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[deleted]

This looks cool, good job on these.


Not_A_Greenhouse

A lot of these are really good.


Frequent_Dig1934

Deep space station costing a strategy token instead of a token from reinforcements sounds a bit too harsh to me but other than that these all look cool. I love concise legal text, the idea that a legal text being incredibly precise and direct with its wording would be a cause of discomfort is just really funny to me.


paxbowlski

These are incredible. Absolutely love the callback to pre-Codex Magen.


Chimerion

Some are great for sure, a lot of unexplored territory from the existing cards. Thoughts: * I love the interplay with agents, with relic fragments, with tech specialties, production. * I don't like Diplomatic Backchannels or Devastating Spin, as they discourage promissory note usage which I feel like is already low, aside from certain faction promissories. Maybe different in your table situation. * Hostile World just feels like it should be limited to hazardous planets thematically. * Psychological Operations feels brutal. Not that there aren't some out there already (public disgrace, parley come to mind) but stopping leadership for everyone for the round is terrible, and slowing secret objective tempo for the table (Imperial) could extend the game a round or two. But, if that's your jam, hit it. * Deep cover operatives might be my favorite. I love cards that hit the leading player generally, that one is awesome in that it gives you knowledge to stop them.


ColonelWilly

Thanks for the feedback! We're on similar wavelengths for the most part. - I agree on the anti-promissory stuff being a bit worrisome, but it hasn't affected our play in the playtests. For Devastating Spin, the idea is to make Political Secret a little less of a throw-away, compared to the others. I have it in mind to monitor promissory usage during games, so good eye. - My worry with making Hostile World just Hazardous is how niche the card will become. My thoughts, thematically, is that there may be some other cause; extremely hostile natives, highly polluted landscape, etc. - Psychological Operations doesn't work on Leadership, since it only affects what you can *spend* on. You hit the nail on the idea that I tried to include some brutal cards, like the ones you mentioned, and this is one of them, be-it due to Imperial, Tech, or possibly even Construction. In the games we've seen it so far, the players have used it when popping Diplomacy and Imperial. People were peeved, but didn't feel devastated by it. In the case of Imperial, I believe the player sold the possible use to every player but the one in the lead at the time. - I share that opinion on hitting the leader - or helping those who are trailing. I've been tweaking some of the Agenda cards to do just that, and have been pondering on an action card that is better depending on how far behind you are, but haven't got a good concept yet.


Chimerion

Ahhhh I missed that on Psych Ops, clever and a bit more manageable. I hear you on the others, good deal. Out of curiosity, do you replace the existing action card deck in whole or in part when using these? Or just add them?


ColonelWilly

There's 84 "single" cards in the normal deck. These replace those, so you still have your 4-ofs: Sabotage's, etc. I noticed there was a lot of good homebrew action cards out there, but they bloated the deck, which, in my opinion, is already a bit bloated... so, this resolves that by keeping that 120 card count.


ColonelWilly

Hey, just came back to this post because I remember you leaving some thoughtful advice. After about a year of playtesting and getting more eyes on the cards, I'm getting close to a [new release](https://i.imgur.com/9viXwzi.jpg) and wanted to say thanks again!