We played our first SotT game last night (without SE)
Wanted to know, if this is intended -
Player who chooses the Political II only gets to choose on which law to vote, nothing else? Since the Laws, that were drawn at start, weren't very gamechanging, noone picked Political. (We played with 5 players with house rule, that Imperial = Bureacracy with Productiion's secondary)
If this is intended, I'm thinking of buffing the political, so that it'd give again 3 action cards, because I really liked the Political Intrigue option the one time it did happen.
On Trade III SC, there isn't written that you must accept the new deals, that is - only bonus is the mercenaries for primary action?
I'm thinking of implementing back the Guildmaster option wether it's intended or not, because without it, the players were attacking their trade partners without thinking of consequences, since they would just make the agreement again, when the Trade card would be played.
(In my group Guildmaster usually holds quite a bit of power, since everyone wants their trade agreements, so he gets compensations + verbal promises of not attacking
P.S. Nekro Virus at first glance is just deadly. He got in Metacol early, because of map layout & other things, after that he got there his flagship, noone dared to attack being afraid of losing all their fleet - being the sacrifice for other players.
P.P.S. Action card, that lets you gain any racial trait of other races. Do you just copy it, or the target race can't use that trait? If copying, how does Naalu 0 SC card works? Who goes first?
Thanks for help!