You missed my favourite variant that I include it almost all games: Hidden alien powers! It adds a wonderful theatrical moment of players revealing their power on first use and even allows players with less useful powers that never fired to leave their alien unrevealed to bluff as something like the original masochist to make other players nervous. Additionally it can be fun to play double powers sometimes, my group like to tie usage of each alien to your 2 left and right planets so you can disable powers individually and give the game a bit more geography to fight over, tends to work well on lower player count games
The other thing that's very nice about the reward deck is that I think it incentivizes players to ally with the defense more. Pulling from the cosmic deck can feel pretty risky, since there's only so many "good" cards in it. I haven't played with moons but it seems like it fixes a lot of the issues me and my group usually encounter with space stations, I'll have to try it out during our next session! I quite like hazards, I think it's one of the easiest to implement into the game with new players since it doesn't add any new resources. The variant my friends and I have been enjoying the most is the Cosmic Odyssey Campaigns ways of selecting aliens. We really love all the weird and whacky ways we have to choose powers in them, and love adding aliens to our party. Since each age reflects a different expansion, we've been using the aliens from the according expansion and the cosmic odyssey aliens in each of those games. It's been a blast so far! :) Thanks for the entertainment while I'm at work!
Thanks for the video 👍🏻 My favourite is the reward deck also of course ! Evolutions at second (really love the mechanic of evolution but there are not much evulotion cards this variant needs more vareity and more interesting ideas ) And finally I found Lux a little bit too much , maybe I should try it again .
I’m surprised you like Lux so much! My group never really caught onto it, although it is a good way to get more reward cards into the game. The alliance dials are the most underrated variant in my experience. It’s unfortunate the physical dials included in Eons are small and confusingly made. Still, it adds a new level of intrigue when alliances are chosen simultaneously, also preventing a lot of snowballing/ teaming up against one side.
I quite love the team up that occurs during alliance. I also don't like how much the alliance dials slow down the game. So I'll always vote for no alliance dials, personally.
what do you think about the team mode presented in Alliance? Tom Vasel and the guy from the broken meeple didn't like it and seems like it's alos not very popular in the community
1. Reward Deck (probably without the Dominion Reward deck, it is just too strong imho) 2. Hidden Alliances 3. Tech 4. Flagships 5. Space Stations (with the exception of that Space Station that does basically nothing, I either use a midified version or remove it from the game). Don't like Hazards and Team Mode. Haven't played any of the others (yet).
You missed my favourite variant that I include it almost all games: Hidden alien powers! It adds a wonderful theatrical moment of players revealing their power on first use and even allows players with less useful powers that never fired to leave their alien unrevealed to bluff as something like the original masochist to make other players nervous.
Additionally it can be fun to play double powers sometimes, my group like to tie usage of each alien to your 2 left and right planets so you can disable powers individually and give the game a bit more geography to fight over, tends to work well on lower player count games
I only wanted to cover the physical variants. There are many more- future video!
The other thing that's very nice about the reward deck is that I think it incentivizes players to ally with the defense more. Pulling from the cosmic deck can feel pretty risky, since there's only so many "good" cards in it. I haven't played with moons but it seems like it fixes a lot of the issues me and my group usually encounter with space stations, I'll have to try it out during our next session! I quite like hazards, I think it's one of the easiest to implement into the game with new players since it doesn't add any new resources. The variant my friends and I have been enjoying the most is the Cosmic Odyssey Campaigns ways of selecting aliens. We really love all the weird and whacky ways we have to choose powers in them, and love adding aliens to our party. Since each age reflects a different expansion, we've been using the aliens from the according expansion and the cosmic odyssey aliens in each of those games. It's been a blast so far! :) Thanks for the entertainment while I'm at work!
Most excellent, as always! Rewards deck (all) is our favorite, with Hazards in 2nd.
Amazing video! This game adds so much and I love your thoughts of all the modules
I think the alliance deals are from Eons
Thanks for the video 👍🏻
My favourite is the reward deck also of course !
Evolutions at second (really love the mechanic of evolution but there are not much evulotion cards this variant needs more vareity and more interesting ideas )
And finally I found Lux a little bit too much , maybe I should try it again .
I’m surprised you like Lux so much! My group never really caught onto it, although it is a good way to get more reward cards into the game.
The alliance dials are the most underrated variant in my experience. It’s unfortunate the physical dials included in Eons are small and confusingly made. Still, it adds a new level of intrigue when alliances are chosen simultaneously, also preventing a lot of snowballing/ teaming up against one side.
I quite love the team up that occurs during alliance. I also don't like how much the alliance dials slow down the game. So I'll always vote for no alliance dials, personally.
what do you think about the team mode presented in Alliance? Tom Vasel and the guy from the broken meeple didn't like it and seems like it's alos not very popular in the community
It’s not a preferred mode of play, but it is good for teaching new players. I also do like it when it comes up in the campaign.
1. Reward Deck (probably without the Dominion Reward deck, it is just too strong imho)
2. Hidden Alliances
3. Tech
4. Flagships
5. Space Stations (with the exception of that Space Station that does basically nothing, I either use a midified version or remove it from the game).
Don't like Hazards and Team Mode. Haven't played any of the others (yet).