pay off wasn't worth what you were losing by not taking one of the other Strategy Cards, and thus there were too few gatherings of the Galactic Senate. Now, being able to pick who will put forth a law and more impotantly, exactly what law is going to be voted on should make the Political phase a bigger part of the game (I hope!) This new mechanism opens up all sorts of opportunities for coerscion, bribery, blackmail, and betrayal...the basis for any good political system! ;D
The secondary ability is just a slightly more useful version of the old Diplomacy secondary, so it's nothing really new. No one ever really executed the Secondary of the old Politics card anyway. A Command Card for 1 action card was far to expensive. Overall a great change...
I don't know if the new rule about trading in political cards for trade goods will have any real effect on the game or not; but trading in Political Favors for money has great flavor!
Discuss!
-Vladd
#3 Assembly
Primary Ability: Senate
Draw 1 Political Card and 2 Action Cards. Then choose either a) or b). You may not choose option a) if you are the Speaker.
a) Claim the Speaker token and choose one other player to play a Political Card and resolve its agenda.
b) Choose one other player to claim the Speaker token. Play a Political Card from your Hand and Resolve its agenda.
Secondary Ability: Morale Boost
Spend 1 Command Counter from your Strategy Allocation area to refresh any number of your Planet Cards with total combined resource and influence of 6 or less.
Note: When playing with the Assembly Strategy Card Political Cards are handled a little differently. Each player starts the game with 2 political cards in hand. Up to 5 Political cards may be kept in hand, and when a player is chosen to play a poltical card he must choose from this hand of cards. If he does not hold any political cards, then the top card of the deck is resolved. Also, a player may at any time trade three Political cards from hand instead of spending a Trade Good for any reason.
Original
#3 Political
Primary Ability: The Galactic Council
Draw three Action Cards and recieve 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 3 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 ability: Economic Stimulus
Spend 1 Command Counter from your Strategy Allocation area to draw one action card.
ORDER!!! I WILL HAVE ORDER!!!!!
I absolutely, positively, love the Assembly Strategy card. The Political phase was one of the most fun and interesting parts of this game, yet the laws that could be passed were unpredictable at best. Often times the pay off wasn't worth what you were losing by not taking one of the other Strategy Cards, and thus there were too few gatherings of the Galactic Senate. Now, being able to pick who will put forth a law and more impotantly, exactly what law is going to be voted on should make the Political phase a bigger part of the game (I hope!) This new mechanism opens up all sorts of opportunities for coerscion, bribery, blackmail, and betrayal...the basis for any good political system! ;D
The secondary ability is just a slightly more useful version of the old Diplomacy secondary, so it's nothing really new. No one ever really executed the Secondary of the old Politics card anyway. A Command Card for 1 action card was far to expensive. Overall a great change...
I don't know if the new rule about trading in political cards for trade goods will have any real effect on the game or not; but trading in Political Favors for money has great flavor!
Discuss!
-Vladd