DarwinsDog

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  1. Ghoul Question

    Player elimination shouldn't exist at all in a 2 hour game, imo. I think they designed themselves into a corner with the rads mechanic, but thankfully it doesn't happen often (never seen it myself).
  2. the ghoul, radiation immunity

    A bit of a tangent, but I think the player elimination thing is just to handle an edge case. I've never seen anyone get more then 10 rads (was a super mutant farming XP). You'd have to try to get 16.
  3. Inventory size and instant loot

    This is the interpretation I went with. It makes the most sense for Addictol and it fits with the source material. In the games you would often use food and stuff like that to make room for new guns and such.
  4. Raid and peace token

    The description of peace tokens on page 10 is clear about that (emphasis mine) There are several ways to remove a peace token, so the rule you mentioned doesn't mean they are completely protected. It just ways that they don't expire or leave play on their own.
  5. action points, house rule(?)

    I've found that the narrative aspect of the game is best experienced solo. You can usually get to the end of at least one of the side quest lines plus the main one. More players means more pressure to get influence, so the game will end before getting to all of that. More actions per turn will help of everyone is working towards the quest lines, but if even one person is pushing for victory then the game will just end sooner, with even less of the stories accomplished. Try it out and see if it works. It sounds like you all have the same desire for the game. P.S. the BoS outcast can always take his armor off when he needs to get across the map.
  6. I found 2 mentions in the rule book that talk about hero tokens and what they represent. So the space still has a hero, just represented by a token. and... The token is treated as a hero when being targeted by a healing ability, so that would seem to satisfy Mok's requirement of a hero within 3 spaces being healed.
  7. Faction Agenda Cards - Potential Solution

    It depends on how many players you have, but its possible (just not likely) since they're worth up to 3 points each. If you are playing solo there are only 3 in the deck, but then you shouldn't have to worry about both factions being tied. Otherwise there's enough neutral cards to win if only one player is drawing them (which is a pretty big if). If they didn't stack, it would be extremely hard to win. One player would have to draw and fulfill at least 3 neutral cards to win in most games.
  8. Can unicorn switch from behind their screen?

    I got a response from Molly Glover on the question (I really appreciate when developers respond directly). The general consensus was right. A: No, they can only switch the positions of two of their combat tokens on the board. Edited OP for convenience.
  9. Going Solo

    It's doable. I probably have a 50/50 record solo. You just have to keep cranking out the side quests until you get the right lineup and try to keep one faction slightly ahead so that they don't both advance when the deck runs out. Also keep in mind that a faction can go past the end of the track and the extra points still count. So those end game quests that give like 3 points to a faction can be really crucial.
  10. A proposed variant I really appreciate

    I really don't understand what people dislike so much about the secret objectives. Sure, you can secure them during setup. You can also lose them on the very first round. In the last game I played, the person in second (by two points) accomplished their objective on the second or third round. They only lost because of a bad guess at the strength of a defending army (basically a 50/50 chance). This variant adds even more luck to them as the person who gets randomly dealt an objective they've already claimed will get the advantage while others have to fight across the map. At least the rules as written give everyone a chance to set themselves up for the points.
  11. I guess the question is: What does "position" mean? Does the Unicorn ability refer to tokens on the board only, or to any available tokens? In the interest of keeping the game moving last night we decided that they can indeed swap a token on the board with one behind the screen. It didn't seem overly powered, and fits with the theme of cavalry reserves and maneuvers, but we weren't entirely sure. EDIT: Got a response from FFG. A: No, they can only switch the positions of two of their combat tokens on the board.
  12. My painted minis

    Nice! What did you use to get the cracked earth effect on the bases?
  13. 'Miscellaneous Junk' card usage...

    Take a look at "Shopping" and "Shop" in the RR. Only the shop action says to add a fifth card, however under shop it says that you add/discard to 4 cards at the end of any round. So you replace the card taken from junk at the end of the round, but don't add a new card before choosing.
  14. Agenda scoring clarificaton

    Here is the relevant wording from each card and what I think Untouchable: +1 for exactly 2 armor and +2 for 3 or higher - not much debate there. Exactly makes it clear Payday: +1 for 10 to 15 caps and +2 for 16 or more - a little less clear, but still seems like one or the other. 16 caps does not fall into the range of 10 to 15 Puppet Master: +1 for 1 of each agenda and +1 if another survivor wins - both seem to be separate, and both only give you 1 point. There is no conditional language here People Person: +1 for being Idolized and +1 for having 3 or more companions - again, there is no conditional language, so both seem to be separate Managing it: +1 if you have 3 or more drugs and +1 if you are also well rested - the inclusion of also makes it seem like just being well rested is not enough for the second bonus Know-it-all: +1 if there is exactly 1 unexplored tile and +2 if there are 0 - exactly makes the intent pretty clear One-of-a-kind: +1 if you have exactly 6 SPECIAL tokens and +2 if you have 7 - once again exactly makes it clear So which ones are we disagreeing over? To me the wording on all of them makes the intent pretty clear. Payday and Managing it could be interpreted differently by some, but I don't see it. This also makes the game consistent in that all non-faction cards are worth 3 points at the most.
  15. Ghoul and Far Harbor

    Only a few that I've seen, and there are always other options on the cards.