Zawadi Svela
Norway Skjetten
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I have now played two games, both of which I have won quite easily.
I suspect/hope I am doing something wrong, because usually these kind of games aren't that easy to win.
Does anybody know some mistakes which are common to make?
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Wade Nelson
United States Saint Louis Park Minnesota
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Maybe you could tell us how many players, describe how you execute a turn, and what you did to win. There is some luck-of-the-draw in Red November, but I wouldn't accuse it of being easy.
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Zawadi Svela
Norway Skjetten
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Played alone with three gnomes.
The first turns I used to pick up 2 Grog and 4 items, then I tried maintaining the critical systems in order to keep them below the fifth square. After that I just went to the systems that had to be fixed because of timed destruction or critical systems being 2-1 squares from the end. When fixing things I used items and minutes to total 6-7 if something was not extremely critical and 9-10 if it was really important to fix it NOW. I didn't succed all the time, and also failed a couple of times after using 7 minutes to fix.
I have noticed that I sometimes forgot to check faint and forgot to move the oxygen marker, but I don't know if that's the sole reason for me winning.
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Kevin B. Smith
United States Margate Florida
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Hvazadi wrote: I have noticed that I sometimes forgot to check faint and forgot to move the oxygen marker, but I don't know if that's the sole cause for me winning. Those can both add up. I try to avoid grog when possible because of the high risk involved. Usually floods, blocked hatches, and fires also make it harder to move around the sub. But it is a random swingy game. I guess try again without forgetting those things and see how it goes.
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Wade Nelson
United States Saint Louis Park Minnesota
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peakhope wrote: Hvazadi wrote: I have noticed that I sometimes forgot to check faint and forgot to move the oxygen marker, but I don't know if that's the sole cause for me winning. Those can both add up. I try to avoid grog when possible because of the high risk involved. Usually floods, blocked hatches, and fires also make it harder to move around the sub. But it is a random swingy game. I guess try again without forgetting those things and see how it goes.
I also try to avoid grog except when absolutely necessary. Fainted gnomes can lose control of the situation very quickly.
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Hector Flores
United States Austin Texas
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Hvazadi wrote: Played alone with three gnomes. The first turns I used to pick up 2 Grog and 4 items, then I tried maintaining the critical systems in order to keep them below the fifth square. After that I just went to the systems that had to be fixed because of timed destruction or critical systems being 2-1 squares from the end. When fixing things I used items and minutes to total 6-7 if something was not extremely critical and 9-10 if it was really important to fix it NOW. I didn't succed all the time, and also failed a couple of times after using 7 minutes to fix.
I have noticed that I sometimes forgot to check faint and forgot to move the oxygen marker, but I don't know if that's the sole cause for me winning.
Alone - even with 3 gnomes should be challenging - but not too hard so long as you don't get too unlucky (I say after 10 plays or so).
Try this with 5+ players - it's killer.
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Charles Theel
United States St. Louis Missouri
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We played it 4 player and found it extremely easy as well.
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Wade Nelson
United States Saint Louis Park Minnesota
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http://boardgamegeek.com/thread/744070/red-november-too-easy maybe? I don't know what to tell you, but I've never found the game to be easy. I suspect there might be a rule being played wrong, but I wouldn't know where to begin to troubleshoot.
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Mike Fox
United States Fort Worth Texas
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Generally speaking, if you continue to find that it's extremely easy and not challenging, I would look more closely at the rules. In fact, it can be brutally hard sometimes. For us, really easy sessions are rare, medium difficulty is common, and "tough sledding," so speak, is also common.
Like I said, if it never gets challenging, I suggest working through the rules again. Something sounds off!
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Fred Schmidt
United States Suisun City California
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A rule my friends were playing wrong before I happened upon their game and corrected them, was the ghost marker cannot go past a critical event (ie: missile launch, etc) when attempting to fix it... So if you're 4 minutes behind the event, you can only use 4 minutes to attempt the fix.
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ackmondual
United States
Virginia
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FCSchmidt wrote: A rule my friends were playing wrong before I happened upon their game and corrected them, was the ghost marker cannot go past a critical event (ie: missile launch, etc) when attempting to fix it... So if you're 4 minutes behind the event, you can only use 4 minutes to attempt the fix. Beat me to that punch... I'll also say:
--in order to move into a cabin on fire, you need to equip Grog and/or a Fire Extinguisher first. If you're already in a room and it goes on fire, then that's a loophole which lets you stay in that cabin to attempt to put it out without those pieces of equipment. You won't get the +3 each from either, but sometimes it has to be done
This has been annoying for when you want to reach a cabin to resolve a critical timed event, but fire is blocking your way.
--when you have a cabin with high flood, you need to open a hatch to an adjacent room with NO flood so that they both equalize. High flood + room with no flood = both rooms with no flood. High flood + room with low flood still yeidls the same water levels in both rooms. * the revised edition may allow the latter though
--blocked hatches and turbulence are usually banes of my games.
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Zawadi Svela
Norway Skjetten
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I will probably try going through the rules once more.
I have the revised edition. Does anyone know if the event deck was changed? Maybe more "respite" and/or other events that doesn't cause something terrible to happen, like "turbulence". Also felt like the cirtical systems very rarely were in a truly critical condition, as events concerning a spesific system didn't come up that often. A cuple of times I even had the chance of first fixing a system, brining it down to the second reset point, and then fixing it again with a second gnome before the marker went up again.
Also, what is the drawback of killing your gnomes when playing alone?
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Freelance Police
United States Palo Alto California
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Post a detailed session report, so we know *exactly* what you're doing. You'll get some gg as well.
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Zawadi Svela
Norway Skjetten
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Sam and Max wrote: Post a detailed session report, so we know *exactly* what you're doing. You'll get some gg as well. Didn't think of that. Will do that the next time i play.
Thanks for the tip
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Aaron Stark
United States
Ohio
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ackmondual wrote: [q="FCSchmidt"] --in order to move into a cabin on fire, you need to equip Grog and/or a Fire Extinguisher first. I just played for the first time and it seemed way too easy and not doing this was probably why. Thing is, when it first came up, I thought about that and swore that I read it in the rules but when I went back to look, I couldn't find the damn thing. Now I know I wasn't crazy and it was in fact in the rules. Should make it harder next time around.
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Mercedes (Mandy)
Japan Setagaya-ku Tokyo
If you are looking for a particular Japanese game e.g. String Railway, just GM me. I might be able to help you track down a copy :) & we can do a trade.
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I just played it twice solo and found it extremely fun and challenging. Dying/losing both times.
Once because I couldn't resolve the missile launch in time, and the other time because all the events weren't resolved before the Gnomes got rescued. It gave me the same tension as Ghost Stories. Loved it!
I remember reading in the rules: You win if the trackers all get to the rescue point, and all the events have been resolved.
The things I overlooked in my first play were - every time a fire token is added, move the oxygen up 1 - you can't enter a room with a fire unless you have a fire extinguisher or grog - roll to place the blocked hatch in a room (only internal doors can be blocked), and the player can choose which door to block in that particular room - to leave the ship, the time tracker must have passed the 10 minute mark, and you need an aqualung to exit the ship
Other things to be aware of: - you can only pump water from rooms with a Low Water token - If fire spreads to an adjacent room, increase the oxygen track (stated in the FAQ) - If fire appears in a room that already has fire, increase the oxygen track (stated in the FAQ)
Here's the FAQ link
Red november FAQ (Trifold format)
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Our group played the first game of this last night with 6 players. It was chaotic madness (in a good way).
We had a total of 3 deaths, but the rest made it to rescue. The turn order is extremely important to the difficulty of the game. We had 2 people drown in a blocked hatch room (yeah, all doors were blocked and the next people that HAD to go were IN it). Glub glub.
Another player died when his gnome passed out and the room caught fire. We had a blast playing though. Great game. With 6 players, it definitely wasn't too easy.
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Just played it with 3 plays. It was very easy.
We never touched the grog due to how risky it is and due to how closer and safer the equipment option was. None of our bars went above half way.
All three time events occurred close to the start of the game and towards the end players were just taking things very leisurely.
A fire in 5 would have caused problems but it never occurred. The random placement of fires also often resulted in fires not been set due to water.
I don't like how there are 4 stars so close to the end. This seems rather unfair as there is little you can do to tackle the damage they do. Just got to hope they are not all the same type... Enjoying it but not convinced by the design thus far.
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Steve Duff
Canada Ottawa Ontario
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monkeyhandz wrote: Just played it with 3 plays. It was very easy.
We never touched the grog due to how risky it is and due to how closer and safer the equipment option was. None of our bars went above half way.
All three time events occurred close to the start of the game and towards the end players were just taking things very leisurely.
That seems odd to me, this is quite a difficult game. How many gnomes did you play with? With 23 events per player, almost all bad, most 4 gnome games have 70 or so bad events happening to you.
You only mentioned 3 timed events, what about the kraken and the other timed events the second time through the deck?
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Martin DeOlden
United States Reno Nevada
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FCSchmidt wrote: A rule my friends were playing wrong before I happened upon their game and corrected them, was the ghost marker cannot go past a critical event (ie: missile launch, etc) when attempting to fix it... So if you're 4 minutes behind the event, you can only use 4 minutes to attempt the fix.
That is definitely one rule my group has been playing incorrect. We had been going past to fix it as long as all gnomes had not physically passed the timer. We will change this now.
Also I will have to go over the Grog rules again as it never bothered us to add more time when you were drunk on Grog and at level 1 we play that unless you roll a 1 you do not faint or level 2 roll a 2 or under then no faint. I will have to reread as I thought we were playing the Grog rules correctly.
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