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The aliens no one ever wants


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#21 Just_a_Bill

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Posted 15 January 2010 - 03:30 AM

I am astounded by these last few posts.

Philanthropist, Hacker, Healer, Citadel, and Pacifist are all good, solid, strong powers, and I am very happy to draw any of them.  Do your guys' groups hate them because they are perceived as weak, or because they are perceived as so strong that they wreck the game?  Four of those five powers are quite good at saving you from the ubiquitous scourge of being forced to play losing encounter cards ... what's not to like?

Philanthropist is the favorite alien of original Eon designer Peter Olotka, and for good reason: it is quite powerful and typically underestimated.



#22 numerounoarnold

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Posted 15 January 2010 - 09:28 PM

Yeah, Pacifist is actually stronger than ever in this edition, with 15 negotiates in a relatively small deck he has an awful lot of room to mess with his opponent's expectations. I don't understand the hate for Citadel either, as it can cycle through cards pretty well and has an interesting and flexible power which can come into play quite a bit. I've never been a fan of Healer, and Philanthropist is routinely undervalued... but the others I really can't understand. 



#23 Hem

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Posted 17 January 2010 - 09:53 PM

In my personal case, it's just because I correctly answered the question of this thread : these are the aliens no one ever wants in our games. Never mentionned any "hate" for them, did I ?  :)

Me likes citadel and pacifist a lot, for instance. It's just that my players don't  :)  To answer your question, Bill, they prefer to play aliens that make them laugh because these are aliens more able to create a funny situations game. Nothing to do with strong or weak. My players want to have fun  :)



#24 Knuckles Eki

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Posted 17 January 2010 - 11:51 PM

For me, the Parasite can be a great pain in the cosmos.  If the parasite got 1 point from winning, there's no way you can attack without him interfering unless you negotiate or use a force field.  In 1 game I played, everyone else had to lose their encounters 5 in a row and defend as a whole against the parasite attack because we didn't want the parasite to win (everyone had 2 points off winning, so allying with the parasites isn't an option at that game).



#25 DOAisBetter

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Posted 23 January 2010 - 02:02 AM

Generally any power that only works on a successful attack no one in my group will pick. It is more of just the fact there are so many great powers out there that will work on so many different occasions but there are those few that will only work on successful attacks, it feels like they are impossible.

Void is also another one atleast for me, the few times I have gotten it, the Healer always seems to be around so I just sit there with my power that only works on one person out of the other three, and wonder why I choose it. I mean really if I didn't and the Void flare made it in the game still I would have an awesome wild flare to use if I got it.

On the issue of newbies inviting to much, it is easy to fall for especially when your whole game is pretty much new people. I played with some vets awhile ago, and it was alot of fun and I can see how the game "should" be played. However if you play with a bunch of new people, if your opponent invites everyone and you invite no one or only about half or less of the others. Well then you stand a good chance of being out numbered in ships and if you don't know you have the advantage its almost like why bother. I am known for crushing several encounters while not inviting many people and then allowing everyone to come as I lead their ships to their death, so either way good times I guess.



#26 hoywolf

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Posted 28 January 2010 - 09:31 AM

 The Tick-Tock is a bit dull, but remember you can still win normally... Your most likely not gonna be helping anyone defend (due to the fact that it makes you win as well as get rewards) but that doesnt mean you cant go into the offense either.

More often then not if a Tick-Tock wins, its gonna be because normal conditions, but having an extra win condition is not bad at all too. remember making deals success removes a token (enough though its counted as a successful encounter, which means the offensive main player can attack again).



#27 Baelthazar

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Posted 03 February 2010 - 07:42 AM

I haven't gotten to play the FFG version yet, but we always detested playing the Healer. I understand why he is powerful, but it always seemed so lame. The philanthropist also tended to be a bit "meh" until people really realize that - oh yeah... I can totally mess with people. The Vulch was by far the most hated, and I agree, the new version will probably change this with the improved artifacts.

I think the Pacifist is a race that you either LOVE playing or HATE playing, and it typically depends on how many Negotiate cards you get and how good you are at bluffing the opponents into thinking you have a negotiate card. Statistically speaking, the Pacifist's power allows the player to win more often in combat, because you can think of the N cards as "auto-wins" if the opponent plays a number (and doesn't zap you). If the opponent plays an N, you get to either make a deal or play an attack card and win - so, like I said, statistically they have some pretty good chances.

Bael



#28 Adam

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Posted 01 October 2010 - 08:37 AM

Updating my thoughts in this thread to include Cosmic Incursion:

Locust.

Never has a power sounded so extremely cool and been so very worthless.  First, I have to conquer a planet without allies and without a power that aids me in the encounter, then my reward is that I don't have to leave ships on the planet to hold the colony?  That's a huge challenge to accomplish for a comparatively insignificant reward.  At this moment, unless there is some factor I am overlooking completely, it is by far the worst power in single-alien games.  Surely everyone knows the ability to destroy a planet is insignificant next to the power of the Force.



#29 logopolys

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Posted 06 December 2010 - 08:22 AM

My least favorite has to be Tripler.  I picked it up with a Precursor Seed and hated it.  I'm not sure why it's a red alert power instead of a yellow.

I see people hating on Citadel, Hacker, and Pacifist.  I've won with the last one and done well with the first two.  Citadel is a personal favorite now.

What surprised me that I actually liked was Mind.  Someone dropped a Wild Reincarnater on my Remora (another personal favorite) and I wound up with Mind.  Didn't win, but I quickly realized how much I could manipulate other players with who I invited to ally and who's alliance requests I accepted.  It was more fun than I expected.



#30 The Warp

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Posted 06 December 2010 - 08:45 AM

Most recently, we played a game where everyone got dealt three aliens (except me).  They chose one for themselves, one to remove from consideration, and one was passed to me for my consideration.  So I had to pick my alien from the other cast-offs.  But, I ended up sharing the win with one other player, and had a fine time playing with Amoeba (it was him, Macron, and Fido).   I almost went with Macron, because I actually do prefer it over Amoeba, but I was trying to rise to the challenge. 



#31 crimhead

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Posted 07 December 2010 - 10:11 AM

I like playing Hate in three player games, or in four player games with four planets.  Otherwise I'm not such a fan.  I also don't like that Hate is virtually never invited as a defensive ally - I like my rewards.  Last gameI played was four player (five planets), and I was Hate.  I went last.  I used my power once, the second turn was zapped, and the by third turn I'd had lost my alien power.   Hate's one that can be devastating or can be almost useless.

I like Pacifist okay, but it's not much good if you don't draw many negotiates.  I also don't like never collecting compensation or screwing your allies.  Yes, Pacifist is good, but not one of my favourites.



#32 The Warp

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Posted 07 December 2010 - 04:33 PM

Yes, Hate is tricky.  Hate is often left out of the alliance, on either side- out of spite.   Once you use that power, everyone has a grudge.  It's sometimes best to go later in the game as Hate- just so people aren't dwelling on how you screwed them.  I'm all about being invited, and sharing those colonies... early in the game.  At the end... well, let's just say it depends on what's in my hand.



#33 logopolys

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Posted 09 December 2010 - 06:49 AM

It'd really suck for the other players if you drew a double power of Hate/Grudge then.



#34 GrimJester

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Posted 22 October 2011 - 05:05 PM

Adam said:

Locust.

Never has a power sounded so extremely cool and been so very worthless.  First, I have to conquer a planet without allies and without a power that aids me in the encounter, then my reward is that I don't have to leave ships on the planet to hold the colony?  That's a huge challenge to accomplish for a comparatively insignificant reward.  At this moment, unless there is some factor I am overlooking completely, it is by far the worst power in single-alien games.  Surely everyone knows the ability to destroy a planet is insignificant next to the power of the Force.

There's a little more to it than that.

1. You've already noted that the power means that you don't have to keep even one ship on a foreign planet.  This means that towards the end game, you could have 4 more ships available for use.  Yes, that's a slight advantage.

2. Another advantage is that those devoured planets can't be taken away from you.  Even if you lose your power, they still count.

3. The last advantage is the super flare which allows the Locust to possibly destroy a planet with other ships on it.  When you get that, you have the potential to reduce other players' scores without harming your score.

Yes, the Locust starts off a little weak without its flare.  However, being underestimated by other players is not all that bad.  Plus, if you get the Locust Super Flare, suddenly, you're changing the flow of the game.

I loved the Star Wars quote.






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