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Race for the Galaxy: Rebel vs Imperium» Forums » News

Subject: 6 card revealed rss

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Victor Treinsoutrot
France

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http://trictrac.net/index.php3?id=jeux&rub=actualite&inf=det... textual information (French)
http://trictrac.net/aides/aide.php?rub=jeux&aide=photo_detai... 6 French cards

Three starting worlds and three 6-cost development

Alliance rebelle : the power pictured by a star is
"You may conquer a military world from an imperium player and you add 2 to your military force for each of your military rebel world

Sénat de l'imperium : the power pictured by a star is
"You may conquer a rebel military world"

Recherche Pan-Galactique : the power with a "12" is
"End of the turn : your may now have 12 cards in your hand"

Information about conquest


During the Colonize Phase, instead of playing a new world, you may conquer if you have a power that allows you to do that, and if you have a military power higher than the military force of the world you want to conquer plus the opposite player force.
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Andrei Filip
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VictorVVV wrote:

During the Colonize Phase, instead of playing a new world, you may conquer if you have a power that allows you to do that, and if you have a military power higher than the military force of the world you want to conquer plus the opposite player force.


Finally, direct interaction!
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Kester J
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The little red diamond on the rebel development is cute. I'm not sure I'm convinced by the very obvious Star Wars influence on the Rebel/Imperium artwork, with Imperium Senate being the worst offender. I know it's always been there, but there was no need to make it this blatant.

In terms of powers, it looks like they're really ramping up the complexity in this expansion. I have no clue how to play any of those homeworlds well, and the Rebel/Imperium developments would be impenetrable without knowing the game well already. I like the look of Pan-Galactic Research(?) though, it's old but new at the same time.

Also, my French isn't great, but doesn't the text to the Rebel 6-dev refer to an "Imperium tableau", implying that players will have to pick a side? Interestingly, the Imperium 6-dev doesn't include this, and merely mentions Rebel worlds.
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Brian Newman
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I'd guess your side is already selected by the blue or red starting homeworld number.
 
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Kester J
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Blackberry wrote:
I'd guess your side is already selected by the blue or red starting homeworld number.


I don't think that can be it: the Imperium Warlord and Rebel Cantina are both red homeworlds, and surely wouldn't be on the same side.
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Hannu Pajula
Finland

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My guess is that your side is determined by the cards on your tableau. If you have any Imperium cards, you are of Imperium side.

Cheers for digging up the pics. Finally a proper use for empty cards from Gathering Storm!
 
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Peter O
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Development Support!!!
A homeworld that looks to develop with a card draw for phase 2! And then a 6 VP development that scores NO POINTS! It's a major leach development in phases 1, 2, and 5. Obviously good for a development path and giving yet more phase II discounts while making it easier to explore and also get a few cheap cards for other's produce.
Wow.
 
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Mark Delano
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tranenturm wrote:
And then a 6 VP development that scores NO POINTS!


It scores 4. You are thinking of Galactic Imperium with no Military Worlds. Or Pan-Galactic League with no Military or Gene Worlds. Or Galactic Renaissance without Artist Colony, Galactic Trendsetters, Research Labs or more than 2 VP.
 
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Peter O
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frunkee wrote:
tranenturm wrote:
And then a 6 VP development that scores NO POINTS!


It scores 4. You are thinking of Galactic Imperium with no Military Worlds. Or Pan-Galactic League with no Military or Gene Worlds. Or Galactic Renaissance without Artist Colony, Galactic Trendsetters, Research Labs or more than 2 VP.


Opps, you're right. I've gotten so used to 6 pointers being scored for ? that I forgot to even look at the hexagon!


Depending how exactly these attack developments work they do a number on the contact specialist. It will be a calculated risk for a contact specialist player to play certain worlds if they could easily get snatched up by these two developments. The Imperium 6 dev looks pretty straight-forward. You can take over other players rebel worlds. The Rebel side seems a little strange. There are currently no Imperium military worlds. So do all your military worlds become Imperium if you play any card with Imperium, thereby making Imperium a drawback of sorts, or will they be printing a bunch of military imperium worlds?
 
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Cameron McKenzie
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Notice that the "Rebel Alliance" does NOT have a restriction against settling alien worlds with it's power... =)
 
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Victor Treinsoutrot
France

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MasterDinadan wrote:
Notice that the "Rebel Alliance" does NOT have a restriction against settling alien worlds with it's power... =)


This power allows you to settle only military rebel worlds. But I don't know whether there will be both rebel and alien military worlds.
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Brian Newman
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Kester wrote:
Blackberry wrote:
I'd guess your side is already selected by the blue or red starting homeworld number.


I don't think that can be it: the Imperium Warlord and Rebel Cantina are both red homeworlds, and surely wouldn't be on the same side.


Oh, good spot.
 
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Peter O
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Edited: no need for me to pile on.
 
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  • Last edited Mon Mar 2, 2009 7:42 pm (Total Number of Edits: 1)
  • Posted Mon Mar 2, 2009 7:41 pm
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Brendon Russell
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Auckland
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VictorVVV wrote:
Alliance rebelle : the power pictured by a star is
"You may conquer a military world from an imperium player and you add 2 to your military force for each of your military rebel world


Interesting that the +2 military per Rebel world is only mentioned in the text, and not represented in the icon (unless it can somewhow be inferred from the -2 power above, but if so it's not immediately clear to me).

VictorVVV wrote:

During the Colonize Phase, instead of playing a new world, you may conquer if you have a power that allows you to do that


If I interpret the article correctly, this type of power is found only on the Rebel Alliance, Imperium Senate and one other card ("Imperium Camouflage System").

Kester wrote:

In terms of powers, it looks like they're really ramping up the complexity in this expansion. I have no clue how to play any of those homeworlds well, and the Rebel/Imperium developments would be impenetrable without knowing the game well already.


I've tried out the Imperium Warlord and Rebel Cantina homeworlds a couple of times in solitaire games (based on previous spoilers). Imperium Warlord just felt like a blend of Separatist Colony and New Sparta, but I'm sure it'll have more of a distinct personality when played with the rest of the Rebel vs Imperium-themed cards. Rebel Cantina on the other hand has a very unique feel, and it can ramp up to some crazy card-drawing in the Produce phase (although I often found I needed all those cards if I couldn't increase my military power!)
 
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  • Last edited Mon Mar 2, 2009 7:57 pm (Total Number of Edits: 3)
  • Posted Mon Mar 2, 2009 7:41 pm
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ackmondual
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can't access the site at my current location cry I'll have to wait to use another computer.
 
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Brendon Russell
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For the benefit of ackmondual:

Galactic Designers
(Homeworld #10)
Non-military world
Cost: 2, VPs: 1
II: draw 1 card [i.e. Interstellar Bank's power]
IV: consume 1 good for 1 VP

Imperium Warlord
(Homeworld #11)
Non-military world
Cost: 2, VPs: 2
I: see +1
III: +1 military; +1 additional military vs Rebel worlds

Rebel Cantina
(Homeworld #9)
Non-military world
Cost: 2, VPs: 0
III: may settle military (non-Alien) worlds as non-military worlds
IV: draw 1 card per Rebel world in your tableau

Rebel Alliance
Development
Cost: 6, VPs: ?
III: may settle Rebel military worlds as non-military worlds with -2 cost; may conquer a military world from an Imperium tableau, adding +2 military per Rebel military world
VPs: 2 per Rebel card (including this one), 1 per other military world

Imperium Senate
Development
Cost: 6, VPs: ?
III: +1 military vs Rebel worlds; may conquer a Rebel military world
VPs: 2 per Imperium card (including this one), 2 per Rebel military world

Pan-Galactic Research
Development
Cost: 6, VPs: 4
I: see +2, keep +1
II: -1 cost to place a development
V: draw 2 cards
May keep up to 12 cards in hand at end of turn.
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ackmondual
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Thanks..... altho I really could've waited later in the day to access those pics Plus, I did find the images here on BGG.


However, the translations are nice to have cool

scwont wrote:
For the benefit of ackmondual:

Galactic Designers
(Homeworld #10)
Non-military world
Cost: 2, VPs: 1
II: draw 1 card [i.e. Interstellar Bank's power]
IV: consume 1 good for 1 VP

.................
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  • Last edited Mon Mar 2, 2009 8:14 pm (Total Number of Edits: 2)
  • Posted Mon Mar 2, 2009 8:13 pm
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Brendon Russell
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I couldn't stand to see another RftG fan cry
 
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James Cartwright
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They look fantastic, lots of possibilities, can't wait to see the rest of them.
 
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ackmondual
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Nice mix of cards so far. The homeworlds + Rebel Alliance are curveballs to the standard recipe with unique mechanics.

Galactic Designers is indeed Interstellar Bank plus half a Public Works (or any card with that single consume power really) as a world instead of a dev.

Pan Galactic Research is similar to Terraforming Guild. Whereas the latter is just Settle and Produce bonuses rolled into one card, PGResearch is pretty much Galactic Rennaissance, Investment Credits, and Merchant Guild all rolled into one. Also nice is the higher hand limit (I'm guessing that'll suck for those trying to get the Budget Surplus 1st-goal... first to have to discard b/c of too many cards, but to me, that's an acceptable 'weakness'), and straight up worth flat 4pts instead of variable. Sounds like my card. I've found it difficult to get more than 6 pts from either Galactic Rennaissance or Merchant Guild anyways. The powers will more than make up for those points.


scwont wrote:
For the benefit of ackmondual:

Galactic Designers
(Homeworld #10)
Non-military world
Cost: 2, VPs: 1
II: draw 1 card [i.e. Interstellar Bank's power]
IV: consume 1 good for 1 VP

................
 
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  • Last edited Mon Mar 2, 2009 8:39 pm (Total Number of Edits: 1)
  • Posted Mon Mar 2, 2009 8:38 pm
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Brendon Russell
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I guess there will probably be two copies of Pan-Galactic Research in the deck as well, as it's a development that happens to cost 6, but isn't like the other 6-cost developments...what are we supposed to call them now? Variable-VP developments?

Also, looking at Galactic Federation, it seems Pan-Galactic Research will still count towards VPs for this card.
 
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  • Last edited Mon Mar 2, 2009 9:32 pm (Total Number of Edits: 2)
  • Posted Mon Mar 2, 2009 9:26 pm
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Jason Spears
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Awesomesauce. I'm tempted to mock up copies of these to play them now, but I'm guess they won't be nearly as cool till we see all the cards.
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Brendon Russell
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spearjr wrote:
Awesomesauce. I'm tempted to mock up copies of these to play them now, but I'm guess they won't be nearly as cool till we see all the cards.


The overall balance may also be a bit skewed in some areas with just the spoiled cards - e.g. the overall ratio of Develop powers in the deck is probably quite a delicate balance, so having 2 of them out of 6 additional cards (or 7, if you include 2 x Pan-Galactic Resarch) could have interesting results.
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Randall Bart
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scwont wrote:
Rebel Alliance
Development
Cost: 6, VPs: ?
III: may settle Rebel military worlds as non-military worlds with -2 cost; may conquer a military world from an Imperium tableau, adding +2 military per Rebel military world
VPs: 2 per Rebel card (including this one), 1 per other military world


And what a revoltin' development that is.
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Jacob Ossar
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Imperium Lords in Imperium vs. Rebels
I wonder if there are going to be any mechanics to prevent the Rebel Cantina player from also playing the Imperium Lords development and getting to draw two cards for each rebel military world, of which there are already a fair few, on a produce.

With more cards with the Imperium tag in the mix, Imperium Lords might also change from being a card you mostly play for its powers to one you are interested in for scoring as well.
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