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Subject: Small thematic clarifications rss

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Andy Choy
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Shouldn't the worker have to bring the resource with him from the Safe House in order to spend it during the Action Phase? It makes the game a bit more difficult (lose resource if arrested, must have guns on them to use them, can't spend resource same round that earned it, etc.) but would make more sense thematically. Perhaps this could be balanced by allowing worker to be placed in field to pick up airdrops on same turn they're called in?

Any work being done on an official expansion? I'd love to see more missions, more maps, and an event deck perhaps.

LOVE the game. Best solo PnP by far!

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Jake Staines
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Grantham
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casinoboss wrote:
Shouldn't the worker have to bring the resource with him from the Safe House in order to spend it during the Action Phase?


The way this originally worked when the game was in development was that the resource had to be spent when you placed the worker, and you only got the reward when you retrieved him at the end of the turn... but that was brutally hard, so despite a bit of thematic inconsistency, it was changed to the current way of working.

(Regarding weapons, it's not necessarily the chap who's blocked from being retrieved who uses the weapon - the Milicien can be shot from either direction and the effect is the same, so tracking those is less important!)

casinoboss wrote:

Any work being done on an official expansion? I'd love to see more missions, more maps, and an event deck perhaps.


I have a few thoughts on potential expansions, but nothing concrete just yet. I'm currently thinking mostly of extra boards which attach to the two routes out of the top of the map, and add in extra locations with new tasks... this would need new patrol cards and new goals to match, of course.

At some point I'll experiment with extra town layouts, which could make the game easier or harder by increasing or decreasing the number of routes... but again, each town would probably need its own patrol card deck, and lots of playtesting!
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