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telengard

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About telengard

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  1. I finally finish my version of the original co-op version of SWLCG and posted a little bit here: https://www.boardgamegeek.com/geeklist/190679/item/3899693#item3899693
  2. Agreed. I was *very* dissappointed at the change in direction of the SW LCG after GenCon (was it 2012)? Was hoping the upcoming SW game annoucment would be such a thing. I own the game it is reworking and it is OK, but I'd much rather have seen a co-op.
  3. I tried to purchase at this link and unfortunately they are out too. I emailed FFG and at the moment there are no plans to reprint. ~telengard
  4. There are actually 3 solitaire variants currently. 2 for playing runner, 1 for playing corp. I've played "Cracking the Code" which uses Scrabble tiles and it is very good IMO. Of course it doesn't beat playing a real person, but late at night when I want to play it gives me a good fix. I get some FtF plays in at work but the solo variant is not bad. I know about OCTGN but it isn't supported on the Mac.
  5. So it has been quite a while and I have some updates. Now that the *true* game's release is imminent, I'm not sure where the best place to discuss this is, or if folks are even still interest. My current pass at the rules is here (in just plain text, I'll make it fancy when it is done): http://home.comcast.net/~bsturk/sw_rules.txt And I'm switched all of my card templates from Nandeck to Photoshop, here's a sample of a 'Strategy' card: http://home.comcast.net/~bsturk/sw_strategy.jpg Going by the very few decent quality images available it has been more work than I expected to clean up the cards, etc. Please let me know what you think (I know there is lots more todo). ~telengard
  6. I'd love to see this for the 2011 Demo, would be a great gift to those of us who were hoping for it to be released.
  7. Welp, we had a feeling it would go this way, and tbh I'm pretty disappointed. I was waiting for actual confirmation before continuing on my project to write up the rules etc for the game as demo'ed at last years' GenCon. I'll be picking that up in earnest now. ~telengard
  8. Very cool cards, can't wait to try them out. I like the mechanic for this race being about high numbers. ~telengard
  9. Darthvegeta800 said: So basically you can use strength (not just gold) to gain your own strongholds? Yes, either can be used.
  10. Budgernaut said: I just want to make sure I get this. So when you say mission combat, you're referring to any if the first three lines on the strategy card. If it is a Rebel crest, the mission zone must attack/defend. However, on the fourth line (with the arrow), you don't compare attack. Instead, you compare the total number of Rebel crests in the mission zone to Imperial insignias in the target zone. Whatever excess you have gets placed as tokens on the mission card. That's how I thought the last part of the combat phase went. I still don't know what happens if you fail that part. Yes, the first three which on all of the spoiled cards seems to be similar (just different colors). And, yep, that's my understanding of how the actual "missioning" works. Any amount over the Imperials total is considered "progress", akin to LotR LCG. ~telengard
  11. Aahzmandius_Karrde said: telengard said: Going over the current rules I have written down, combat seems to be a grey area. So for mission combat, you total up the attack damage, add modifiers, and apply the damage as the players see fit to units in the target area. Ship combat seems to be the same thing, but excess goes towards the base. This part of the game in general I'm just not sure I have all the details. Exact text from my notes: Resolve ship combat after strategy card is done if specified. Add up damage from Imperial ships and apply to defense of Rebel ships which you exhaust to intercept, any excess damage goes against your base. Your base can take 10 total damage before you are out of the game. I have this in my notes too Pilot (You may play this card as a Pilot on any 'Fighter'. That ship may exhaust to attack as an Action.) Does this just mean when the Imperials attack as part of a strategy card? I guess that is a little confusing… New questions I have written down to figure out: - Can events be played during the initial playing of cards w/ the 7 influence? - Event cards don't cost anything? - If a card bumps up the time past the current mission, does it end immediately and you move on to the next stage? If only there had been a rule-book available. ~telengard Mission combat is correct, notes for ship combat are to my recollection as well. Piloted ships, I just don't know. There had to be a way to take out the Imperial ships but it wasn't that heavy a thing in the demos. Initial events: I doubt it. I seem to remember being handed a starting hard with no events in it, or we were presented a starting field and just had the starting hand thing explained. Event cost: Nothing on the card indicates that, and I don't recall either. Responses would be keyed to specific events. Actions seem like there would be certian times they could be played. Probably the same time actions could be played from a character. This would probably reinforce no events during initial layout. Mission stage: Really fuzzy area, I think most of the time movement was the end of turn, though there were the blue Imperials that effected time. Thanks! You have a good memory. As for the mission stage, that's exactly why that question is there, the Imperial cards that when revealed bumped up the time. As for ships, we could probably wing (rimshot) some rules up for that. ~telengard
  12. Going over the current rules I have written down, combat seems to be a grey area. So for mission combat, you total up the attack damage, add modifiers, and apply the damage as the players see fit to units in the target area. Ship combat seems to be the same thing, but excess goes towards the base. This part of the game in general I'm just not sure I have all the details. Exact text from my notes: Resolve ship combat after strategy card is done if specified. Add up damage from Imperial ships and apply to defense of Rebel ships which you exhaust to intercept, any excess damage goes against your base. Your base can take 10 total damage before you are out of the game. I have this in my notes too Pilot (You may play this card as a Pilot on any 'Fighter'. That ship may exhaust to attack as an Action.) Does this just mean when the Imperials attack as part of a strategy card? I guess that is a little confusing… New questions I have written down to figure out: - Can events be played during the initial playing of cards w/ the 7 influence? - Event cards don't cost anything? - If a card bumps up the time past the current mission, does it end immediately and you move on to the next stage? If only there had been a rule-book available. ~telengard
  13. ----- Ugh, quoting did not work well for this post ----- Not sure if you'rte on BGG and/or saw this: http://boardgamegeek.com/thread/682751/a-review-of-the-demo-gencon-2011 That was the review I posted while at GenCon. Yep, it was a GREAT help too, thanks! I'll try and address some of the issues directly. - Reserved draws, do they require exhausting the card? My review said to exaust, and there was no contradiction later in the conversation (I did get one or two things wrong) - Do cards exhaust to 'mission'? Most definately - Developments are just cards under your base? - Is the amount of influence generated by cards under your base equal to the number of cards? Yes, any card from hand. - How does playing a second unique (or any card?) on top of another work? Game of Thrones style. If you have stacked unique character and that character dies one copy is discarded. - Difference between Unique and Limited? Unique is just that. Limited is once Limited card per turn. Turn not round, so both you and I can play limited cards on each of our turns. - Is mission failure checked when time is increased in the Regroup phase? Yes. - Limit of 3 cards of each type? I doubt it was addressed during the demo, but they haven't strayed from that for any other LCG. - When could pilot'ed ships attack? Only when the strategy card spacified that Imperial ships attack. - Do ships exhaust to generate influence?[ During phase 3, when you are playing cards from your hand. I definately like to see any progress you've made. I know I probably reanswered a few questions, but I figured I'd be through. Wow, this is great stuff, I'm incorporating into the rulebook I've been composing. I'll post something soon-ish. I had spent a LOT of time making card image templates out of the existing cards available using the Gimp but gave up on it due to not having good enough images of the Strategy and Mission cards. ~telengard
  14. Budgernaut said: Here's more. I think the Star Destroyer you marked with question marks should be: Imperial Class Star Destroyer 1 attack 1 defense Star Destroyer Flashpoint [Resolve without discussing] Resilient 1 When Revealed: Choose 1 player. Discard all developments attached to that player's base. Excellent! Although my notes say it has 7 attack and 7 defense, probably a typo on my part.
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