Plain-English power: Attack cards of 6 or less can be played as Reinforcements. Negotiates can cancel others' Reinforcements.
Loved by: Everyone (when he's allied with them); spammers; fans of the cavalry; World War II Russian tacticians.
Loathed by: Everyone (once he's in the lead); those who despise surprise attacks.
Three ways to win as Reserve:
- With 15 applicable Attack cards in the deck, there's no reason you shouldn't win every encounter you're invited to ally with, more or less. Jump to an early shared lead by joining the offense. When they start to realize you'll only pull ahead more, they'll start to only invite you on defense. Use that to refuel your reinforcement hand. (Then they'll stop inviting you, period.)
- Reinforce intelligently. Only play what you need to edge out your opponent. If you're dropping down an Attack 6 when you only need one more point to win, consider losing so that you can save the Attack 6 for when it really matters. If your opponent blew a big card (20-plus) to beat you, then you can be confident that his next card (and possibly others' cards) will be considerably less powerful.
- Your power works as an ally on either side. Therefore, you may have even more control over the outcome than either main player. It doesn't matter which side invites you, as long as you're invited. Accept the invitation of the guy needing you for the joint win, then sabotage him by dumping Attack cards on the defensive side, and win on your turn instead!
- Reserve as an ally is potentially more dangerous and unstable than as a main player. Just because he joined on offense doesn't mean he's trying to get a colony; he just wants in so he can use his power for some purpose. Invite him only when you're absolutely sure he's going to actually fight for your side. If he limps in for one ship, beware!
- Only 15 Attack cards are useful to Reserve. The more you see played/discarded, the more impotent he is, but remember he can always cancel real Reinforcements with one of the 15 Negotiates, as well.
- Attack 1's and 2's can be used by him, but it doesn't mean they're that helpful. Look for him to use his power just to empty his hand fast (whether it helps or not) so he can re-draw for some powerful cards (unrevealed flares, or high Attacks that haven't surfaced).
— Submitted by Zach Gaskins