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Budgernaut said:
telengard said:
The questions I have are…
- Reserved draws, do they require exhausting the card?
- Do cards exhaust to 'mission'?
- Difference between Unique and Limited?
- Limit of 3 cards of each type?
- Do ships exhaust to generate influence?
The following are things I've thought about, but I have no more information than I did before. If you agree or disagree with these, please let me know.
Looking at the Lando card, I'd say the card draw granted in the reserve zone does not require you to exhaust the character, since a different ability specifically says to exhaust him in the reserve zone to carry it out.
Good point. Although maybe having him exhaust to card draw gives a little tension in choices. Do I use his ability or take the card draw.
Budgernaut said:
I would assume you have to exhaust to go on a mission. Correct me if I'm wrong, but I believe there were 4 zones: reserve, mission, combat, and space. Since combat is where you attack enemies, I don't know what else your characters would exhaust for in the mission zone.
Makes sense to me too.
Budgernaut said:
Unique means there is only one on the table at a time. Limited means you can only play one per round. What we don't know is if it's one per player per round, or one per round, period. I'm inclined to say the latter.
Hmm, I'm wondering if some other LCG has this mechanic and that might give more insight. I'm with you on it feeling like it should be the latter given the co-op nature of the game.
Budgernaut said:
I would assume 3 of each card per deck, just like their other LCGs. It makes sense if they're selling cards by 3 in the Force Packs.
Yes, ships must exhaust to generate influence. I believe it is the number in the lower left of Rebel ship cards.
Good catch!
Budgernaut said:
As far as strategy cards go, let's look at one, 23rd card down. There are a bunch of symbols. I'm trying to make sense of them. What I have figured out is that some of the symbols are for Imperial zones. The upper left symbol is the same symbol on the Imperial Officer. The blue pokéball is the same symbol as the Imperial Probe Droid and also the Heavy Stormtrooper. The lower right symbol that looks like a green "x" is also on the Imperial Pilot. The Imperial ships don't have symbols in the upper left and I think that's because they only attack if the strategy card specifically states it. For example, instead of the bounty hunter effect of discarding characters from the top of your deck, it would say the Imperial fleet attacks the first player's space zone. I'm not sure which of those three symbols correspond to what Imperial zone. All I know is there is a ground unit zone for Imperials and I assume there is an anti-mission zone. But maybe the Imperials are just split into 3 zones to keep you guessing at who will attack and divide up your attacks. Maybe there's no function to the three Imperial zones. The other symbols are Rebel symbols, I believe. The green "R" on the top right is probably the reserve zone. The blaster in the circle is probably the combat zone. The target symbol I think means you can choose any Imperial zone to attack. The Rebel crest is the mission zone. I'm not sure what the space zone would look like or when you'd be able to attack with your starfighters.
Hopefully that helps some, but I wouldn't be surprised if you'd already figured this out, Telengard.
Hehe, it does help, thanks! I'm kinda winging it and I've not spent as much time as I 'd like on it lately as I'm a little excited about Netrunner but I do plan to put this all out, esp if the final game ends up not having a co-op/solo option. I do think your last bit about the symbols and zones is spot on, that's pretty much what I've determined pouring over all the cards.
~telengard
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. :)
----- 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
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
telengard said:
If only there had been a rule-book available. :)
Yeah! It may not be the best game FFG could come up with, but it sure seemed solid to me. It'd still be a great game to play.
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.
Without Signature
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.
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
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
telengard said:
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
Yes, this is described correctly. As to failing the time constraints are tight enough and time is progressing on each turn. Not getting progress is enough of a penalty that you don't need any more on top of it.
Without Signature
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
I just glanced through the rules, so no true feedback for you yet, but I just wanted to say that remembering the original game gets me really excited. As excited as I am for the new game, it's nothing compared to how excited I was for the co-op version, and looking at your rules and the strategy card brought that all back.
You're right that we probably will need to find a new place to discuss the old game. I'm just not sure where to do it. But I'm definitely interesting in seeing what we can make out of the old co-op game.
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