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About Hedgehobbit

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  1. Not much activity???

    Hunting enemies is very inefficient at gaining the things you'd normally associate will killing bad guys, namely loot and XP. Both of these can be gained much quicker using Ruins encounters. Not only that, but moving towards enemies, spending an action to trigger the Fight, and then camping to heal the inevitable damage is wasteful of actions. It's not that it's harmful, it's just not fun or efficient. The one exception are raider enemies with the Loot icon.
  2. House Rule Ideas.

    I don't find the Faction Track power bump to be a significant factor. In a multi-player game, I've never gone through the Agenda deck more than twice. And in a Solo game, this only affects the faction that is behind so it's more of a victory point deduction than anything else. One of the rules I was considering for a Solo game is that when the Agenda deck is finished, that you complete the quest objective on the current story quest card for whichever side is currently losing. This will have a similar effect in moving the faction token forward but will have the added benefit of changing the quest path to allow a wider variety of end game conditions and make it more likely that you'll have to finish the quest line to end the game.
  3. Not much activity???

    The commonly discussed problems, from most problematic to least, are: 1) The random nature of how Agenda cards are distributed and scored. Plus the lack of any meaningful end game. 2) The lack of challenge and replayability in the solo mode. 3) How some quests can seem wonky with one person instantly knowing about stuff that happened on the other end of the map (and acting in the text as if it happened to them). I will say that this game isn't forgiving of new players as it's possible to play the game "wrong" and end up having a miserable time. Common things to avoid are hunting enemies to level up or charging through the main quest early in the game.
  4. Sexism.....Sexism never changes...... 

    I have three daughters and the games they choose to play have nothing to do with the gender representation of the game's characters but everything to do with the gameplay and theme. For example, they love the Thunderbirds Co-op game despite only having one "token" female character yet I couldn't ever get them to play Star Wars Armada even if every in-game character was female. So I've never seen any real evidence that more female characters automatically equals more female gamers. Yet I constantly see, even in this thread, the claim that if anyone is against adding female character to any game they must also be against female gamers. This is a dishonest tactic.
  5. Not much activity???

    There is significantly more discussion about this game on boardgamegeek. Most of it negative but discussion none the less.
  6. Full cooperative version

    Not sure if this exactly applies, but you can't perform two encounter actions at the same location in a single turn. (RR page 5 under Encounter Actions)
  7. Expansions?

    You do. I'm talking about cards like that one starting encounter where you find the picture. After that, you Add card 005 which, when it turns up, lets you either talk to Margret or ignore her. If one player ignores her, the card is put on the bottom of the deck. So, if another player wanted to finish that questline, they'd now have to wait for 8 more encounters to find her again. But if the encounter deck is much larger, it will take proportionately longer to find her again.
  8. Expansions?

    If you added a bunch of one-sided terrain tiles, you'd also need to add a new set of encounter cards that used those locations. There is a problem with just adding encounter cards to the deck, like what Eldritch Horror did. In some cases, an encounter card is added that is part of a quest chain but that particular card has an option to ignore the questline and do something else (like shopping or looting). In this case, the card is moved to the bottom of the deck to be found later one. Because of this, if you expand the size of the encounter decks too much beyond eight cards, these quest will cease to function properly. That's why I think you'll see wholesale replacements of the encounter decks rather than additions to it.
  9. Questions about encounter card 16, “All Aboard”

    Firstly, the third shield token is placed in one of the results of card 017 which was added to the Wasteland encounter deck when card 016 was staged. This is a common thing with this game were a card that is staged doesn't really make sense until you find the card that was added along with it. Also, there is a confusion that people not familiar with Fallout 4 often make. The Synth enemies that are represented by the Shield tokens are NOT the same as the synths often talked about in the cards. The enemies represent the Gen-1 robotic synths whereas the synths talked about on the cards are the human-like Gen-3 synths. Finally, in this particular situation, the synths that you are persuading are found later in cards 020 and 134 that are added as a result of picking option #2.
  10. I have been playing it once per location as listed under Encounter Action. I don't think it's that big a deal it wouldn't happen very often. Having adjacent encounter location isn't that common and other ways of doing this require single-use Perks.
  11. Thoughts after first game - how the flip do you win?

    One other thing, the faction power token doesn't stop at the last spot on the track. So, for example, if they were both tied one space from victory and you managed to get a card that moves one faction three space, you'd still score for all those three spaces even though they are imaginary spaces beyond the bottom of the faction power card. (RR under Faction Power Track) As to the original point, the game requires the players to juggle two competing goals: Advancing the Faction Power via the main questline and gaining Influence cards via side quests. In a single player game it is generally best to avoid the main quest until you've gotten a decent number of Agenda cards and know which faction you want to push. However, in a multiplayer game, it becomes a contest of juggling the various quests to get those Agenda cards while still not letting your opponents push the wrong faction too far. Finally, One of a Kind is probably the most difficult of the Agenda cards to score. Other players have suggested that it be changed to +1 for 5 tokens and +2 for 6 or 7 tokens.
  12. Question - Losing Encounter Fights?

    That is from RR pg 5. However, this section is talking about the whether you then go to the "Succeed" or "Fail" sections of the encounter results, such as the ones listed on the right-hand card of the posted image. So this doesn't apply to any "Draw and fight" in the results section of an encounter card (as these don't have succeed or fail sub-results) The only time you stop going through the results is if the character dies.
  13. Full cooperative version

    After multiple plays, this is my conclusion as well. The way the quest cards are setup work best when there are competing groups of players pushing each side. With a single player, or co-op, you all those quest cards are reduced to an All Star path and an All Shield path.
  14. Stopping the institute ****spoiler*** question

    No. The Courser cannot be stopped. The only hope the railroad has at this point is to spawn enough Railroad tokens that the Star Faction maker moves down the track and they win the game before the Courser get's to the Railroad HQ.
  15. Drugs and addiction

    In the RR pg 9, your Inventory is defined as "Items and companions a survivor possesses but does not have equipped". From that it looks like any item you get (such as purchased or as loot) goes directly into your inventory and the you must discard from your inventory to get down to your inventory limit. That's how I've been playing it.