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Arctic Scavengers» Forums » Rules

Subject: Buildings questions rss

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Sam Sarjant
Netherlands
Wageningen
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Great game. Just played it tonight, but some issues came up when we introduced the buildings:

1) If you don't have enough cards in your deck/discard pile, can you build? The player in question did technically have enough, but the cards being used were active cards used for resource gathering.
2) When cards are removed from buildings (as they are built) where do they go? We assumed the discard pile, but perhaps they are removed to the junkyard?

The engineer and his buildings seem overpowered. An engineer early on allows a player to quickly start building hydroponics (or other buildings, but hydroponics are pretty powerful). The answers to these two questions may make things better with this expansion.

Again, I love the game. And it's easy enough to not use the buildings. Have yet to try tribal leaders.
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Marco Vega
United Kingdom
Brighton
East Sussex
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This is how we have been playing it:


1) Immediately after the resource gathering (or any action for that matter), those cards go to the discard pile. If, at any point, there are no cards in your deck (to use for building for example), the discard pile is shuffled to make a new deck. Then they can be used for building.
2) Yes, to the discard pile!

Here is a long list of FAQ if you still have quesitons:

http://boardgamegeek.com/filepage/96357/arctic-scavengers-fa...

Best of luck!

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Robert K Gabhart
United States
Keller
Texas
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Effervex wrote:
Great game. Just played it tonight, but some issues came up when we introduced the buildings:

1) If you don't have enough cards in your deck/discard pile, can you build? The player in question did technically have enough, but the cards being used were active cards used for resource gathering.


The only way you wouldn't have enough is because you trashed all your Refugees right out of the gate. Once you start playing with Tribal Leaders, you are unlikely to pitch your Refugees into the junkyard. Instead, you will either hold on to them or you will slowly destroy them (i.e. 1 per turn). This should limit the likelihood of not having enough cards in your discard / draw pile to support the building mechanic.

All of that being said, yes, if you don't have enough non-active cards to commit to the construction of a building, then you can't build. Your tribe is clearly too busy with other tasks. Additionally, if all your cards are tied up with a building project, then you might not be able to draw a full 5 cards into your hand at the start of your turn. Timing is important here.

Effervex wrote:

2) When cards are removed from buildings (as they are built) where do they go? We assumed the discard pile, but perhaps they are removed to the junkyard?


DISCARD

Effervex wrote:

The engineer and his buildings seem overpowered. An engineer early on allows a player to quickly start building hydroponics (or other buildings, but hydroponics are pretty powerful). The answers to these two questions may make things better with this expansion.


I am thrilled to hear that you perceive buildings to possibly be overpowered. I usually have to try and convince people that buildings are worth the investment. They are strong, but you have to commit to them early because of the time table:
- DIG early and find medicine in Junkyard or hire a Medic (meds go to Discard pile)
- Cycle through your deck / discard and get the medicine in your hand
- Hire an engineer (who then goes to discard)
- Cycle through your deck / discard and get the engineer into your hand
- Dig in the schematics deck to draw out a building and start a construction project
- Take cards from your DRAW pile and place them face-down on the building to represent the build timer
- Remove 1 card per turn
- Commit cards from hand to accelerate the building project

All of this adds up to a sizeable investment in terms of cards and time. This balances the power and flexibility that buildings offer.

Happy scavenging!
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Sam Sarjant
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Wageningen
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Thanks! Perhaps we played it wrong, but we only used Modules 1 and 2 (not the tribal leaders one, nor the additional sniper/saboteur actions). As such, refugees were usually trashed immediately, leading to slim starting decks and quick access to resources.

The buildings issue may have just been a once-off fluke. I'll be sure to try it again and get a better look at it.

Thanks again for being so active on these forums. It's great to get rule clarifications straight from the designer's mouth (or fingers).

Edit: Modules 1 & 2, not 1 & 3.
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