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 Galactic Empires : Deck Construction and Strategy
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Gekonauak
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Posted: 19 October 2007 at 8:31am | IP Logged Quote Gekonauak

L7 Malfunction

- Play against an opponent card. The opponent card may not use any of its special abilities for a number of turns equal to its strength.
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RobPro
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Posted: 19 October 2007 at 8:39am | IP Logged Quote RobPro

Interesting, but I think something more like this is what I mean:

C5 Psychic Engineer
-Once per turn, may negate a card action as a reaction.

"OMG me no feel good."
                      -The Reactionary World

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Tarquon
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Posted: 19 October 2007 at 9:10am | IP Logged Quote Tarquon

Geko, Not reactionary?  I may playtest this one.

RobPro, that ability's stronger that the RW - no thanks.  Just because a C is easier to destroy than a T doesn't mean any uberpower should be allowed on it.  I personally think that unless stated otherwise crew should only be able to affect their location stack.  That's why shuttles were invented.  I also think that crew should be able to move between locations (or to lower locations) in the same stack during alloc phase without requiring other transport cards.  but there I go again, off topic.
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RobPro
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Posted: 19 October 2007 at 9:32am | IP Logged Quote RobPro

Alright, make it an R/M5 that's destroyed by research equal to twice it's strength. The type's not what I'm getting at.

My point is how the ability would need to be worded for it to be useful, using a C5 was an example.


Edited by RobPro on 19 October 2007 at 9:46am
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Aramax
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Posted: 19 October 2007 at 10:16am | IP Logged Quote Aramax

RobPro wrote:
Interesting, but I think something more like this is what I mean:

C5 Psychic Engineer
-Once per turn, may negate a card action as a reaction.

"OMG me no feel good."
                      -The Reactionary World

what about tying this into a there-and-back?

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Gekonauak
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Posted: 19 October 2007 at 10:29am | IP Logged Quote Gekonauak

No, your whole point was not to make it an ability which can be used every turn, for eternity.

I would never publish it as a crew.

this way, it lasts a couple of rounds depending on the card it is affecting and then it goes away.

Come to think of it, I would probably drop its strength down to an L3. allows you to put more in your deck, and that is a fairly week spot in the Ls anyway.

And, yes, it should be reactionary. Good call Tarquon.
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RobPro
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Posted: 19 October 2007 at 11:12am | IP Logged Quote RobPro

Interesting.

So if you're reacting to a C5/5 Time Knight's ability with this R/L3, the Time Knight wouldn't be able to use its ability for 5 turns? Or 3 turns?

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Tarquon
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Posted: 19 October 2007 at 12:09pm | IP Logged Quote Tarquon

I'm picturing an alliance treaty lying inoperable on the table for 9 turns
and smiling.  But then I'm sad picturing a poor crewman unable to fulfill
his one and only purpose.  I suspect waaaayyyy too many things would be malfunctioning as an R/L3 and we'd have another overworked timeskip class card.
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RobPro
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Posted: 19 October 2007 at 12:19pm | IP Logged Quote RobPro

I don't think this card would work for an alliance treaty... Drawing cards is the function of the treaty, not a special ability of the card.
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Gekonauak
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Posted: 19 October 2007 at 12:52pm | IP Logged Quote Gekonauak

he wouldn't be able to use it for 5 turns.

I don't think I would make it reactionary after all. I don't want it to effect the one shot cards, only the permanent effect cards. It shouldn't be able to cancel a Discard Equiv. (although I know you guys might like that).

The Alliance Treaty would be discarded before 9 turns. Its function is either instant (and therefore not being able to be effected by this card), or it is a temporary truce (robpro - A.T. does have TWO functions, not just the card drawing ability).

The one difference between this and a time skip/warp, is that the card remains in play.

But, I do see the point of being able to place too many in your deck. That makes me want to put it back at the L7 that I started it with. Besides there are a LOT of good cards at that strength.
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RobPro
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Posted: 19 October 2007 at 1:37pm | IP Logged Quote RobPro

Wouldn't this card be replay-able with a Tactical Officer in play?
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Gekonauak
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Posted: 19 October 2007 at 2:20pm | IP Logged Quote Gekonauak

yes, but you could say that about just about any card.

Time Warp, etc.
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Lobo
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Posted: 19 October 2007 at 3:54pm | IP Logged Quote Lobo

"The Alliance Treaty would be discarded before 9 turns. Its function is either instant (and therefore not being able to be effected by this card), or it is a temporary truce (robpro - A.T. does have TWO functions, not just the card drawing ability). "

-Emphasis mine. I have nothing to add to this conversation other than to say the term "truce" is being used lightly there. Kind of one-sided, if you ask me.

And no, i'm not bitter about Galaktische using that particular card against me numerous times the last week or two. Not at all.....Lobo

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werewolflht65
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Posted: 19 October 2007 at 5:25pm | IP Logged Quote werewolflht65

lol, funny Lobo. :)

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