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Subject: Complete card list from TBoW with mini session report rss

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Rob Neuhaus
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First, the juicy stuff, a list of cards from The Brink of War.

Rebel Freedom Fighters
3 defense gray military world, 1 vp
I See +1 card
II Gain one prestige when developing a rebel development
III +1 military, -2 military if you have an imperium card on tableau
Gain one prestige when settling a rebel military world

Alien Research Team
2 cost gray homeworld, 1 vp
I See +2 cards
III -1 cost to settle alien worlds
May place an alien military world as an alien non-military world
at full cost (including any discounts, including the one on this
card)
IV consume one alien good for one prestige

Galactic Scavengers
2 cost novelty windfall homeworld, 0 vp
II save 1 card from your development payment under this world
III save 1 card from your world payment under this world
V draw all cards under this card
Starting power: put 1 card from your hand under this world before
selecting your first action

Uplift Mercenary Force
2 cost, 0 vp homeworld
I see +1 card
III +1 military for each windfall in your tableau
May discard 1 card for +1 Military (additional) this phase

Interstellar Casus Belli
4 cost dev, 0 vp
III may spend 1 prestige to take over a military world from any tableau, if
successful, gain 2 prestige
IV: may spend 1 prestige to gain 3 vp


Pan-Galactic Security Council
1 cost gray world, 1 vp, one prestige
I See +1 card
III May spend one prestige to automatically fail a take over attempt against
any player's tableau
IV may discard 2 card sto gain one prestige


Imperium Planet Buster
9 cost dev, 9 vp, one prestige
III +3 Military
May take over and destroy a military world from tableau with at least
+1 military. If successful, gain one prestige

Federation Capital
3 cost gray world, worth as many VP as you have prestige
II Gain one prestige after placing a 6 cost development
VI consume card for prestige

Mining Modle Uplift Race
3 cost rare production world
I +1 explore
III -1 to cost of non-military rare world
V Produce brown good

Pan-Galactic Mediator
1 cost dev, 1 vp, one prestige
I See +1 card
III -1 Military
Gain 1 prestige when using a military to non-military power

Alien Oort Cloud Refinery
0 cost, 1 vp
$ you may not sell a good from this world
Any phase, game end
choose this world's kind

Uplift Gene Breeders
3 cost genes production world, 0 vp
V Produce genes good. When producing on this world, gain one prestige.

Universal Peace Instititute
6 cost dev, one prestige point
III -2 to settle non-military world
-2 military
IV Consume two goods for one prestitage and one card
Scores: 1 vp for each negative military
1 vp per military world
2 vp Pan-Galactic Mediator

Alien Departure Point
9 cost, 9 vp Alien production world, one prestige point
I at start of phase, may discard one card for one prestige
VI produce alien good

Imperium Invasion Fleet
5 cost dev, 3 vp, one prestige point
III +3 military
+1 additional rebel military
May discard from tableau to place as non-military world as a military
world and gain two prestige (this can combine with takeover powers, but not
military to non military powers).

Rebel Troops
2 cost development, 1 vp
III +1 military
May discard one card for +1 military in this phase
IV consume one good for two cards

Retrofit & Salvage, Inc
2 cost Novelty production world, 1 vp
II -1 cost to develop
Round end: After discarding, take all other players' discards into your hand
and keep them

Uplift Revolt World
4 defense military genes windfall, 1 vp
III +1 military for each genes world in your tableau

Terraforming Engineers
3 cost, 2 vp
I See +1 card
III -1
May replace (at no cost) one non-military world with a 0-3 higher cost
non-military world of the same kind to gain 1 prestige (this is not a
Settle action and cannot be combined with other Settle powers)

Alien Tourist Attraction
5 cost novelty windfall, 3 vp, one prestige
I See +1 card
IV consume one good for one vp and two cards

Lifeforms, Inc.
3 cost genes production world, 1 vp
III May discard a Genes good for -3 cost to place a non-military (typo here, before edit said military) world
V May discard 1 card to produce a good on one genes windfall

Rebel Council
8 defense military world, 8 vp, one prestige
II gain one prestige after placing a rebel development
IV consume one good for one vp

Galactic Markets
4 cost development, 2 vp, one prestige
III draw one card after you place a world
IV Consume up to 3 goods for one vp apiece
V draw one card

Alien Booby Trap
1 defense military world, 1 vp, one prestige
III May spend 1 prestige for +3 military in this phase
V May discard 1 card to produce a good on one Alien windfall world

Rebel Sneak Attack
2 cost development, 1 vp
I Combine explore cards with hand
III May discard from tableau after placing a world to place a military world
(cannot combine with takeover or military to non-military powers)
III may discard from tableau to takeover a military world from an imperium
tableau, adding 2 military for each rebel military world in your tableau

Imperium Fuel Depot
3 defense rare production world, 1 vp
III draw 2 cards after you place a world (not including this card); then
discard 1 card from hand
V produce rare good

Pan-Galactic Hologrid
6 cost development
I at the start of the phase, may discard 1 card from hand to gain 1 prestige
III draw 1 card after you place a world
$ +2 cards when trading novelty good
Scores: 2 vp per novelty world
2 vp for Expanding Colony
1 other world

Alien burial site
2 cost Novelty production world, 1 vp, one prestige
$ +1 trade novelty
V produce novelty good

Pan-Galactic Affluence
6 cost development, 1 vp
II gain 1 prestige after placing a development (does not apply to this card)
IV consume two goods for one prestige and 1 vp
V at the end of this phase, draw 1 card if you produced the most goods in this
phase
Scores: 1 vp per prestige
2 vp Export Duties
2 vp Galactic Renaissance
2 vp Terraformed World

Rebel Fuel Refinery
4 defense rare windfall world, 2 vp, one prestige
III may discard a rare elements good for +2 military in this phase

Psi-Crystal World
5 cost rare windfall world, 3 vp, one prestige
I See +1 card
III -1 military
Round start: select your action after all other players turn up their action
cards

Imperium Capital
6 cost gray world, 6 vp
III gain 1 prestige after a rebel military world
IV consume two goods for 2 prestige

Ravaged Uplift world
2 cost genes windfall world, -1 vp
III may place an uplift military world as a non-military world at full cost
(with any discounts)
V gain one prestige if you have the most uplift worlds in tableau

Galactic power brokers
5 cost dev, 3 vp, one prestige
II draw 2 cards at the start of this phase, then discard 1 card from hand
IV may spend 1 prestige to draw 3 cards

Golden Age of Terraforming
6 vp cost dev, one prestige
II may discard a rare good for -2 cost to place a development (not including
this card)
III may discard a genes good for -3 cost to place a non-military world
III put a good on a production world when placing it
Scores: 2 vp/terraforming card (including this one)
1 vp/other 6 cost development
1 vp/production world

Alien Cornucopia
6 cost dev
III Gain 1 prestige after placing a production world
V gain 1 card
Scores: 2/alien card (including this one)
other (non-Alien) production world

Information Hub
3 defense novelty production world, 2 vp, one prestige
I combine explore with hand
II draw 1 card at the start of this phase, and then discard one card from hand
V produce novelty good

Alien Guardian
9 defense alien military windfall, 9 vp, one prestige
IV may discard 2 cards to gain 1 prestige

Universal Exports
3 cost novelty production world, 2 vp
I combine explore powers from hand
$ +1 card when trading
V produce novelty good
may discard 1 card to produce a good on one windfall world

Black Hole Miners
4 cost gray world, 0 vp, 1 prestiage
V draw 3 cards
Round end: discard down to 12 cards instead of 10.

Mining Mole Uplift Race
3 cost rare production world, 2 vp
I see +1 card
III -1 to place rare element world
V produce rare good
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Rob Neuhaus
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And now the mini session report.

I am attending the GameStorm convention with a couple of my friends, Aragos
and doppelstern on genie. Tom Lehmann hosted a preview of the Brink of War,
after which he hosted some games with the earliest printed copies of TBoW.
The winner of each game would get to keep the copy. There were about 3 players per
give away game.

Since there weren't enough copies of the first two sets around, I had to
run up to my hotel room and grab my copy, which helpfully left me with
only one opponent to play against to gain the copy, though my opponent
had some time pressure on him, and there was a threat from Tom that if
my opponent had to leave, Tom would finish up. My game went rather
smoothly. I played as the new alien homeworld against the new uplift
homeworld. I first turn settle/traded from pre-sentient race, my opponent
opened explore/settle and put down the last of the uplift gnarrsh
(A rather ideal starting settle for him, uh oh), but he didn't trade
(good sign of a lack of skill, IMO). The next turn, he again
explore/settled (yay no trade), this time a 2 military uplift
world (I hope he doesn't have Uplift Code..), but missed on both my devs where
I placed the interstallar banking and mercenary fleet. I settled yet another
uplift world. My opponent finally traded next turn, as did I, and I found
the Galactic Bankers and the Uplift Code. From here it was pretty much gg.
I put down the Uplift Code and the Ravaged Uplift world, sadly, my opponent
always managed to block my prestige gain, but I had great card flow and my
Uplifts were actually scoring. Tom took over when I had 10 cards on tableau and a
giant lead, and I just ended the game before he had any shot at recovery.

Then I got a chance to play against Tom for real*, when he was not starting from a
doomed condition. (*Actually, I am pretty sure he was quite distracted signing
lots of autographs and answering rules questions). We played with a third
opponent who had only played a single game. Because of this, we played with
takeovers off and no goals. I opened with the new novelty starting world,
Tom opened with Old Earth, and the new guy with the new alien homeworld. I
opened with a trade, Tom settled, and the new guy initially settled, but
then realized he couldn't afford the world he intended to settle, and
so we gave him a mulligan explore. Tom settled the trading outpost, I
settled Galactic Engineers, and our opponent found and settled Damaged
Alien Factory. The next turn I explored, Tom settled,
and the new guy explored (I think a produce would have been a good play for
him in the situition, and I would have liked it to free up my scavanged cards),
but oh well. Tom settled (IIRC) a two cost rare windfall, I put down the
Uplift Gene Breeders. I mostly forgot what the new player did from this point.
I called produce on the next turn, to get the prestige lead and goods of total
value 8 cards and to recover my scavanged goods. From here, my memory gets
a bit fuzzy, but I did put down the Galactic Advertisers and had a steady
stream of income from trades, which found me a bunch of nice cards, including
Galactic Federation. All the while, I was milking prestige bonus for
1 vp/turn . Tom eventually put down Terraforming Guild and Alien Toy
Shop, but my production was a bit better after I had Lost Species Ark
World and the Galactic Exchange. I played a prestige consume to triple
my consume value, and managed a nice 12 vp consume before the end of
the game. After the smoke cleared, I won with a score near 60, Tom
had about 35, and the new player had a bit over 20.

I then learned that both of my friends had won their respective games, so yay,
our group now has 3 copies of the Brink of War. Awesome! During some point
in the game, I am pretty sure without actually seeing my ID,
which was mostly hidden by my shirt, Tom figured out who I was. I am
not sure how. He also didn't believe I could win 40% against Wei-Hwa.
What an awesome day, my gaming group gets 3 copies of the
not yet really released Race expansion and an undefeated record against Tom
(though I'd prefer to lose that record in exchange for more chances to play)
If you are in the NYC area and want to get an early play, send me a
BGG message and we can probably work something out.
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Andrew
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It looks like there are some really crazy cards in there (Psi-Crystal, Planet Buster)!

rrenaud wrote:
First, the juicy stuff, a list of cards from The Brink of War.
Retrofit & Salvage, Inc
2 cost Novelty production world, 1 vp
II -1 cost to develop
Round end: After discarding, take all other players' discards into your hand
and keep them
Do you still have to discard after scooping up everyone's discards? Or does this card suddenly turn massive card (over)flow into a liability?
 
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Chris Linneman
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Thanks so much for this! Question: Is Pan-Galactic Security Council's consume power optional? You used the word 'may' but most consume powers are mandatory, which is why I ask.

Also; Are there 2 copies of the Planet Buster or is it like 6-devs, with only one copy?

(I am going to attempt a paste-up while I wait for the official release).

Edit: I see now P-G Secutiy Council's consume power is like Deficit Spending, so it is optional.

Another question: Is that: "Mining Model Uplift Race"? And I assume it is worth 2VPs? And it has the chromosome symbol? Thanks.
 
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Ville Halonen
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Thanks a lot for the info!

Just a couple of questions: Rebel Sneak Attack seems to be like "Colony Ship", but for settling military worlds. Can it be used to settle Alien military worlds too or are they excluded like in Colony Ship? Also could you tell us the new prestige involved end game condition and the new goals? Thanks a bunch!
 
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Guess it's time for me to submit that periodic table update....

fateswanderer wrote:
Do you still have to discard after scooping up everyone's discards? Or does this card suddenly turn massive card (over)flow into a liability?
You do not have to discard after scooping up everyone's discards. It is possible to get a very, very, large hand with this, but usually not if people are paying attention.

In one very memorable game I noticed that my opponent was going to get 9 cards from me with this power. So I blew up the world with the Imperium Planet Buster + Imperium Invasion Fleet. "Salvage THIS!"

QBert80 wrote:
Question: Is Pan-Galactic Security Council's consume power optional? You used the word 'may' but most consume powers are mandatory, which is why I ask.
Yes, it is optional. Generally, powers that make you discard cards are optional.

Quote:

Also; Are there 2 copies of the Planet Buster or is it like 6-devs, with only one copy?
Only one copy.

Quote:

Another question: Is that: "Mining Model Uplift Race"? And I assume it is worth 2VPs? And it has the chromosome symbol? Thanks.
"Mining Mole Uplift Race". It has the chromosome symbol.

Xodan wrote:

Just a couple of questions: Rebel Sneak Attack seems to be like "Colony Ship", but for settling military worlds. Can it be used to settle Alien military worlds too or are they excluded like in Colony Ship?
It is not like "Colony Ship". It is like "Improved Logistics", but for Military Worlds and one-time-use only.
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Chris Linneman
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fateswanderer wrote:
It looks like there are some really crazy cards in there (Psi-Crystal, Planet Buster)!

rrenaud wrote:
First, the juicy stuff, a list of cards from The Brink of War.
Retrofit & Salvage, Inc
2 cost Novelty production world, 1 vp
II -1 cost to develop
Round end: After discarding, take all other players' discards into your hand
and keep them
Do you still have to discard after scooping up everyone's discards? Or does this card suddenly turn massive card (over)flow into a liability?
It says "after" discarding and that you "keep" them [the other players' discards]. I'd say you don't check hand limit until the end of your next turn. It does seem awfully good for a 2-cost production world, especially in multiplayer games. I think it's a good deal without this power, for the develop discount and production capability. The salvage power is icing on the cake. Your opponents will have to work not to exceed hand limit when you play Retrofit.
 
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Chris Linneman
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Ahhh, Mining Mole Uplift Race. What a cute idea. I can't wait to see the card art for this one.
 
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How about "Uplift Revolt World"? Chromosome?

I'm wondering about the theme of this one. Is this a world where Uplift races were being experimented on, and they revolted, and took over the world for themselves? That's a cool idea.
 
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rrenaud wrote:

Lifeforms, Inc.
3 cost genes production world, 1 vp
III May discard a Genes good for -3 cost to place a military world
V May discard 1 card to produce a good on one genes windfall
I'm a little confused by the "-3 cost to place a military world." Did you mean non-military world or does it reduce the defense of your target by 3? (which is different from +3 military since it works with Contact Specialist).
 
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Quote:
Imperium Capital
6 cost gray world, 6 vp
III gain 1 prestige after a rebel military world
IV consume two goods for 2 prestige
Oh noes, I accidentally a whole rebel military world! What shall I do?

Seriously, thanks for the card list. I'm drooling like a baby and I can't wait to see some of the artwork!

Also I was hoping to see more cards than can specifically consume alien goods.
 
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Tom's been reading my mind! Two of the other cards I tried out with the blanks were a 6-dev that scored for negative military and let you pay cards to see other players' actions, and an "IMPERIUM Tax Collectors" world that collected everyone else's discards!

I never got either of them to feel anything like balanced though.. It'll be really interesting to try the official versions - yet another reason to look forward to TBOW.

(I guess, looking at that Honourable Mentions in the competition, other people probably came up with similar ideas.)

Quote:
2 vp Export Duties
2 vp Galactic Renaissance
2 vp Terraformed World
Is this just "these cards are underplayed/underpowered, so we'll make a 6-dev to encourage them"?
 
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Rob Neuhaus
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I have pictures of the cards at http://rftgstats.com/scans/

The wireless here is terrible, and it's 5:30 AM, and I am tired, so I welcome someone else to poach the images and upload them to BGG for massive geek gold gains.
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Benjamin Parker
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I saw:

Retrofit & Salvage, Inc
2 cost Novelty production world, 1 vp
II -1 cost to develop
Round end: After discarding, take all other players' discards into your hand and keep them

and thought it meant "Keep all cards that opponents have discarded this round (throughout their explore rejects, dev's, settles, IV Spending Deficits, and "Discard to Produce"'s as well as discarding down to 10's). For a 2-cost card, that would be incredibly OP.

Then I reread it
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Rob Neuhaus
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I got to play a few more multiplayer games with Tom, in which he mostly had his way with a group of 6 players, most of whom had a lot of experience with the previous expansions, but none with the latest. It seems likie I have a lot to learn about judging the value of prestige before I'll be good at this one.

My feeling after a few games is that this expansion is pretty awesome. My general feelings on the game through the various expansions has basically been like this. Base game, awesome. TGS, way better, goals rock, logistics is a nice tempo changer, etc. It really fixed the strength of consume in the base game. RvI, eh okay, maybe a little better than TGS, definitely not a major improvement, way too much design effort on takeovers. TBoW, rocking. The prestige and the search option are both great. I could easily believe that the search option pushes the skill bar a little higher, making sure you don't get those just miserable slow and helpless starts that sometimes happen with Race, since you can search for a nice world/cheap military dev to help you bootstrap.
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Benjamin Parker
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rrenaud wrote:
My feeling after a few games is that this expansion is pretty awesome...

TBoW, rocking.
I can see that. I'm curious... obviously the newest expansion will give players more VP's (either through trickles of points from prestige or the seemingly more powerful prestige conversion). What sort of scores were the winners getting? I've seen winning scores range from 20 to 80-ish points w/o BoW.
 
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smestorp wrote:
Quote:
2 vp Export Duties
2 vp Galactic Renaissance
2 vp Terraformed World
Is this just "these cards are underplayed/underpowered, so we'll make a 6-dev to encourage them"?
Even if that's the case, i'm fine with it if it means better overall balance for underplayed cards.

It's thematic anyway, the rich flaunting their excess by spending it on expensive frivolities. :)
 
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entranced wrote:
It's thematic anyway, the rich flaunting their excess by spending it on expensive frivolities.
Yeah, I agree; it's nice how they found such a thematic way of tying them together.
 
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Benjamin Parker
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entranced wrote:
smestorp wrote:
Quote:
2 vp Export Duties
2 vp Galactic Renaissance
2 vp Terraformed World
Is this just "these cards are underplayed/underpowered, so we'll make a 6-dev to encourage them"?
Even if that's the case, i'm fine with it if it means better overall balance for underplayed cards.
Hear, hear.
 
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Jacob Ossar
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Retrofit & Salvage, Inc
2 cost Novelty production world, 1 vp
II -1 cost to develop
Round end: After discarding, take all other players' discards into your hand
and keep them

I take it you have to discard down to the hand limit after reaping a bounty of other players' discards with Retrofit & Salvage, Inc., even though its power kicks in after you discard at round's end.

Also:

Pan-Galactic Security Council
1 cost gray world, 1 vp, one prestige
I See +1 card
III May spend one prestige to automatically fail a take over attempt against
any player's tableau
IV may discard 2 cards to gain one prestige

Really? From the name I was expecting a 6-dev with acres of gleaming marble and fancy columns outside and whatnot. Turns out it's located in a strip mall on the outskirts of town, between Lehmann's One-Hour Dry Cleaning and Onigame's Discount Mattress. :P
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Victor VVV
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What are the new goals ?
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rrenaud wrote:
I have pictures of the cards at http://rftgstats.com/scans/

The wireless here is terrible, and it's 5:30 AM, and I am tired, so I welcome someone else to poach the images and upload them to BGG for massive geek gold gains.
May thanks for this! The card images load pretty slowly on that link, so for the benefit of everyone and to ease the load on your server, I tried uploading your scans. Sadly, only a few managed to get past the mob lurking on GeekMod.

Pity that the Imperium Planet Buster wasn't one of the cards that got through. I guess those who want to gaze upon its awesomeness will have to go visit rrenaud's link instead.
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jossar wrote:
Retrofit & Salvage, Inc
2 cost Novelty production world, 1 vp
II -1 cost to develop
Round end: After discarding, take all other players' discards into your hand
and keep them

I take it you have to discard down to the hand limit after reaping a bounty of other players' discards with Retrofit & Salvage, Inc., even though its power kicks in after you discard at round's end.
Wrong. You discard down to 10, then get all cards other people discarded for being over their hand limit at end of turn. If that nets you 15 cards, it just means your opponents are doing something wrong.

Cool huh
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Samuel Cross
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So, forgive me if this has already been covered in another thread/isn't known yet, but, since you've /played/ (!) it:
-What are the new goals?
-What's the size of the prestige pool?
-Is the prestige endgam condition running out of prestige chips? (And, I gathered from somewhere that prestige would be worth 1vp apiece at game end--that seems to be implied in the card text for Pan-Galactic Affluence.)

 
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Rob Neuhaus
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I have to go off into a park adjacent to the hotel to connect to wifi (yes, this was true last night at 5:30 AM, me alone in an empty park, posting to BGG to serve the geek masses ;P), so this isn't going to be exhaustive and its from memory, so it might be a little wrong, but...

I am sure TBoW will cause yet more score inflation (not that this is a good or bad thing). We didn't see any really obscene scores in the ~6 games I played. Perhaps something like 60 was the max so far in the games I played. Tom said he saw a 100 point game before. With the two new +military for uplift powers, Tom says he has seen a 28 point NGO. With the right combo, you can get 3 military per uplift (hidden fortress, uplift homeworld, 4 defense uplift mil world that gives uplift military bonus).

Rules for prestige
If you are a prestige leader at the start of the round, get 1 vp. If you are the sole prestige leader at the start of the round, and you received at least one prestige in the last round, get one card. The game has an additional end condition of a single player having 15 prestige at the end of the round. To compensate for additional vp chip scoring from prestige, the new vp allocation is 5 + 12 * NumberPlayers instead of 12 * NumberPlayers. Unspent prestige are worth 1 vp at the end of the game. The prestige pool is unlimited.

The new goals, from memory.
5 vp (most) goals.
3+ prestige
3+ consume powers.

3 vp (first) goals.
First player to have negative military and at least two worlds or a takeover power and at least 2 military worlds
First player to have 3 vp and 2 prestige. (Since prestige leader gives vp, you can get this without consume/vp powers).
First player to have 4 military worlds or 3 Imperium cards.
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