Last weekend we played with Leaders for the first time. We liked the concept, but they ended ruining the game. We really dont like the diplomat, esspecially in 1 planet homesystems. They really stall the game, and make some secret objectives like "Mercilles" nearly impossible. Agent is also problem.
Also i think that because of fixing balance issues they subtract some of the flavor from races (L1z1x without admiral – flavor sacrificed becuse of balance, or Mentak WITH diplomat – just stupid, why pirates need diplomat?)
We still think it is a great concept, but design is poor. So we are divided between not playing with leaders anymore or trying to fix them in a way that they give more flavor. And ofcourse removing annoying diplomat.
I made some changes and i think these leader would be better... at least for our group.
AGENT
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Infiltrate
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Put your agent in target player's home system. You can do this only during your strategy phase
- sacrifice agent and chose one – look at infiltrated player's hand, chose 1 action card and take it (action)
- "sabotage" infiltrated player's action card
- assassinate infiltrated player's leader (action)
- During strategy phase you may look at one random action card from infiltrated player's hand
DIPLOMAT
– this sucker is removed from game and replaced with 3 new leaders ( Trader, Ambassador and Engineer)
TRADER
Free
Trade
:when Trade SC is played, player controlling trader can exhaust planet containing him. He then can gain 1 TG for every player with active trade agreement. He can't gain more TG than exhausted planet resource value. Trader can use this ability only once per round.(action)
Embargo
- exhaust planet containing your trader : exhaust planet your trade partner controls. You can't exhaust planet with more combined resources than planet containing your trader (action)
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During Trade Phase, you can agree with player who have your Trade Agreement to give him control of your trader. You must both agree on planet where he is placed. Each Trade Phase agreement can be changed or canceled. That player cannot move your trader or get rid of him until next Trade Phase. If TA is broken return Trader to home system.
When other player controls your trader he can use Free Trade, but cannot use Embargo. You can use new ability :Bankruptcy
Bankruptcy: sacrifice Trader: exhaust all planets in system containing him (action)
ENGINEER
-spacedock that contains engineer gain +1 build limit and +1 resource to spend)
-sacrifice engineer – repair ship containing him
AMBASADOR
Embassy
- planet that contains ambassador doubles its influence value for purpose of voting on political agendas (up to +4 influence) – planet must be unexhausted for this bonus.
Exploatation of resources
- exhaust planet and pay 1 influence – draw action card – you can do this only during strategy phase
Non-aggression pact
-When Assembly is played you and any other player may agree to put this ambassador in his homesystem. You cannot use this ability if you used Exploatation of resources ability.
You cant activate eachothers systems. Both players can pay 1 command counter from command pool and broke the pact by returning Ambassador to your homesystem . You must play this as an action. During Strategy Phase return Ambassador to your homesystem automatically
Military leaders are slighlty reworked
ADMIRAL
Admiral ship - ship containing admiral gains 1 extra dice + 1 extra sustain damage and cant be targeted by action cards
GENERAL
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Mobilization
:exhaust planet containing general. Gain ground forces equal to that planet's resource value (as an action)
Tactics
: ground troops gain +1 on attack rolls