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“The Aliens are too powerful!”

After countless games venturing space, one thing was abundantly clear… the aliens were a powerful race! The Alien Artifact is a Life Form card that allows you to discard as many cards are you want at the end of your turn, instead of the standard one. The Alien Ruins is another Life Form card that increases your hand size from ten to twelve for the remainder of the game. Having either of those cards in play gives you a nice advantage over your opponents, having both however gives you the proverbial Death Star of advantages! If there’s one thing any card game has taught me, card advantage is paramount. The ability to draw cards and open up new opportunities is essential to victory. With the Alien Ruins and the Alien Artifact combined, you can dump your hand and draw up up to 12 every turn, you get through the Refuel deck in no time and are dropping Time Warps, Supernovas and the Space Explorers at will!

The problem isn’t that this combination can be played, it’s that once it hits the table, there is no Luke Skywalker with a Proton torpedo to stop it. It’s locked in and all you can do is watch. But wait… there is one card in the deck that might help! Space Virus! Much like the bacterium that finally destroyed our alien invaders in War of the Worlds, the Space Virus has the ability to destroy a Life Form card. Sadly, according to the rules, it will only destroy a Life Form “Just played” so unless you’re packing the bug at the moment the aliens enter the fray, you’re SOL.

So in our games, we errata’d the Space Virus to work on any Life Form, both just played and on the table. It keeps things a little more balanced. I did email Dr. Steven LeShay about this home errata and he really liked the idea as well, so it may become official in the future. 🙂 So until next time, have fun destroying life forms all of you future Warmaster Jha’durs 😉

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“Super Replicating Plasma Spores”

The Plasma Spore life form card states “Play any number of spores cards on a planet” The rules say, in essence, that if one player plays a life form card, the life form card play is satisfied and no other players can play a life form card. Plasma Spores basically let you dump multiple spores on a single turn to clean out your hand and draw more cards. In our games we altered the rule slightly so that any player can play Plasma Spores on a turn to cycle their hand. It helps speed things up in the early stages of the game, plus it still leaves the strategy decision up to the player to save the spore to protect their own discovery from a negative, or drop the spores to cycle through their hand faster.

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“Intergalactic Mouse Trap”

One of the potentially harshest cards in the game is the Trokia Summit. This card forces you and 2 opponents to move to a discovered planet of your choice. You can combo this card effectively with the Electromagnetic Web. You call back ships to a planet that has the Elecromagnetic Web on it, and the Web traps any ship on the planet for the remainder of the game. Since you’re only allowed to have 2 ships in play at any time, you remove your opponents ships from being useful. The timing of this card is important, if you have a second powerful ship out or your opponent has only 1 ship, this proves to be very useful since your opponent will have to draw up a ship, then build it. You can set your opponent back quite a few turns. If you’re the one who’s dropped the Electromagnetic Web on an opponent earlier, you can basically remove that player from the game if you Troika Summit their second ship to the Web.

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