|Name:||Alien Race: Boarines|
|Game:||The Last Federation|
|Card Number:||3 of 8|
|Description:|| The Boarines - Territorial, isolationist ice beasts, they aren't particularly inclined to start wars and go out fighting (unless they find themselves really overcrowded on their planet), but when they do go to war, watch out! They aren't remotely as powerful as some of the other races in ground combat, but they have a special attribute that none of the other races do: Rage Momentum. The longer these guys are at war, the more enraged they get, and the more powerful they get at both ground and space combat. If a war with these fellas goes on too long, they'll eventually devastate the opponent.|
Also fun: the more enraged they are, the easier it is to convince them to go to war with yet other races; but the more enraged they are, the harder it is to convince them to stop being at war. The risk, of course, is that if they anger too many enemies, that the enemies will take them down and wipe them out despite their rage.
One of the more interesting things about this race is also how they can be chief brokers of solar unity under just the right circumstances. Each planetary regent of the boarines has a current priority that is based on criteria of what is happening at his/her planet at the time. If everything is just going super well (which is hard to have come about), then actually their defensive nature starts working in your favor: solar unity becomes their priority, since they view that as suddenly being in their best interests of defense.
Most times you won't be able to use them for these purposes, because it's rare to get them in that great of a situation even with your help, but it's an interesting backdoor way to help further the federation if the circumstances are right. I love stuff like that, where there's an unusual/infrequent tool that you can whip out and wield if your recognize that the circumstances can be tweaked to be just right. This game is filled with that sort of thing.
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