Duk
United States Waikiki Hawaii
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Last night my wife and I *attempted* to play R3D N*V3MB3R, but my wife started getting a glassy look in her eyes after the first hour of 'play'. It was late, and the rules became a little overwhelming.
Today I decided to give it a go in solo mode to see if I could figure it out. Figured maybe we could give it another whirl a little later. Everything went pretty okay, but I need some clarification on a few things. Hope you can help.
1. Can a Gnome in a room that's on fire open a hatch to a room next door that's flooded to extinguish said fire?
2. Does fixing a Timed Destruction Event for say, Oxygen Pumps Down, also reset the Asphyxiation Track Meter?
3. Toward the end of the game when the Ghost Time Keeper is out of track to run on, are you still free to take 10 minutes to do a repair? Or are you limited to the amount of spaces your Ghost Time Keeper can actually go? You're limited.
4. And lastly, at the conclusion of the game, the rules state that all Time Keepers of all surviving Gnomes must reach the Rescued Space and all pending events must be resolved without the sub being destroyed in order to win.
So do I take this to mean all Timed Destruction Events must be resolved or that ALL events including Fires and Floods (and Blocked Doors?) must also be cleaned up as well in order to gain victory?
In other words, is this (below) a win or a loss?
Thanks so much in advance for the help.
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Cristiano Batista
Brazil Porto Alegre Rio Grande do Sul
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Hi Duk!
One important thing to remember when interpreting rules is that in 99% of the cases they are not that much prone to interpretation. People who write them tend to be, or at leas try to be as literal as possible in order to do not let any open "possible interpretation" breaches.
I think the answer for some of your doubts were already answered before in this forum, but of course this is not an excuse to do not lend a friendly hand to a Tovarisch in need, right?
Let's see what we have here then:
DukToonz wrote: 1. Can a Gnome in a room that's on fire open a hatch to a room next door that's flooded to extinguish said fire?
YES. (page 5 of the rulebook - the last sentence on the step 2: Reflow Water topic) Note that when in a room on fire your only possible ACTION is to try to extinguish it, but you still have your movement. You can, for instance, choose not to extinguish the fire and leave the room and do something else. In other words: you are forced to try to extinguish the fire IF you decided to stay in the room and IF the room is still on fire after your movement phase; but you are not forced to stay in the room. And even if you prefer to stay in the room and do not succeed in your attempt to end the fire, you still have your extra movement to get out of it. Since opening a hatch and reflow water are both movement options, then yes, you can do it.
DukToonz wrote: 2. Does fixing a Timed Destruction Event for say, Oxygen Pumps Down, also reset the Asphyxiation Track Meter?
Yes. (page 9 of the rulebook - the second effect for a successful room fix-it action description) And I will take advantage to call your attention to one very commonly overlooked rule: "Any attempted repair automatically fails if the Ghost Time Keeper passes the matching Destruction token on the Time Track!"
DukToonz wrote: 3. Toward the end of the game when the Ghost Time Keeper is out of track to run on, are you still free to take 10 minutes to do a repair? Or are you limited to the amount of spaces your Ghost Time Keeper can actually go? You're limited.
Exactly! (as per the last paragraph under the "Keeping Time" box, on page 5 of the rulebook)
DukToonz wrote: 4. And lastly, at the conclusion of the game, the rules state that all Time Keepers of all surviving Gnomes must reach the Rescued Space and all pending events must be resolved without the sub being destroyed in order to win.
So do I take this to mean all Timed Destruction Events must be resolved or that ALL events including Fires and Floods (and Blocked Doors?) must also be cleaned up as well in order to gain victory?
The rules does not say "pending events" it says "Timed Destruction event" which is quite specific. So no, ordinary events do not count in this case. (Please check page 7 of the rulebook under the players losing conditions - this is the second one)
DukToonz wrote: In other words, is this (below) a win or a loss?
Well, now you can say by yourself, hun? (but yes, it's a win!)
Occurred to me while I was replying to you that you might be using the unrevised rules. If this is the case, I strongly recommend that you download the revised rulebook in the download section or directly from the Fantasy Flight site.
Hope it had helped you somehow.
Good gaming for you and your wife!
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Duk
United States Waikiki Hawaii
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Thank you ever so much for the well thought out explanations. I feel a little embarrassed not being able to locate the answers myself now that you've pointed them out so thoughtfully. I'm very grateful.
I think my rule book may be a little wonky, so I will indeed go in search of that revised one. The exact quote for the game end goes like this.
Red November Rule Book wrote: There are many ways to lose a game of Red November, but only one way to win. The players win the game only if all the Time Keepers of the surviving gnomes reach the "Rescued!" space at the end of the Time Track and all pending events have been resolved without causing the sub to be destroyed.
Now that I think about it, the key words there were "without causing the sub to be destroyed.". While a fire or a flooded room is bad, it isn't a game ending tragedy: simply an obstacle.
I'm still very new to board gaming, and I see I still have much to learn. Not interpreting rules and reading them carefully being of utmost importance.
Cristiano, thank you ever so much. My wife and I are really happy to be on our way to enjoying this game. And I do apologize if the answers to my questions were posted in previous threads. Again, much to learn. I'll try not to repeat these mistakes in the future. heh
Now off I go to get a few Gnomes snockered! 
Thanks again, Cristiano.
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Flagdan Verret
Canada Laval Quebec
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I would say you have 5 minutes left. Logically, the missile will launch at 40, so after that, it's too late to fix it.
The manual is not clear about this, it just sais (P.11) "If all players’ Time Keepers pass the Destruction token on the Time Track, the catastrophe occurs and the submarine is destroyed."
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Duk
United States Waikiki Hawaii
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Agreed and I did find this to be fact on the rules (pg 18) posted on the FF website.
Thank you for the assist.
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