Hey there, pretty sure that these questions have simple answers I missed, bu I can't seem to find answers anywhere. Here goes:
1) Am I mising something with he imperial strat card? It gives the player 2 vps no questions asked, 5 turns and it could be game over and either way it essentially takes the challenge out of objective cards. Maybe I just don't get it but it seems to kinda break the game...
2) Do players start the game with any trade goods?
3) Each turn do you only get 2 command counters + any leftover counters from the previous round, essentially meaning players can take three turns a round provided they put nothing in their strat allocation? That seems like a very limiting rule, if a player wants to get a tech card and act on his tade agreements he loses any chance to act...
Thanks in advance for any help, cheers,
Sandweiche