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Post by vladdswrath on Feb 12, 2007 16:45:32 GMT -5
And now the new card for the Trade Federation fans among us. #5 Trade IIPrimary Ability: Free TradeRecieve 3 Trade Goods or cancel up to 2 trade agreements (you may not cancel Hacan Trade Agreements). Then all players recieve Trade Goods from their active Trade Agreements. Players who are not the active player recieve one fewer total Trade Goods. Finally open trade negotiations among all players. You must approve all trade agreements. Original #5 TradePrimary Ability: Influence on the Merchant's GuildChoose either a) or b). a). Immediately recieve 3 Trade Goods. Then recieve Trade Goods for your active trade agreements. Finally open, trade negotiations among all players. You must approve all new trade agreements. b). All trade agreements are cancelled. Return all trade contracts to their owners. Secondary Ability: CommerceSpend 1 Command Counter from your Startegy Allocation area to recieve Trade Goods for your active trade agreements. This is another card I like better only because everyone collects without having to spend a precious Command Counter. The cancel trade option isn't quite as powerful either, so a disgruntled player couldn't stop the entire table from being able to trade, as was possible under the old card. (Not that we have ever had that problem, we usually solve disagreements with War Suns and those cost money )... -Vladd
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Post by warlord1985 on Feb 14, 2007 11:19:41 GMT -5
This card seems just as good as the old one. Only taking it doesn't benefit you as soley as the old one. Not too shabby though.
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