The Hotness
Games|People|Company
Eclipse
Gunship: First Strike!
Mage Knight: Board Game
Midnight Men
Agricola: Die Bauern und das liebe Vieh
Hawaii
Star Wars: Battle of Hoth
Wiz-War
Ora et Labora
Rex: Final Days of an Empire
Snowdonia
Barbarian Prince
The Lord of the Rings: The Card Game
Twilight Struggle
War of the Ring
Agricola
7 Wonders
A Game of Thrones: The Board Game (second edition)
Dominion
7 Wonders: Cities
Kingdoms
A Few Acres of Snow
Risk Legacy
Arkham Horror
Through the Ages: A Story of Civilization
Thunderstone Advance: Towers of Ruin
1812: The Invasion of Canada
Dixit 3
Elder Sign
D-Day Dice
The Castles of Burgundy
Le Havre
Kingdom Builder
Sid Meier's Civilization: The Board Game
Race for the Galaxy
Cosmic Encounter
Dominant Species
Dungeon Petz
Battlestar Galactica
Power Grid
Mansions of Madness
Last Will
Twilight Imperium (third edition)
Nexus Ops
Agents of SMERSH
Puerto Rico
Star Trek: Fleet Captains
Kairo
Core Worlds
Sherlock Holmes Consulting Detective
ImageID: 351533
Browse
« Prev Next »
Uploaded: 2008-07-11
Gallery: Game
Grognard David
Belgium

Avatar
mbmbmbmbmb
Recommend
98 
 Thumb up
 tip
Propose new Gallery »
Categorize Image »
© All rights reserved
square
(75 x 75)
small
(200 x 94)
medium
(500 x 235)
original
(912 x 429)
preview cards (from www.TricTrac.net)
Your Tags: Add tags
Popular Tags: Image:Preview_Cards [+] [View All]
Post Comment
Anders Olin
Finland
Vasa
A hardcore Twilight Struggle fan, who would've guessed?
Avatar
mbmbmbmbmb
Great pictures!
2 
 Thumb up
 tip
 Thumb up
  • Posted Fri Jul 11, 2008 11:47 am
    • Choose your Dice
      • Roll
      • Comment (Optional)
    • Reply
    •  
    • Quote
Belgium
Brussels
Avatar
mbmbmbmbmb
I'm confused. So this game actually exists?...
8 
 Thumb up
 tip
 Thumb up
  • Posted Fri Jul 11, 2008 2:10 pm
    • Choose your Dice
      • Roll
      • Comment (Optional)
    • Reply
    •  
    • Quote
Geoff King
United States
Falls Church
Virginia
Avatar
mbmbmbmbmb
Alien starting world. Nice. cool
 
 Thumb up
 tip
 Thumb up
  • Posted Fri Jul 11, 2008 2:27 pm
    • Choose your Dice
      • Roll
      • Comment (Optional)
    • Reply
    •  
    • Quote
Phillip Aquino
United States
Circleville
Ohio
What's the dot next to the 6 on the middle card?

Is that meant to remind you of the special starting hand limit of 3, or is that how they are going to differentiate the number 6 from 9?


great pics!
 
 Thumb up
 tip
 Thumb up
  • Posted Fri Jul 11, 2008 3:46 pm
    • Choose your Dice
      • Roll
      • Comment (Optional)
    • Reply
    •  
    • Quote
Joe Casadonte
United States
King of Prussia
Pennsylvania
designer
Avatar
mbmbmbmbmb
PMantix84 wrote:
What's the dot next to the 6 on the middle card?

Is that meant to remind you of the special starting hand limit of 3, or is that how they are going to differentiate the number 6 from 9?


Both.
 
 Thumb up
 tip
 Thumb up
  • Posted Fri Jul 11, 2008 3:51 pm
    • Choose your Dice
      • Roll
      • Comment (Optional)
    • Reply
    •  
    • Quote
Stephanie K.
United States
Los Angeles
California
Avatar
mbmbmbmbmb
Hurry up with the expansion!!!!
We're dying for it!
Until then, woo-hoo... new home worlds!


Steph
 
 Thumb up
 tip
 Thumb up
  • Posted Fri Jul 11, 2008 10:56 pm
    • Choose your Dice
      • Roll
      • Comment (Optional)
    • Reply
    •  
    • Quote
Seth Jaffee
United States
Tucson
Arizona
designer
Avatar
mbmbmbmbmb
Homeworld #8 seems pretty amazing! The -1 point value seems odd, it's not like you're going to keep that world to the end - might have been interesting if it were worth decent points by itself
 
 Thumb up
 tip
 Thumb up
  • Posted Sat Jul 12, 2008 7:08 pm
    • Choose your Dice
      • Roll
      • Comment (Optional)
    • Reply
    •  
    • Quote
Simon Harris
United Kingdom
Sutton
Surrey
Avatar
mbmbmbmbmb
Am I missing something? Or did homeworld #5 get lost somewhere?

Simon
 
 Thumb up
 tip
 Thumb up
  • Posted Sat Jul 12, 2008 11:29 pm
    • Choose your Dice
      • Roll
      • Comment (Optional)
    • Reply
    •  
    • Quote
Chris Linneman
Canada
Vancouver
BC
Avatar
mbmbmbmbmb
the Alien world looks the best to me...2 VPs, and you can produce alien goods from turn 1? Makes Alpha Centauri look downright pathetic...
 
 Thumb up
 tip
 Thumb up
  • Posted Sun Jul 13, 2008 2:01 am
    • Choose your Dice
      • Roll
      • Comment (Optional)
    • Reply
    •  
    • Quote
Mark McEvoy
Canada
Ottawa-ish
Ontario
Avatar
mbmbmbmb
harris_family wrote:
Am I missing something? Or did homeworld #5 get lost somewhere?


It exists... snipped from another post:

Separatist Colony: cost 2, 1 VP (starting world 5)
+ 2 explore (look)
+ 1 military



It's just not pictured here.
2 
 Thumb up
 tip
 Thumb up
  • Posted Sun Jul 13, 2008 4:41 am
    • Choose your Dice
      • Roll
      • Comment (Optional)
    • Reply
    •  
    • Quote
Kester J
United Kingdom

Avatar
mbmbmbmbmb
QBert80 wrote:
the Alien world looks the best to me...2 VPs, and you can produce alien goods from turn 1? Makes Alpha Centauri look downright pathetic...


I had the same reaction, but thinking about it, it'll be a sloooow start. If you Produce, Trade, you could well miss out on any Develop/Settles on turns one and two.

Doomed World seems a bit dependent on the draw, in the way that some people (not me) think New Sparta is now. I guess maybe they have an incentive for some early Explore(+5)s.
 
 Thumb up
 tip
 Thumb up
  • Posted Sun Jul 13, 2008 10:47 am
    • Choose your Dice
      • Roll
      • Comment (Optional)
    • Reply
    •  
    • Quote
Breno K.
Brazil
Brasília
Distrito Federal
Avatar
mbmbmbmbmb
I don't get the alien one... Why would I choose to discard a card in order to produce in that world?
 
 Thumb up
 tip
 Thumb up
  • Posted Sun Jul 13, 2008 4:01 pm
    • Choose your Dice
      • Roll
      • Comment (Optional)
    • Reply
    •  
    • Quote
Kevin Devine
United States
Silver Lake
Ohio
mbmbmbmbmb
BrenoK wrote:
I don't get the alien one... Why would I choose to discard a card in order to produce in that world?


It ONLY produces if you discard.
2 
 Thumb up
 tip
 Thumb up
  • Posted Sun Jul 13, 2008 5:11 pm
    • Choose your Dice
      • Roll
      • Comment (Optional)
    • Reply
    •  
    • Quote
Matthew M Monin
United States
Branford
Connecticut
admin
8/8 FREE, PROTECTED
badge
That guy
Avatar
mbmbmbmbmb
BrenoK wrote:
I don't get the alien one... Why would I choose to discard a card in order to produce in that world?


Because you want to trade good produced for 5+ cards or consume it for VP?

-MMM
 
 Thumb up
 tip
 Thumb up
  • Posted Sun Jul 13, 2008 7:21 pm
    • Choose your Dice
      • Roll
      • Comment (Optional)
    • Reply
    •  
    • Quote
Chris Linneman
Canada
Vancouver
BC
Avatar
mbmbmbmbmb
Kester wrote:
I had the same reaction, but thinking about it, it'll be a sloooow start. If you Produce, Trade, you could well miss out on any Develop/Settles on turns one and two.

Doomed World seems a bit dependent on the draw, in the way that some people (not me) think New Sparta is now. I guess maybe they have an incentive for some early Explore(+5)s.


True about Alien Factory. It depends a lot on whether Earth's Lost Colony is in the game. Then you might not have to produce, and could Explore +1/+1 on turn one giving you enough cards to leech a Develop or Settle and Produce. However, since I usually play 2p, I was thinking in terms of an Explore/Produce on the first turn then Trade/Produce on the second turn which could be very powerful.

In terms of Doomed World, it is very dependent on the initial draw. I would definitely Explore early on if I didn't get a nice 4 or 5 cost world to play in my opening hand though. Lost Species Ark World is an absolute killer with Doomed World. Not to mention, when it is not a start world, it is a cheaper Colony Ship with an Explore power. This doesn't make sense to me, why isn't it cost 2 like Colony Ship? (And don't say it's due to the negative VPs, you would never play this world without the intent to replace it).
 
 Thumb up
 tip
 Thumb up
  • Posted Sun Jul 13, 2008 7:42 pm
    • Choose your Dice
      • Roll
      • Comment (Optional)
    • Reply
    •  
    • Quote
Ryszard Chojnowski
Poland
Brzeg
Avatar
mbmbmbmbmb
QBert80 wrote:
Not to mention, when it is not a start world, it is a cheaper Colony Ship with an Explore power. This doesn't make sense to me, why isn't it cost 2 like Colony Ship? (And don't say it's due to the negative VPs, you would never play this world without the intent to replace it).


I guess it is because there are two Colony Ship cards in the deck, which makes odds of drawing them a little bit higher.

Moreover you can always develop with -1 cost by choosing the appropriate action.
 
 Thumb up
 tip
 Thumb up
  • Posted Sun Jul 13, 2008 8:23 pm
    • Choose your Dice
      • Roll
      • Comment (Optional)
    • Reply
    •  
    • Quote
Chris Linneman
Canada
Vancouver
BC
Avatar
mbmbmbmbmb
Ryslaw wrote:

I guess it is because there are two Colony Ship cards in the deck, which makes odds of drawing them a little bit higher.

Moreover you can always develop with -1 cost by choosing the appropriate action.


Even if it is less likely you will draw Doomed World than Colony Ship, I don't like the idea of two cards in the deck with different costs that do the same thing.

It's true you can play both at the cost of 1 card if you play Develop. But if you play Settle you get to draw a card after placing, so the net effect is the same as -1 cost.

What I can say is that, except in 2p Advanced, it is impossible to Settle the Doomed World and use its power on the same turn. With Colony Ship you can use it the same turn you play it, which could explain the increased cost. (Although in 2p Advanced I would say it is clearly better than Colony Ship, since Settle/Settle is usually a superior choice to Develop/Settle).
 
 Thumb up
 tip
 Thumb up
  • Posted Sun Jul 13, 2008 8:49 pm
    • Choose your Dice
      • Roll
      • Comment (Optional)
    • Reply
    •  
    • Quote
Matthew M Monin
United States
Branford
Connecticut
admin
8/8 FREE, PROTECTED
badge
That guy
Avatar
mbmbmbmbmb
QBert80 wrote:
This doesn't make sense to me, why isn't it cost 2 like Colony Ship? (And don't say it's due to the negative VPs, you would never play this world without the intent to replace it).


You could play it and not have the opportunity to replace it. Depending on the circumstances it might even be worthwhile - there are 6-cost developments to consider, and also the new VP rewards for accomplishing certain goals. So don't assume the the -1 would never come into play.

Besides...maybe the question should be why Colony Ship isn't cost 1...

-MMM
 
 Thumb up
 tip
 Thumb up
  • Posted Sun Jul 13, 2008 9:45 pm
    • Choose your Dice
      • Roll
      • Comment (Optional)
    • Reply
    •  
    • Quote
Matthew M Monin
United States
Branford
Connecticut
admin
8/8 FREE, PROTECTED
badge
That guy
Avatar
mbmbmbmbmb
QBert80 wrote:


Even if it is less likely you will draw Doomed World than Colony Ship, I don't like the idea of two cards in the deck with different costs that do the same thing.

It's true you can play both at the cost of 1 card if you play Develop. But if you play Settle you get to draw a card after placing, so the net effect is the same as -1 cost.


The net-effect is not the same at all if you only have one card in your hand you don't care about keeping.

Quote:
What I can say is that, except in 2p Advanced, it is impossible to Settle the Doomed World and use its power on the same turn.


Then it doesn't sound like they do the same thing, then...

Quote:
(Although in 2p Advanced I would say it is clearly better than Colony Ship, since Settle/Settle is usually a superior choice to Develop/Settle).


This ignores that Dev/Settle can be leached more easily. The Settle-Settle combo is something you'd probably have to call yourself, meaning the cost is in the flexibility of doing other things.

-MMM
 
 Thumb up
 tip
 Thumb up
  • Posted Sun Jul 13, 2008 9:53 pm
    • Choose your Dice
      • Roll
      • Comment (Optional)
    • Reply
    •  
    • Quote
kdevine wrote:
BrenoK wrote:
I don't get the alien one... Why would I choose to discard a card in order to produce in that world?


It ONLY produces if you discard.

Why then does it say "may" instead of "must"? This increases the risk of people reading the card as having an optional cost rather than making the phase optional for the card.

First question for someone with a rulebook at hand: Is production normally mandatory?
1 
 Thumb up
 tip
 Thumb up
  • Posted Mon Jul 14, 2008 1:20 pm
    • Choose your Dice
      • Roll
      • Comment (Optional)
    • Reply
    •  
    • Quote
QBert80 wrote:
Even if it is less likely you will draw Doomed World than Colony Ship, I don't like the idea of two cards in the deck with different costs that do the same thing.

Even if both cards were cost 1 or 2, the cost would still be different:

Colony Ship requires a Develop phase and a cost in cards, then a Settle phase.
Doomed World requires a Settle phase and a cost in cards, then a Settle phase.

As you can see, the bolded part will never become identical, no matter the costs.
1 
 Thumb up
 tip
 Thumb up
  • Posted Mon Jul 14, 2008 1:25 pm
    • Choose your Dice
      • Roll
      • Comment (Optional)
    • Reply
    •  
    • Quote
James Ludlow
United States
Saint Louis Park
Minnesota
Avatar
mbmbmbmbmb
CapnZapp wrote:
First question for someone with a rulebook at hand: Is production normally mandatory?


It isn't optional. The definition for the normal production icons is "Produce a good on this world (if it does not have a good on it)".

3 
 Thumb up
 tip
 Thumb up
  • Posted Mon Jul 14, 2008 4:38 pm
    • Choose your Dice
      • Roll
      • Comment (Optional)
    • Reply
    •  
    • Quote
David Pontier
United States
Oak Forest
Illinois
Avatar
mbmbmb
Am I missing something or is the Ancient Race Card completly worthless? The only thing it does for you is reduces the number of cards you start with. Every other homeworld has a bonus (and usually a good one). I don't think being a Windfall world counts as much of a bonus. AC is a windfall starting world and has a great Settle bonus.
 
 Thumb up
 tip
 Thumb up
  • Posted Mon Jul 14, 2008 5:28 pm
    • Choose your Dice
      • Roll
      • Comment (Optional)
    • Reply
    •  
    • Quote
Roland Wood
United States
Visalia
California
Avatar
mbmbmbmbmb
It is a windfall gene world. Not only are there lots of strategies and combos already for gene worlds but there will be more in the expansion IIRC. Also you get 4 cards for trading Genes goods from the very first turn. Four cards over three for Alpha Centauri is huge in terms of pacing and opening up even more cards you can pay for by choosing produce then trade while leeching off of settles and develops played by others. I bet when you play it you will notice a difference in cash flow over the same strategy with Alpha Centauri.
2 
 Thumb up
 tip
 Thumb up
  • Posted Tue Jul 15, 2008 5:58 am
    • Choose your Dice
      • Roll
      • Comment (Optional)
    • Reply
    •  
    • Quote
Chris Linneman
Canada
Vancouver
BC
Avatar
mbmbmbmbmb
CapnZapp wrote:
kdevine wrote:
BrenoK wrote:
I don't get the alien one... Why would I choose to discard a card in order to produce in that world?


It ONLY produces if you discard.

Why then does it say "may" instead of "must"? This increases the risk of people reading the card as having an optional cost rather than making the phase optional for the card.

First question for someone with a rulebook at hand: Is production normally mandatory?


Because if it didn't say "may" people would ask if they could choose not to produce to save the card or if they had to discard a card every produce phase. The word "may" makes it clear that it is optional to both discard the card and produce on the world, the two of which go hand in hand.

The notion that one would voluntarily discard a card (i.e., optional cost) is rather absurd so it seems worth the risk that someone might read it that way.
2 
 Thumb up
 tip
 Thumb up
  • Posted Tue Jul 15, 2008 6:52 am
    • Choose your Dice
      • Roll
      • Comment (Optional)
    • Reply
    •  
    • Quote
clemens kremer
Germany

Avatar
mbmbmbmbmb
A clearer wording would have been: May produce on this world. In order to do so, discard a card.
 
 Thumb up
 tip
 Thumb up
  • Posted Sun Aug 3, 2008 11:22 am
    • Choose your Dice
      • Roll
      • Comment (Optional)
    • Reply
    •  
    • Quote
BT Carpenter
United States
Reston
Virginia
designer
Avatar
mbmb
ckremer2 wrote:
A clearer wording would have been: May produce on this world. In order to do so, discard a card.


Separating the clauses doesn't make it clearer.

What would have made it clearer is putting the discard symbol first, or making it an arrow.

Instead, the overlap is meant to convey 'BOTH' which means you do both or neither.
 
 Thumb up
 tip
 Thumb up
  • Posted Sun Aug 17, 2008 2:18 pm
    • Choose your Dice
      • Roll
      • Comment (Optional)
    • Reply
    •  
    • Quote
Brian Lee
United States
Northridge
California
mbmbmbmbmb
For the starting world 6, the discarding only applies during the initial hand size of 4 (draw 6, keep 4) correct? I was afraid if it applied during EVERY round.
1 
 Thumb up
 tip
 Thumb up
  • Posted Tue Aug 26, 2008 2:08 pm
    • Choose your Dice
      • Roll
      • Comment (Optional)
    • Reply
    •  
    • Quote
Guido Hunt
United States

Washington
mb
Where else can I get preview information about this expansion? I see references to new mechanics, but I don't know where i can read about that.

Any pointers appreciated.

Guido
 
 Thumb up
 tip
 Thumb up
  • Posted Wed Aug 27, 2008 9:18 pm
    • Choose your Dice
      • Roll
      • Comment (Optional)
    • Reply
    •  
    • Quote
Wei-Hwa Huang
United States
Mountain View
California
designer
Avatar
mbmb
Joe Casadonte wrote:
PMantix84 wrote:
What's the dot next to the 6 on the middle card?

Is that meant to remind you of the special starting hand limit of 3, or is that how they are going to differentiate the number 6 from 9?


Both.


No, just the second. Since the number in the other corner is upside-down, differentiating 6 from 9 became a serious problem in the playtest versions.

Early on the scheme was to use Roman numerals (back then the phases weren't numbered), but that got unwieldy when we hit 8...

Of course, you're not going to see #9 until the second expansion.
 
 Thumb up
 tip
 Thumb up
  • Posted Tue Sep 16, 2008 12:16 am
    • Choose your Dice
      • Roll
      • Comment (Optional)
    • Reply
    •  
    • Quote
Wei-Hwa Huang
United States
Mountain View
California
designer
Avatar
mbmb
QBert80 wrote:
True about Alien Factory. It depends a lot on whether Earth's Lost Colony is in the game. Then you might not have to produce, and could Explore +1/+1 on turn one giving you enough cards to leech a Develop or Settle and Produce.


In practice, when both ELC and DAF are in the game, I have never seen ELC choose Produce and DAF not on the first turn. The opposite, sometimes.

Which makes sense. If you're ELC, why would you choose an action that gives you a price-2 good but gives an opponent a price-(-1+5) good?

Quote:
This doesn't make sense to me, why isn't it cost 2 like Colony Ship?


There's a theoretical answer and an empirical answer.

The theoretical answer is that (except in the Advanced 2P game) Doomed World requires at least two turns to become a big world, since there's never two Settles in a turn, and there's always some uncertainty over whether the next Settle is going to happen. Whereas Colony Ship can often come out in a single turn (when both Develop and Settle happen, and in a 5-player game this is more probable), and when that does happen, you can often play out the Colony Ship and use it without telegraphing to the other players what you're going to do next turn (if you have Doomed World or Colony Ship in your tableau, all the other players will expect you to choose Settle next turn).

The empirical answer is that Doomed World originally cost 2 when it was first devised, and after lots of playtesting, we noticed that players rarely played it, so we decreased its cost, and then players would play it more frequently. It didn't seem too cheap at 1, so we kept it there.

Revelade wrote:
For the starting world 6, the discarding only applies during the initial hand size of 4 (draw 6, keep 4) correct?


Yes. If this world isn't a starting world, it is pretty much identical to Pre-Sentient Race (from the base set).
 
 Thumb up
 tip
 Thumb up
  • Posted Tue Sep 16, 2008 1:13 am
    • Choose your Dice
      • Roll
      • Comment (Optional)
    • Reply
    •  
    • Quote
Dan Rosart
United States

California
mbmbmb
Piqsid wrote:
Am I missing something or is the Ancient Race Card completly worthless? The only thing it does for you is reduces the number of cards you start with. Every other homeworld has a bonus (and usually a good one). I don't think being a Windfall world counts as much of a bonus. AC is a windfall starting world and has a great Settle bonus.

AC is worth 0 VPs. Ancient Race is worth 1. Also, there are now 2 6-cost devs that give 2VP per gene world, while there's only one for rare worlds, and it only gives 1VP for windfalls.
 
 Thumb up
 tip
 Thumb up
  • Posted Fri Oct 24, 2008 2:25 am
    • Choose your Dice
      • Roll
      • Comment (Optional)
    • Reply
    •  
    • Quote
ackmondual
United States

Virginia
Avatar
mbmbmbmbmb
FearlessFred wrote:
Where else can I get preview information about this expansion? I see references to new mechanics, but I don't know where i can read about that.

Any pointers appreciated.

Guido
http://www.boardgamenews.com/index.php/boardgamenews/comment...

Tom Lehmann himself provides insight to the 1st expansion. I'll PM you about this since I doubt most people check back on image comments and there's still no way to get notifications from posts made on here.
 
 Thumb up
 tip
 Thumb up
  • Posted Tue Oct 28, 2008 7:10 pm
    • Choose your Dice
      • Roll
      • Comment (Optional)
    • Reply
    •  
    • Quote
Front Page | Welcome | Contact | Privacy Policy | Terms of Service | Advertise | Support BGG | Feeds RSS
Geekdo, BoardGameGeek, the Geekdo logo, and the BoardGameGeek logo are trademarks of BoardGameGeek, LLC.