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marc lecours
Canada
ottawa
ontario
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1. Optimates card was in effect.
2. The card to play in Forced march.
3. The winter card is up next.
4. The Belgic faction is available.
5. Rome is at 14 points.

The Belgic faction plays the event (forced march). Winter is next turn so nobody can march. We interpreted that the "no marching" restriction does not apply to cards and to moving auxilia during a scouting special action.(though we may be wrong on this). The Belgic tribes then teleported all its units all over the map to take control of all sorts of regions before the winter. They gained 6 points in one shot.

Nobody could harm them after this, since no one could move (the best anyone could do is take away 1 point from the Romans by placing an ally). The Belgic tribes won with this strong move.

The teleport ability with no consequence to being out of position after seems overpowered here. We started thinking after the game that maybe we misinterpreted the rules. On the turn before winter maybe nothing is allowed to move.

We need confirmation that we did things right.

We are really enjoying the game!

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Niko
Canada
Calgary
Alberta
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Sounds like you played everything correct. Frost prohibits using the March command rather than moving pieces, see 2.3.8.
Luck of the draw for the Belgae that Forced March came up before winter and Arverni were ineligible.
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Didier Renard
France
Saint-Louis
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How about using the Sudden Frost Option, whereby the last event card and the winter card are switched? This would prevent such lucky use of events.
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Adam Parker
Australia
Unspecified
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Great game design makes the complex simple, replayability maximum, and abstraction credible.
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It’s not how well you roll that counts but how well the dice suit the game.
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Quote:
NOTES: Place the “Frost” marker on the played Event card as a reminder. Events may still allow March (5.1.1).


The Belgae won fair and square!
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marc lecours
Canada
ottawa
ontario
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thanks everyone.

I am having to get used to the fact that, given the right circumstances, the events in this game are very strong comparing to events in card driven games(CDGs) that I am used to. I mentioned in another thread that in a CDG, events cannot be too strong otherwise no one would ever play a card for OPS. No such restriction applies in a COIN game since at most 50% of the turns are card events (without considering passing).
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Jim Marshall
United Kingdom
York
North Yorkshire
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boulou wrote:
How about using the Sudden Frost Option, whereby the last event card and the winter card are switched? This would prevent such lucky use of events.


I think this largely just moves the luck to the previous card. OK you won't know for sure winter is the next card, but you'll have a good idea. I've played it both ways and sudden winter encourages people to set up game-winning situations as you come to the sections in the deck when a winter card could appear next in the hope that the next card out is winter.
 
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Thom Walla
United States
Nebraska
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Nothing. Seems like circumstances worked out just right to have the winning move. We've run across a couple other cards that were seemingly overpowered in the right circumstances leading to an easy win by another faction. That's why you have to make sure you're looking carefully at the next card coming up and try and get in position to either use it to prevent others from doing the same or take a move that doesn't allow them to use the card. Fine line sometimes.
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Volko Ruhnke
United States
Virginia
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A lesson, then: If you are the Arverni in a 4-player game and it is near Winter, do not grant a Rallied-up Belgae the first move on Forced Marches.

Glad you guys are enjoying the game!

Best, Volko
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