The Hotness
Games|People|Company
Dominion: Dark Ages
Fantastiqa
Mage Knight: Board Game
Total War
Descent: Journeys in the Dark (Second Edition)
Eclipse
Mice and Mystics
Dungeon Fighter
Collapsible D: The Final Minutes of the Titanic
Lords of Waterdeep
Agricola: All Creatures Big and Small
Libertalia
Android: Netrunner
Virgin Queen
The Lord of the Rings: Nazgul
A Game of Thrones: The Board Game (Second Edition)
Dominion
Star Wars: X-Wing Miniatures Game
Infiltration
The Lord of the Rings: The Card Game
Among the Stars
Twilight Struggle
The Swarm
Agricola
1989: Dawn of Freedom
Goa
7 Wonders
Glory to Rome
Arkham Horror
Village
Ora et Labora
Battles of Westeros: House Baratheon Army Expansion
Through the Ages: A Story of Civilization
Thunder Road
Trajan
Zombicide
The Castles of Burgundy
7 Wonders: Cities
Ace of Spies
War of the Ring
Skyline
Space Alert
Sherlock Holmes Consulting Detective
City of Horror
Race for the Galaxy
Dungeon Command: Sting of Lolth
Twilight Imperium (third edition)
Kingdom Builder
Le Havre
Battlestar Galactica
Recommend
3 
 Thumb up
 Thumb up
3 Posts

Pensacola» Forums » Rules

Subject: RULES WE GOT WRONG (MAYBE…) rss

Your Tags: Add tags
Popular Tags: [View All]
Gordon Stewart
United States
Bowie
20715
flag msg tools
designer
Avatar
mbmbmbmbmb
With so many special cases; here are some things to look out for:
We got the six strength point stacking limit w/ one artillery unit right; but missed:

1. In Palmetto hexes (which are essentially light woods and do not block LOS) only Indians and Light Infantry have ZOCs.
2. After a clear weather roll, the next weather roll is a +1; (got the limit of one gale storm per game).
3. ALL raid counters have 8 movement points (while staying under the raid counter only?)
4. “Strategic Movement” when only moving along roads OR trails (not in ZOCs) allows ½ MP per hex.
5. You CAN move one space from enemy ZOC directly to another.
6. Links from map insets to the main map had us puzzled.
We saw the allowance for Spanish units to go from “A” at Red Rocks
to “C” on left of main map; and Sappers starting on St Rosa island
come in as reinforcements on turn 7 (do the other two units
starting w/the sappers go also?) Also, it seemed to make sense
for the Spanish to simply ignore the poor shots in Red Rocks,
is this common?
7.The first number in the “Artillery Hit Table” is a 2 but should
be an 8, otherwise it is easier to hit with LESS firepower.

My gaming partner was better at finding solutions to most of these, but they detracted from my gaming experience. Hope there will be an official FAQ and brief sample game discussion posted for Pensacola.

2 
 Thumb up
 tip
 Thumb up
Timothy Phelps
United States
Canal Fulton
Ohio
mbmbmbmbmb
capt yid wrote:

7.The first number in the “Artillery Hit Table” is a 2 but should
be an 8, otherwise it is easier to hit with LESS firepower.


Actually, it's supposed to be a 7, as noted here:

http://talk.consimworld.com/WebX?14@815.l3LOb8SMzmG.40@.ee6d...
3 
 Thumb up
 tip
 Thumb up
Gordon Stewart
United States
Bowie
20715
flag msg tools
designer
Avatar
mbmbmbmbmb
Asyncritus wrote:
capt yid wrote:

7.The first number in the “Artillery Hit Table” is a 2 but should
be an 8, otherwise it is easier to hit with LESS firepower.


Actually, it's supposed to be a 7, as noted here:

http://talk.consimworld.com/WebX?14@815.l3LOb8SMzmG.40@.ee6d...

Thanks for extracting that from the hundreds of
messages on consimworld. It is too much for me to wade
through pages and pages of comments (about other games
than Pensacola also) before trying each new game.
FAQs please!
1 
 Thumb up
 tip
 Thumb up
Front Page | Welcome | Contact | Privacy Policy | Terms of Service | Advertise | Support BGG | Feeds RSS
Geekdo, BoardGameGeek, the Geekdo logo, and the BoardGameGeek logo are trademarks of BoardGameGeek, LLC.