Sean Maher
United States Hagerstown Maryland
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1. If I draw a group card and it would put me over the stability limit, what am I supposed to do; discard or place it and go into civil unrest?
2. After a round, do you discard your played group cards in front of you, or do they stay for the next objective?
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Chris Ferejohn
United States San Francisco California
Pitying fools as hard as I can...
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You place it, but you don't go into civil unrest immediately. You will still have actions until both players pass, so you could, for example, use military cards to destroy the card that made you go over.
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Chris Ferejohn
United States San Francisco California
Pitying fools as hard as I can...
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Oh, and #2 you remove everything between rounds.
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Russell Johnston
United States Hagerstown Maryland
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Another first time question. Population is just another word for the number of cards you can play. So for event cards this is only one?
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Keith Creighton
United States Decatur IL
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Yes it would be only one, however we have created a house rule to make it two allowing for the possibility to draw a second card for a really great special card effect.
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Russell Johnston
United States Hagerstown Maryland
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starwarsgolfer wrote: Yes it would be only one, however we have created a house rule to make it two allowing for the possibility to draw a second card for a really great special card effect.
That seems better to me. We were a little baffled by only getting one card to do anything with and if it is not a card that make adjustments to either side then you are just stuck. 2 cards might make for a little more play. Will have to get through a whole game first. Thanks for the thought.
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Fenômeno
United States Fitchburg Wisconsin
Button Soccer
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Zohayder wrote: starwarsgolfer wrote: Yes it would be only one, however we have created a house rule to make it two allowing for the possibility to draw a second card for a really great special card effect. That seems better to me. We were a little baffled by only getting one card to do anything with and if it is not a card that make adjustments to either side then you are just stuck. 2 cards might make for a little more play. Will have to get through a whole game first. Thanks for the thought.
Otoh, events are only worth 5 points and they increase the value of the Analyst. Drawing a military group still allows you further card play.
I think events don't represent a problem due to their low individual and global valor. But, other people are bothered by them.
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Russell Johnston
United States Hagerstown Maryland
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Ronaldo wrote: Zohayder wrote: starwarsgolfer wrote: Yes it would be only one, however we have created a house rule to make it two allowing for the possibility to draw a second card for a really great special card effect. That seems better to me. We were a little baffled by only getting one card to do anything with and if it is not a card that make adjustments to either side then you are just stuck. 2 cards might make for a little more play. Will have to get through a whole game first. Thanks for the thought. Otoh, events are only worth 5 points and they increase the value of the Analyst. Drawing a military group still allows you further card play. I think events don't represent a problem due to their low individual and global valor. But, other people are bothered by them.
Good Points. Need to go through a whole game as I suspect we were putting too much value on the event card and were confused as to how only getting one card (with potential military changes) was how the game was supposed to work.
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Mark Waenink
New Zealand Whangarei Northland
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starwarsgolfer wrote: Yes it would be only one, however we have created a house rule to make it two allowing for the possibility to draw a second card for a really great special card effect.
We also play with this variant.
I have considered playing that if an event card comes out to draw the next card as well. The population (Card total) would be the sum of the two, as well as the stability level. The card used for its tie breaker order (card type rank) would be decided by the player holding the balance of power before the first group card is drawn. We have yet to try this possible variant.
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Paul Bissa
United States Bowling Green Ohio
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We play a lot of the time removing the event cards entirely. Sure, it does decrease the value of the analyst, but for us, the fun of the game is messing with the higher population numbers. We often seem to groan whenever an event comes out. However, using the variant mentioned above might change that. A question though? Do you play the events as a population 2 or just allow an extra card? What I mean is, if you risk it and don't draw military, are you in unrest? Or I guess I could be misunderstanding completely...
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Keith Creighton
United States Decatur IL
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We play it as population 2 instead on one. If you go over you are in fact unrest. This keeps the tension alive!
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cferejohn wrote: You place it, but you don't go into civil unrest immediately. You will still have actions until both players pass, so you could, for example, use military cards to destroy the card that made you go over.
I've just got the new edition, and on p9 of the rules it says "Whenever bot players pass in a row, the Influence Struggle phase ends. In addition, if either player's Influence total exceeds the objective's stability, he causes Civil Disorder and the Influence Struggle phase ends."
I took this to mean that as soon as a player goes over the stability score, it's Civil Disorder. Or could this be a change in the new edition?
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Steve Duff
Canada Ottawa Ontario
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Oliblish wrote: I've just got the new edition, and on p9 of the rules it says "Whenever bot players pass in a row, the Influence Struggle phase ends. In addition, if either player's Influence total exceeds the objective's stability, he causes Civil Disorder and the Influence Struggle phase ends."
I took this to mean that as soon as a player goes over the stability score, it's Civil Disorder. Or could this be a change in the new edition?
It's a change in the new rules.
We don't know yet if it's an accident or intentional. Right now, I lean to error, as adding this rule gets rid of a great deal of the fun of the game, clawing back from the precipice as you use your card abilities to rescue a certain loss.
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Jeff Binning
United States Rollinsville Colorado
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UnknownParkerBrother wrote: Oliblish wrote: I've just got the new edition, and on p9 of the rules it says "Whenever bot players pass in a row, the Influence Struggle phase ends. In addition, if either player's Influence total exceeds the objective's stability, he causes Civil Disorder and the Influence Struggle phase ends."
I took this to mean that as soon as a player goes over the stability score, it's Civil Disorder. Or could this be a change in the new edition? It's a change in the new rules. We don't know yet if it's an accident or intentional. Right now, I lean to error, as adding this rule gets rid of a great deal of the fun of the game, clawing back from the precipice as you use your card abilities to rescue a certain loss.
I believe it's an error in the new rules, based on the designer's comment here:
http://www.boardgamegeek.com/article/9171212#9171212
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Thanks for the clarifications, I'll play it that way
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