The
Terror Tactics command deck
is another deck that introduces
more rules into the standard
game. Within this expansion
deck of 20 cards players will
soon come to discover two
little gems called Biohazard
cards.
What
Do They Do?
Much
like the devastation markers
placed at the beginning of
the game, the Biohazard cards
introduce semi-permanent markers
onto the game board with the
casting player choosing to
place the Biohazard marked
on any territory - land, water
or lunar. From there on in,
at the end of each players
turn, one Mod is removed from
that territory. Now earlier
on I used the term "semi-permanent"
to describe the cards effect
upon the game because unlike
the devastation markers these
little plague bringers can
be removed. If at any time
during play the chosen territory
is reduced to having no Mods
present then the Biohazard
marker is then removed. Think
of it like somewhat of a bubonic
plague ravaging the inhabitants
until they either all run
for the hills or there's nobody
left to die.
Strategy:
What
is the best way to use these
cards? Ultimately this is
going to change depending
largely on what the casting
player is hoping to achieve.
Another thing to bare in mind
is the number players involved
in the game. For example,
in a five player game the
potential damage reaped by
this card is much higher given
there could ultimately be
at five turn, if not more,
before the targeted player
gets to play again.
- Causing
an opponent to lose one
of their continents:
Most players concentrate
a large proportion of their
forces at their borders,
and rightly so as these
tend to be the most vulnerable
to attack. What the Biohazard
card does however is to
make no position impenetrable.
Given that the casting player
can choose any territory
on which to play this, they
can choose one in the centre
of a continent with, say
for example, only minimal
reinforcements on it. Come
the end of their turn, that
territory loses one Mod
potentially reducing it
to zero and causing the
controlling player to lose
the continental bonus they
would have otherwise received.
- Causing
as much damage as possible:
Baring in mind what was
said earlier, in a game
with four or five players,
the Biohazard cards have
the potential of reducing
a great army to next to
nothing. The casting player,
who's intention it is to
do just that, should not
only bare the current rounds
turn order in mind, but
also the potential turn
order of the next round
as well, so as to cause
as much damage as is humanly
possible. You're not going
to make any friends this
way, but the smug satisfaction
of watching all those Mods
die as your opponent looks
on helplessly should more
than adequately make up
for it.
Rule
Clarifications:
Only
one Biohazard marker can be
played on a territory at any
one time.
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