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Alex Sorbello
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Albuquerque
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Feb 2, 2012
Eclipse expansion.xls (62 KB) (Log in or Register to download.)
This expansion is for those who want more player interaction with extra actions available: Passing for turn order, add power to the INFluence action (especially in early game) and have some better limited trade options.
Passing order, Alliances and Free Trade Agreement are the actions available.
Any input is welcomed for improvement.
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Scott Lewis
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Castle Rock
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Dread Our Coming, Suffer Our Presence, Embrace Our Glory (Solonavi War Cry)
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Maybe it's just me, but I don't completely understand the actions. I *THINK* I get the CUP one; basically, whoever passes first gets the marker as normal, but players can place a disc there as well. Then, next round, whoever placed a disc first goes first, then the second disc, etc; then after all the discs, you go clockwise for the remaining players?

For the Alliances, I don't really get:
- How you form one? Do you just use an INFO action and place an ambassador in an open slot?
- What are the slots in the middle section for?
- Is the bottom-most spot on each side a +0 for the alliance, and just the -1 for the other alliance?

For the Trade Agreement:
- By "Gold" do you mean you get 1 Money for placing a disc in the circle?
- How do you move the disc?
- When it says 2-3 times in one "turn", does that mean round or actual turn?
 
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  • Posted Thu Feb 9, 2012 10:41 pm
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Alex Sorbello
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On the CUP you are correct, if you have a disc there you go in the order. If you do not, then you go in the order of the normal rules going clockwise from the player who passed first without placing a INF disc here.
Also if you placed a disc here you can move this disc to use a react action once for free.

You are correct for the alliances, when you move to a new spot you now part of this alliance. (the only benefits being VP at the end of the game and a cube on the ambassador, you may freely attack members of the same alliance)
There are 2 alliances and one neutral. The neutral never receives any bonus points but Can cause players in the other alliances to lose 1 VP at the end of the game.
When using the INFluence action you may move a ambassador to any free spot. Or move a ambassador to the neutral alliance or from the neutral alliance to any other alliance free slot. (there has to be a free slot to place or move)

Trade agreement:
By gold I meant 1 money or "move you orange counter up one immediately". Then at any time during your turn you may move this disc to the next slot (more than 1 player can be in this slot at the same time) to receive one 1 to 1 trade (example immediately trade 1 orange income for 1 brown material)
It should have read every round as there are 9 rounds in the game. I Need to edit this.
You can only move to the 2nd slot if a least one other player joined the trade agreement, then you may move to the 3rd slot if at least 2 other players joined the trade agreement.
In short if you are the 3rd or later player to join you may immediately receive 1 orange income and then do 3 times a 1 for 1 trade. Or wait until your next turn and use it (only up to 3 times in a round) while trying to buy science or ships as some examples.


The goal was to have a passing order with a cost to help early passing players and also speed up the game a tiny bit with the CUP.

For the aliances to have a bigger impact on the INFluence action in the early game and some extra VP. However the player with the biggest empire might be alone and also not get these bonuses. It also helps to have 1 extra cube out early on increase a income track.

The trade helps some players getting a better trade value to offset a bad turn and really need some other goods. The limited trade offsets abuse. And every joining gets the same value instead of free trade between players.

I hope this helps.
Let me know if any other questions arise. I also am eager for feedback good or bad. To improve this expansion.
Thank you
Cheers
Lexen

 
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  • Edited Fri Feb 10, 2012 1:54 am
  • Posted Fri Feb 10, 2012 1:32 am
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