The cards with NO Prerequisites:
Get 2 actions cards per round. (very popular card with my gaming group)
Whenever you exhaust a planet for it's tech ability (something most of my group forgets you can do) you also gain a trade good.
The cards with ONE Prerequisite:
Gain one infantry on a planet you fought over. (rarely if ever used)
Ready a previously exhausted planet. (very nice to have)
The card with TWO Prerequisites:
Gain 2 command tokens at the end of a phase instead of one. (all players go for this tech)
The card with THREE Prerequisites:
Destroy all ground troops on the planet. (Brutal card, but if you can get it, it's boss)
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