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The Mystery of the Templars» Forums » General

Subject: I have no idea how this game works... rss

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Björn Fink
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Münster
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...after reading the rules and sit down with a fellow geek to walk through the game there are so many things unclear. The last time i had this kind of Problems with a game was the first Edition rules from War of the Ring...can somebody please make a walkthrough Video?

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Antonio Nessuno
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The worst rulebook in the history of board games ...

In the example of the missions should be 2 failures, instead is the opposite .. and isnìt written in case of a tie what happens ...
etc etc
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Michael Guigliano
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Has anyone figured this one out?
 
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Kevin Anderson
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A buddy of mine and I are currently trying.
 
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toby
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Shooock wrote:
The worst rulebook in the history of board games ...

In the example of the missions should be 2 failures, instead is the opposite .. and isnìt written in case of a tie what happens ...
etc etc


While it is a terrible rulebook and some things are not clear, the second statement is wrong.

First, it isn't stated whether this is a 4p, 3p or 2p game. The example only discusses two players, so we might assume 2p, but it isn't definite. If it's 4p, we simply don't know what the other players did, so there's no way to no how/why the Missions succeeded.

But assuming it's a 2p game, since only two players are mentioned, the Escort mission succeeds because "James" played his double knight, which means all 8 Valor on his card are applied to the Escort mission, which would have a difficulty of 6 in a 2p game. Meanwhile, Mary played her 7 toward the Excavation, which would also have a difficulty of 6 in a 2p game.
 
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Jim Ant
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tobyjason wrote:
Shooock wrote:
The worst rulebook in the history of board games ...

In the example of the missions should be 2 failures, instead is the opposite .. and isnìt written in case of a tie what happens ...
etc etc


While it is a terrible rulebook and some things are not clear, the second statement is wrong.

First, it isn't stated whether this is a 4p, 3p or 2p game. The example only discusses two players, so we might assume 2p, but it isn't definite. If it's 4p, we simply don't know what the other players did, so there's no way to no how/why the Missions succeeded.

But assuming it's a 2p game, since only two players are mentioned, the Escort mission succeeds because "James" played his double knight, which means all 8 Valor on his card are applied to the Escort mission, which would have a difficulty of 6 in a 2p game. Meanwhile, Mary played her 7 toward the Excavation, which would also have a difficulty of 6 in a 2p game.


Just FYI, the rulebook states at the top left on p.4 that all examples assume a 4-player game. This miniscule line of type would be very easy to miss!

Also, responding to the above-quoted poster, the rulebook states in numerous places how to resolve ties.

Having said that, the primary problem(s) with the game seem to be what Kevin (the poster proposing various alternative rules) has mentioned, namely, that the "random" draw of event cards can produce games that are essentially unplayable; also, money can be a problem, although there is a rule that you can spend money from anywhere on the board whenever you need it (p.6 yellow box). However, at the beginning of the game, shortage of money can really bring the game to a standstill. This needs a workaround.


 
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