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Biegel
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Posted: 27 January 2008 at 7:55am | IP Logged Quote Biegel

 Ok  so I helped to derail the Luck Demon Thread. I am bringing it here. The Research Developer has at least 2 versons.  The one from New Empires states -When played to a base,provides the following:---Every 7 points of research played to a research developer allows the owning player to draw one extra card when the last point is allocated. -Points may be accumulated over several turns.-As a Reaction, negates one monster effect aginst the fleet each complete turn.)( Now in Universe the card was changed most likely to offset new cards that allow you to convert points.)( The Universe card states-When in play on a base provides the following- Every 7 points of research allocated to it allows the owning player to draw 1 card when the last point is allocated.- Points may not be applied outside the allocation phase. - As a reaction- Negates one monster effect aginst the fleet each turn. Now at least we are on the same page with rules variation. Is the RD to powerful? Is there a card combination that could be in reserve to counter it? Can Eric post the correct card in the New Empires? Can Geko fix the Poll? Can Wolf sell more cards? How much will an old War Vet bring? Can I get back to the U S ? Tune in next Dog time. Same Dog channel. OR JUST POST YOUR VIEW

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RobPro
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Posted: 27 January 2008 at 11:15am | IP Logged Quote RobPro

There is no way to counter cards with abilities. That's been my thing, if you look at some past posts I've made. However, this card is a crew and there are plenty of crew, occurrences, monsters, and luck cards to help you deal with a single crew card.
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Gekonauak
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Posted: 29 January 2008 at 9:05am | IP Logged Quote Gekonauak

Well, A3 Alien Love out of Persona gives your crew the ability to deal with the RD.
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Gekonauak
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Posted: 29 January 2008 at 9:36am | IP Logged Quote Gekonauak

And, like RobPro said, if you can't deal with opponent crew you are pretty much sunk.

I don't understand the players that do not put any in their deck. Unless you are running Dragon or perhaps Gekos (although I do play them in my deck). Crew are essential.
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Eaglepreacher
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Posted: 29 January 2008 at 3:28pm | IP Logged Quote Eaglepreacher

While they complement your decks, the crew I find are not 100% necessary.  The way i see it, Ships kill the opponent, must have.  Terrain support the ships, must have.  All other cards are support for these two main groups.  You can't tell me any crew that is a must have.  Blow the planet up that they are on, then no crew.  destroy the shuttle/ tranportation the crew is using for there-n-back, still no crew.  I once crippled a friends deck since his relied heavily on crew that killed my crew or disrupted my crew.  I had one deck that could be declared as any race and played with no changes.  It had no ships/dragons/psys/filarians at all.  It was all monster/hazard occurence and generic ships, with crew.  BUt back to the point.  My crewless deck had ways to deal with crew.
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Biegel
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Posted: 29 January 2008 at 5:16pm | IP Logged Quote Biegel

Eaglepreacher are you sure your not part Mechad? Aren,t they practicly machines? No crew the machines are taken over.Might as well become a Borg. You got to have intellegent  life in the game or its just like checkers. And even there they say jump your man.I bet you would be good at Chess,Mathamatics......What happens to the 2 versions idea. Are you all punishing me for being the great derailer?

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Gekonauak
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Posted: 30 January 2008 at 7:53am | IP Logged Quote Gekonauak

Biegel wrote:
What happens to the 2 versions idea. Are you all punishing me for being the great derailer?


Not sure what you are asking.
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Lobo
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Posted: 30 January 2008 at 8:38am | IP Logged Quote Lobo

-The second version you posted language for above is substantially simliar to the first. In fact, the second funciton of the card rule is exactly the same, just worded differently, as turn = complete turn. As for the first rule of the card, the second version is preferrable, as i see it, because the first version has the rule worded in a poor way that does not tie in to the "lingo" of the game. For instance, you don't *generally* play research to anything, you allocate it.

As Geko above, i'm not seeing why we're talking about it. Please clarify.....Lobo, being obtuse this morning on purpose

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Biegel
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Posted: 30 January 2008 at 9:01am | IP Logged Quote Biegel

 Way back in another time (Thead) I believe it was where Wolfie refered to a RD as an entity and then said it was to powerful. Well I had decided to look at one of mine that Geko said I had. To my suprise when I compared to the  Words Wolf had Quoted as the card rules they did not match what I was seeing. So after a little Research I realized there are two versions of the Research Developer. After being reminded that I was derailing the tread I decided to move it here with most humble apoligies to all. Any way believe it or not there are two variations on the card that befuddled me untill I realized that it first came out in New Empires and then was reprinted (with the rules change) in Universe. So I thought that the topic header said it all . I hoped to confer on the variation  and the idea that we formulate discussion of the varing rules of cards and how they affect play.  By the By- The Research Developer card posted in the Card Museum  under New Empires is from the Universe Edition.

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Biegel
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Posted: 30 January 2008 at 9:06am | IP Logged Quote Biegel

My refernce was to the (points may be accumulated ) Which is much different.

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Biegel
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Posted: 30 January 2008 at 9:15am | IP Logged Quote Biegel

Now I can't remember which cards (But there are new promos and cards that allow you to change points from one thing to another.) I was trying to get input on what you vets thought about the power of the RD and would that rule still be in effect  if you played the old card. Also that the variation makes for confusion in learning for newbees. I was thinking that if i played the old version and let it just be that it could accumulate points then I could play a card suddenly that allowed me to create unexpected fire power on my oppenent.

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Gekonauak
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Posted: 30 January 2008 at 9:25am | IP Logged Quote Gekonauak

All cards play as the most recent printed version of the card.

No, I don't think the RD is too powerful. He is a crew card, and there are many, many, ways to handle crew.

There isn't a single crew card (not even the C5/5) that I think is *too* powerful. A lot of them are very, very, useful though.
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werewolflht65
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Posted: 30 January 2008 at 1:32pm | IP Logged Quote werewolflht65

Vac Effect or Twist are my favorite crew removers..

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Gekonauak
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Posted: 30 January 2008 at 1:56pm | IP Logged Quote Gekonauak

dependant of what the crew's ability is, Insanity works wonders.
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Biegel
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Posted: 02 February 2008 at 2:50am | IP Logged Quote Biegel

Gekonauak wrote:
dependant of what the crew's ability is, Insanity works wonders.
( must have been thinking of me) Its helped me most of my life-Mine and everyone elses!!!!

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