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
2 
 Thumb up
 Thumb up
12 Posts

Space Alert» Forums » Rules

Subject: Enemies that Speed Up rss

Your Tags: Add tags
Popular Tags: [View All]
Legendary Noj


msg tools
The Kamikaze has a base speed of 4. X-action is "+1 Speed. Shield points =1."

So if Kamikaze appears T+4, advances during T+4, and passes/lands on X, what happens?

The instructions clearly state that a threat's action occurs immediately.

I could see Kamikaze's movement as flexible and immediately changed as it passes/lands on X, such that the Kamikaze will advance 5 squares on T+4?

But I could also see Kamikaze's movement as set to 4 for T+4 despite passing/landing on X during T+4.

I've been playing the latter way, such that speed increases will take place on the next turn. To me it makes sense to move the token a set distance, then read X/Y/Z actions outloud, and then perform the actions, in this case putting a white block next to the speed.

This could be wrong, especially since Space Alert is generally harder than I expect.

Can I get a consensus? 4 or 5 squares advanced on T+4 from above example?
 
 Thumb up
 tip
 Thumb up
Cameron Chien
United States
Rancho Cucamonga
California
flag msg tools
mbmbmbmbmb
4.

Cameron
3 
 Thumb up
 tip
 Thumb up
Jason Dreger
Canada

Avatar
mbmbmbmb
can someone confirm this with a source?

I'd like to know for the Turn Processor.

I'm going with the 4 rule until I hear anything as it seems most people choose that way.
 
 Thumb up
 tip
 Thumb up
Matt Smith
United States
Orion
Michigan
Avatar
mbmbmbmbmb
I agree with Cameron. Speed is 4 for T+4.
 
 Thumb up
 tip
 Thumb up
Chad Urso McDaniel
United States
Seattle
Washington
mbmbmbmbmb
I'm surprised how I never noticed that the rules were not clear on this.

I vote for "4" also.
 
 Thumb up
 tip
 Thumb up
Sean McCarthy
United States
Seattle
Washington
Avatar
mbmbmbmbmb
In particular look at Nuclear Device which does the same thing but is really hard to stop so more important it's not broken on the wrong track. If you play like everyone here thinks, Nuclear Device ALWAYS takes 3 turns to hit. I think that's intentional.
 
 Thumb up
 tip
 Thumb up
Dick Leban
United States
Austin
Texas
mbmbmbmb
We play 4 too. At the point the threats move, the speed is evaluated and the token moved on the track. Anything that happens to the speed with track events will apply to the next threat movement.

Consider a (as of now) non-existent threat where the speed is 4 but the X event reduces it. If the "events affect speed immediately" line of thought is followed, we might get stuck in the situation where a threat "backs up" over the event causing the universe to implode.*

* Unless it's a robotic threat, in which case the captain probably just argued the stupid machine into exploding.
1 
 Thumb up
 tip
 Thumb up
  • Last edited Thu Jan 26, 2012 7:33 pm (Total Number of Edits: 1)
  • Posted Thu Jan 26, 2012 7:33 pm
    • Choose your Dice
      • Roll
      • Comment (Optional)
    • QuickReply
    •  
    • QuickQuote
    •  
    • Reply
    •  
    • Quote
Chris F.
United States
Atlanta
Georgia
Avatar
Another 4 here.
 
 Thumb up
 tip
 Thumb up
Alec Towle
United States

Texas
Avatar
mbmbmbmbmb
homedrone wrote:
can someone confirm this with a source?

I'd like to know for the Turn Processor.




Awesome! When can we expect the processor to be updated? I've used that thing a ton, but it's a shame when we have expansion stuff in and have to resolve by hand when we have become used to the awesome animations and program.
 
 Thumb up
 tip
 Thumb up
Dick Leban
United States
Austin
Texas
mbmbmbmb
homedrone wrote:
can someone confirm this with a source?

3.4 Threat Actions wrote:
A threat's token advances on its Trajectory Board a number of squares equal to its speed. If it lands on or passes over a square labeled X, Y, or Z, it immediately performs the indicated action. If it passes over multiple such squares, it performs all the actions in order.

In particular, the last sentence directly implies that the threat finishes its move first then performs the actions.
 
 Thumb up
 tip
 Thumb up
Greg F
United States

Avatar
mbmbmbmbmb
Secondary question- if a threat's shields change because of an attack (There's one with +1 Shield whenever it's hit by a rocket- Juggernaut?), does the shield boost apply to the triggering attack? I'm also inclined towards no, to be consistent with the thoughts in this thread, but I mostly just don't fire rockets when that threat is out.
 
 Thumb up
 tip
 Thumb up
Cameron Chien
United States
Rancho Cucamonga
California
flag msg tools
mbmbmbmbmb
No, afterwards. Everything about those kinds of affects happen AFTER something is applied or damaged or crosses an XYZ action, etc.

Cameron
 
 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.