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Subject Topic: 2nd fleet and Ghost fleets Post ReplyPost New Topic
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Aramax
Exalted
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Joined: 14 July 2004
Location: United States
Posts: 390
Posted: 24 November 2012 at 6:30pm | IP Logged Quote Aramax

I am blessed w/ three things
1) I have a large group of active players
2)more cards than you can imagine
3)the time to put 1 and 2 to work(my kids are older and
3of the 4 play)
so in my spare time and w/ cards to burn I have these
two ideas

2nd fleet-ok its 3rd turn and your dead,I dont know about
u peeps but our games run about 4 hours-its my house we
play at so....
a 2nd fleet is activated when a player dies early in the
game.It is a small(80 card) deck that is a down sized
version of a bigger more powerful deck,maybe 1 card from
my restricted list 1 S6 2 s5S and a whole lot of S3+4
In our large games the 2nd fleet guy(only ONE is allowed)
has actually come in 2nd and 3rd place.Only problems are
it probably adds to the length of games and them holding
a grudge against whoever killed them.I have abot 8 of
these and we usually make the player take to downsized
version of the same deck he was playing.

Ok somebody already has a second fleet and the games got
another 2 hours to go, enter the Ghost Fleet(you old
timers to the site have already read this)

these are even smaller decks (40 cards)that represent a
political or natuaral force thta is not powerful enuff to
field ships.this deck has a starting hand of 5 cards.It
can only play one card and draw one card.Most of them
have no ships or terrain and do not follow normal deck
stocking rules.Some of the themes I have are Space
Natzi's(everybodies fav)injury ,alien abductin and
politically themed cards,Minefield(self explanitaryand my
favorite Hijacker,C6 Rogue couple,mutany ship that H5
that lets you take a card from the top of somebodies deck
and the M6 that lets you control a ship for one turn.They
have a normal 25 sector HQ but you dont get cards for
shooting them.
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