Search the Forums
Options
Keywords search:


Search in Forum...

Search within...

Match...

Antiquity...

Player messages...

Red November
Bad times have hit the experimental gnomish submarine Red November
Moderator: ffgjafferFFGMarkGeckoThe Spaniard Topics: 69 | Posts: 239
Abandon Comrades
JJP
Published on 22 December 2008 - 06:06:31

I know that the Action "Abandon Comrades" uses all remaining minutes.

Are the events triggered after the ghost marker moves to the "0" position?  How is the 'abandoning' gnome treated?  The mechanism for handling a 'dead gnome' seems like it might work, but I am not sure.

Giving the abandoning gnome the opportunity to draw events (and make them nasty) seems to be a very big advantage.

How do you play it?

 

  --JP

JP

Page 1 of 1 (2 messages) 1
Reply #1 | Published on 22 December 2008 - 10:44:13
0
0

 You're right, this ought to be in the rules, and it's not. You don't draw events for the remaining time when you abandon your comrades.

 
Reply #2 | Published on 04 January 2009 - 06:06:31
2
0

It might be resolved by, instead of moving the time marker to the zero position, removing the time marker from play along with the Gnome?

Gareth Lazelle

Page 1 of 1 (2 messages) 1

© 2013 Fantasy Flight Publishing, Inc. Fantasy Flight Games and the FFG logo are ® of Fantasy Flight Publishing, Inc.  All rights reserved.
Privacy Policy | Terms of Use | Contact | User Support | Rules Questions | Help | RSS