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What's worse, I have the boardgame, and now I think I've been playing the UN card wrong in that was well. Not that I ever get to play the boardgame very often, which is why I boughtthe PC version.
a) I always thought it interrupted the opponent's turn, making it a reflex card. As such, it was always hard to play, since I'm not thinking about making reflexes.
b) I usually just play it for its OPS and/or try to dump it into the Space Program, which seems like a waste.
Thank you so much for explaining this!!!
UN Intervention is actually an incredibly powerful card that can save you from DEFCON suicide, or save a hand that is full of your opponent's events. When I start each new turn, I try and see what events I can trigger with no effect, which can repaired, and which absolutely can't happen. Since you can only space one per turn until a certain point, UN Intervention can really help to mitigate any others you might have.
It's the wrong idea.
If I am getting this, you play UN on (assuming you are US) a Russian event card IN YOUR OWN HAND! The card refers to your political opponent, and not your player opponent (light bulb goes on sound effect). See, if you get CIA, then you can look at the ♥♥♥♥♥♥'s hand, and then you would know when to play UN, since it's hard to play UN without knowing what the Russian will play... that's what I was thinking. That made UN incredibly convoluted, and gave the Russian player a bigger early advantage because I was playing UN incorrectly. All this time, I never knew. Aaargh.
If it helps, there are no cards anywhere in the game that you play on your opponent's turn to interrupt them in any way. The only card that *kind of* works like that is Defectors, but it's US-only, and only works in the Headline phase to block your opponent's headline.
Oh my god thank you for this. I honestly had no idea how to use this card. Your explanation was great. Legend!!!