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I've three questions about the Card Game rules.
1) When Security Clearances are assigned (say during
the Mission Debriefing), what is the order of
promotion? We've been playing that the Team Leader
gets promoted first, and then in a clockwise order
around the table. However, a rather good argument was
brought up. It was suggested that we should first
promote by treason tokens, and then by your positional
relationship to the team leader.
2) At which point does the bouns for exposing traitors
apply? Is it after all cards are played? After all
cards relating to the card which assigned the treason
tokens are played? Or immediately after the card is
played? The specific situation that we encountered
was that one troubleshooter played a Tactical Genuis,
which assigned everyone enough treason tokens to make
us all traitors. Then one of the other
troubleshooters played the Spurious Logic card
assigning all treason tokens that they recieved to the
troubleshooter who played the Tactical Genuis card.
So does the remove treason token bouns apply before or
after the effects of the Spurious Logic card?
3) Can a troubleshooter play a "play anytime" card
after a player has played his last card (e.g. can you
cancel the effect of another troubleshooters last
card, or does the round end the instant they lay it
down? For example, can a troubleshooter play a Docbot
card after having been killed by a Plasma Canon, which
was the last card the troubleshooter whose turn it was
We've noticed that losing clones has no effect on who
wins (other than the first troubleshooter to lose
their last clone is demoted one security clearance).
This seems a silly concept since the punishment for
treason is termination not demotion. Surviving
(staying loyal and not dying) is not rewarded during
the end game.
Thanks for any help,