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Stealth Pacifist

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About Stealth Pacifist

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    Victoria, British Columbia, Canada
  1. If there hasn't been one already, there NEEDS to be a compendium of awesome stories emerging from this game; maybe made into a sticky thread so we can both tell tales and advertise to others to buy this game. So anyway, our last game was wonderfully disastrous. The Kraken managed to show up TWICE in a game of four players. (Not sure if that's supposed to happen, but...) We played the game so that every person draws an event card when going over a tile, no matter if it's already been passed over by another player. I had shuffled the Kraken to the bottom half of the pile, so we dealt with it when it showed up, but then horrors of horrors, the fire spreads to both the equipment AND the captain's room. No more items or grog to use! On top of that, our purple player managed to drunkenly pass out in the missile control room, which proceeded to be set on fire. So now we're down to three players, the cabin, equipment room and front interior hatch are blocked off AND on fire, and we're using our bare hands to try and fix everything on ship. We have to reshuffle the cards near the end game, and somehow, all the disaster markers end up near the top of the deck. After thwarting a missile launch and an engine failure, we're close to the end, but sitting on top of the 0 time marker is death by kraken, asphyxiation death, and missile launch. Oh boy. And did I mention the heat disaster counter is at 8? So we're all pretty much going to die. That is obvious, but we continue anyway, and the oxygen pumps get working. Great, so we don't choke to death! So now it's time for me to stop the missiles being launched. It's my last turn, but I figure I wouldn't be able to take longer than it takes to get to the end of the board. I choose six minutes to fix the problem; unfortunately, I roll higher. And then I have to move the time counter down to 0, getting events on the way... and oh wonder of wonders, the last card raises the heat disaster counter to ten! So in other words, the remaining gnomes all die of heat death, the missiles launch (presumably on the Gnomish capital city), and then the submarine gets crushed and eaten up by a wounded Kraken out for revenge. We decided that we all met our friend in Gnome heaven, where there are peaceful lawns to sit on and nothing ever breaks down.
  2. Whoa, wait. You place the ghost counter before the action roll, get a success or fail, then move the counter down to the ghost counter? And every "star" (I'm guessing that's what you meant by sign) your counter passes means you have to draw an event card? That's BRUTAL. I'm gonna try it!
  3. Okay, I think I have a pretty thorough understanding of the rules based on what I've read from the rulebook and the FAQ. The only small irritation I have is that I have no idea how to use the ghost counter, as it's only referred to... once in the course of the rulebook, and not mentioned at all in the FAQs. How does it keep track of time? Does it move with the first player and whoever moves past said player gets the ghost counter on top of his head? I'm not quite sure how to use it. Another thing: When each player passes an event tile with their timekeeper - one that's been activated by another player - is an event card still played, as in, something else goes wrong around the same time? Or do they ignore that event tile and continue doing things to pass the time? Would like answers to these ASAP. Thank you!
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