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Subject: PBV+F 3: Don't Squid Turing my Colonist (High Frontier 3rd edition playtest 2) rss

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PBV+F 3: Don't Squid Turing my Colonist (High Frontier 3rd edition playtest 2)
--------------------------------------------------------------------------------------------------------------------------------------------
Format: High Frontier 3rd edition as of 20140703 with all modules. Vassal with BGG thread for auctions.
Players: 4
Moderator: Joint moderation
Dropbox link: private for now
Discussion thread: http://boardgamegeek.com/thread/1194783/
--------------------------------------------------------------------------------------------------------------------------------------------

Turn order. Faction/Player
1. Radical B612 Foundation / Drake
2. Space X Radicals / Jeff
3. ISRO Radicals /
4. ROSCOSMOS Radicals / Eric
5. Anonymous P2P Radicals / Andrew

Factions, crew platform, and new faction privileges. Bernal positions and privileges unchanged.

Green:
Anonymous P2P Radicals
Buggy
EXTRALEGAL ACTIVISM. May perform felonies (e.g. claim jump or decommission crew)

Orange:
Space X Radicals
Missile
SPACE X LAUNCH FEES. Gain 1 WT after any player performs a boost operation.

Purple:
Radical B612 Foundation
Missile
B612 SKUNKWORKS. May bid in auctions with any number of hand cards.
Colonization: Safe passage through Earth's radiation belt.

Red:
ROSCOSMOS Radicals
Raygun
PROTECTION FEES. Gain 1 WT after any player places a claim or industrializes.
Colonization: May move politics from anarchy to war.

White:
ISRO Radicals
Raygun
INDIA POWERSAT. +1 TMP to any Bernal or MW rocket, during any player turn.

--------------------------------------------------------------------------------------------------------------------------------------------

How to take your turn summary (more details in README in dropbox):

1 SUMMARY: On your turn (see below for more details)
1.1 Load and step through previous logfile (.vlog)
1.2 start new logfile
1.3 If doing research operation (auction), move card from patent deck to research op. card slot
1.3.1 if necessary, roll (or ask Drake to do it) for new top card on BGG, put that card on top of deck
1.3.2 End logfile, put in dropbox
1.3.3 Post on BGG about auction
1.3.4 after auction, current player
1.3.4.1 Load and step through previous logfile (.vlog)
1.3.4.2 start new logfile
1.3.4.3 give winner cards, adjust WTs
1.4 Post your movement at least up to the lagrange point containing a aerobreak/radiation/hazard before doing the roll on BGG
1.5 do all die rolls on BGG (for movement, etc)
1.5.1 after a die roll, NO alterations of parts of your turn before the die roll are possible unless a rules violation was made
1.6 update your VP table if necessary
1.7 end turn
1.7.1 if last player
1.7.1.1 update sunspot, do event roll on BGG and event if necessary (or ask Drake to do)
1.7.2 advance turn tracker to next player
1.7.3 end log, put in dropbox, post on BGG
1.7.3.1 your turn is editable except for parts occurring before die rolls for 5 minutes
--------------------------------------------------------------------------------------------------------------------------------------------

PBV+F Rules:

0. Read "README-how-to-take-your-turn.doc" in dropbox for managing Vassal, bookkeeping, and how to take your turn.

1. Players should be able to check in at least once or twice a day to keep the game moving.

2. A player may alter a posted turn if done so within 5 minutes of posting to allow for players to avoid accidental mistakes and posts missed while typing. A player should note this by making a new post within the 5 minute time limit and should not edit the original post. However, as noted in the rules, no alternations of parts of a turn occurring before a die roll are possible.

3. Be friendly and respectful, but feel free to rocket past that loser's rocket, laughing as you carve your name into the moon, laying your claim just as he enters Luna Orbit. In other words, have fun, and make sure you don't ruin others' fun. "Heavy Role Play" is a good option for this kind of game, and it is a good way to "get into it." If all players agree, postings on this forum "in character" would add lots of interesting details to what ought to be a real adventure.

4. Remember that the goal of the game is to enjoy the experience, so do your best to provide a great play experience for you and the others around you. If you have to quit or leave for a long time, please look ahead to that and find a replacement to run your faction.

5. In the instance that a rules question comes up, we will consult the most recent Living Rules or ask on yahoo group.

6. It is assumed that everyone playing owns their own copy of High Frontier and/or the High Frontier "Colonization" Expansion.

7. All negotiation and discussion between players must occur publicly on this forum.

----------------------------------------------------------------------
Game-specific Rules:
----------------------------------------------------------------------

Set-up:
All players will begin with 4 WTs.

Auctions:
When any player initiates a Research Operation (an 'auction'), all eligible (less than 4 cards, not including the Crew card) players may bid or pass as they see fit--no turn order is needed. Players are free to negotiate and to discuss an auction in any way they see fit. All auctions will run until all eligible players have bid/pass.

Movement:
Please show movement in vassal log as detailed as possible stopping at each hohmann and lagrange point along the way. You must post your movement at least up to the lagrange point containing a aerobreak/radiation/hazard before doing the roll.

Operations:
Indicate which crew/colonist is making each operation.
Example: PRC crew does Research Operation

Die Rolling:
Indicate the purpose (aerobraking, radiation, hazard, event rolls, prospecting) for each die roll in your post.

----------------------------------------------------------------------
Additional rules and clarifications for this third edition play test:
----------------------------------------------------------------------

0. We are using Radical factions

1. We are using cards for glory and space ventures.

There are 4 Space Venture Cards. The player gets the card if he is the first to complete the venture.

C space venture: space elevator: First 4 C claims & pay 3WT = 3 VP and use of both space elevators

V space venture: space tourism: First 3 V claims & pay 5 WT = 4 VP and +1 WT at the end of each of your non-war non-anarchy turn

S space venture: space pharmacy: First 3 S claims = 4 VP and Research Ops profit 1 WT (at end of your turn)

M space venture: space 3D printing: First 3 M claims = 3 VP and Digital swap and ET production ops profit 1 WT (at end of your turn)

Glory is worth 2 VP.

2. Operations Management rules (they replace M1 in A + C).

M1. MULTIPLE OPERATIONS
In addition to your crew’s operation, your boosted colonist cards enable you to perform additional operations on your turn.
● Operation Using Crew. Your crew card can perform any single operation, regardless if it is in your hand or in space. You cannot lose or trade your crew, so you are guaranteed one operation in your turn. Your crew operation is always free to perform.
● Operations Using Colonists. You can perform up to bonus operations with up to one colonist of each specialization (engineering, finance, and/or research). Each of these bonus operations provided by colonists costs 1 WT. If you have multiple colonists with the same specialization, then only one of those colonists may perform an operation each turn (your choice). The additional colonists of that specialization will instead enable the colonist that does perform the operation to produce +1 profit at the end of the turn.

To perform an operation, a crew or colonist can be anywhere in space. Unless its ISRU ability is used, it does not have to be at the location where the operation is performed (remote control operations are assumed).

A few (robotic) colonists do not have a specialization, and allow no extra operations.

Some colonists have more than one specialization, and you must choose which specialization that colonist counts as each turn.

Example: if you have two engineering colonists and one finance colonist in play, you may perform up to 3 operations on your turn: your crew may perform one operation at 0 WT cost. Your finance colonist may perform one operation for a cost of 1 WT. And one of your engineering colonists may perform one operation for a cost of 1 WT. If performed, the operation performed by the engineering colonist produces +1 WT profit.
Order of Operations
You can perform operations in any order before, after, or between your moves. You may perform the same operation multiple times using different crew or colonists, though you may never exceed the limits on the total number of operations of each type. This includes operations using robonauts. A robonaut on a site can ISRU refuel (H5) twice in the same turn if tele-operated by both your crew and an engineering colonist. A robonaut can also prospect (H6) twice in the same turn if tele-operated by both your crew and a science colonist (for example, if it has moved after the first prospect and before the second prospect).

EXCEPTION: You are only allowed one card auction (Research or Recruit) per turn.

3. All cards, colonists, and objects may move and be used immediately upon being et produced, industrialized, boosted, created, etc.

4. space colonies are built by decommissioning a human at your industrialized site with a max of 1 space colony per industrialized site. space colonies use a meeple marker instead of a cube and are worth 2 VP. 7 space colonies max.

5. Robot emancipator
• Disaffected Human Employees. The Emancipator is limited to one operation per turn performed by a human (including crew!). Moreover, any colonist held by the *Robot Emancipator* (*N3*) can be hostile recruited regardless of loyalty as long as it is not loyal to the Robot Emancipator. For instance, if Player Green is the Emancipator, all his colonists are vulnerable to hostile recruiting except robots and those with green election ballot icons.
• Labor Profits. The Emancipator gains 1 WT profit at the end of his turn.

6. new scientist operation:
"A. pick a single patent deck, take the top 3 cards, and put them back in any order. the player can still perform an auction this turn. (let's call this action INFLUENCE or TECHSORT)
OR
B. perform 2 inspirations."
in short: INFLUENCE/TECHSORT a patent deck or perform 2 inspirations.

7. Triangle burns no longer allow Inspirations.

--------------------------------------------------------------------------------------------------------------------------------------------

Player Resources:
Vassal version: 3.2.12
High Frontier vassal module version: 3.2 (posted in dropbox, not available to public yet)
A+C living rules in dropbox

--------------------------------------------------------------------------------------------------------------------------------------------

END OF GAME RESULTS

Maps


Futures


VP
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Reserved for determining player order and faction.

Turn order (lowest first):
Anonymous P2P Radicals 1d100 = (100) = 100
ISRO Radicals 1d100 = (44) = 44
ROSCOSMOS Radicals 1d100 = (98) = 98
Space X Radicals 1d100 = (37) = 37
Radical B612 Foundation 1d100 = (28) = 28

Drake's faction 1custom5{Radical B612 Foundation;Space X Radicals;ISRO Radicals;ROSCOSMOS Radicals;Anonymous P2P Radicals} -> ( Radical B612 Foundation) -> ( Radical B612 Foundation)
Eric's faction 1custom4{Space X Radicals;ISRO Radicals;ROSCOSMOS Radicals;Anonymous P2P Radicals} -> ( ROSCOSMOS Radicals) -> ( ROSCOSMOS Radicals)
Andrew's faction 1custom3{Space X Radicals;ISRO Radicals;Anonymous P2P Radicals} -> ( Anonymous P2P Radicals) -> ( Anonymous P2P Radicals)
Jeff's faction 1custom2{Space X Radicals;ISRO Radicals} -> ( Space X Radicals) -> ( Space X Radicals)
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  • 562086. DrakeImmortalis
  • 1d100 =
  • (100) =
  • 100
  • Anonymous P2P Radicals
  • Sun Jun 29, 2014 8:56 am
  • [+]
  • 562087. DrakeImmortalis
  • 1d100 =
  • (44) =
  • 44
  • ISRO Radicals
  • Sun Jun 29, 2014 8:56 am
  • [+]
  • 562088. DrakeImmortalis
  • 1d100 =
  • (98) =
  • 98
  • ROSCOSMOS Radicals
  • Sun Jun 29, 2014 8:56 am
  • [+]
  • 562089. DrakeImmortalis
  • 1d100 =
  • (37) =
  • 37
  • Space X Radicals
  • Sun Jun 29, 2014 8:57 am
  • [+]
  • 562090. DrakeImmortalis
  • 1d100 =
  • (28) =
  • 28
  • Radical B612 Foundation
  • Sun Jun 29, 2014 8:58 am
  • [+]
  • 563752. DrakeImmortalis
  • 1custom5{Radical B612 Foundation;Space X Radicals;ISRO Radicals;ROSCOSMOS Radicals;Anonymous P2P Radicals} =
  • ( Radical B612 Foundation) =
  • ( Radical B612 Foundation)
  • Drake's faction
  • Thu Jul 3, 2014 5:50 am
  • [+]
  • 563753. DrakeImmortalis
  • 1custom4{Space X Radicals;ISRO Radicals;ROSCOSMOS Radicals;Anonymous P2P Radicals} =
  • ( ROSCOSMOS Radicals) =
  • ( ROSCOSMOS Radicals)
  • Eric's faction
  • Thu Jul 3, 2014 5:51 am
  • [+]
  • 563754. DrakeImmortalis
  • 1custom3{Space X Radicals;ISRO Radicals;Anonymous P2P Radicals} =
  • ( Anonymous P2P Radicals) =
  • ( Anonymous P2P Radicals)
  • Andrew's faction
  • Thu Jul 3, 2014 5:51 am
  • [+]
  • 563755. DrakeImmortalis
  • 1custom2{Space X Radicals;ISRO Radicals} =
  • ( Space X Radicals) =
  • ( Space X Radicals)
  • Jeff's faction
  • Thu Jul 3, 2014 5:52 am
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Top of decks. Had to make some abbreviations to names due to character limits.

Thrusters 1custom10{Hall Effect;Photon Heliogyro;Mirror Steamer;Cermet NERVA;Ponderomotive VASIMR;Mass Driver;De Laval Nozzle;Photon Kite Sail;Metastable Helium;Ablative Plate} -> ( Ablative Plate) -> ( Ablative Plate)
Robonauts 1custom11{Flywheel Tractor;Cat Fusion Z-Pinch Torch;Explosive Gas Dynamic Laser;Solar-pumped MHD Excimer Laser;Neutral Beam;Free Electron Laser;Kuck Mosquito;Tungsten Resistojet;MET Steamer;Nuclear Drill;Phase-Locked Diode Laser} -> ( Nuclear Drill) -> ( Nuclear Drill)
Refineries 1custom9{Carbo-Chlorination;ISRU Sabatier;Fluidized-Bed;Magma Electrolysis;CVD Molding;Electroforming;Basalt Fiber Spinning;Froth Flotation;Foamglass Sintering} -> ( Basalt Fiber Spinning) -> ( Basalt Fiber Spinning)
Radiators 1custom12{Bubble Membrane;ETHER Charged;Mo / Li Heat Pipe;Ti / K Heat Pipe;Microtube Array;SS / NaK ;Salt-cooled Reflux Tube;X-ray Hard Dielectric ;Magnetocaloric ;Steel / Pb-Bi Pumped Loop;Li Heatsink;Qu Tube} -> ( Qu Tube) -> ( Qu Tube)
Generators 1custom16{Cascade Photovoltaic;Photon Tether ;H2-O2 Fuel ;Stirling Engine;Rankine MHD;Flywheel ;AMTEC ;Catalyzed Fission ;In-core Thermionic;Brayton Turbine;Rankine Solar;Cascade Thermoacoustic;Magnetoshell Plasma ;Marx;Ericsson Engine;Radioisotope} -> ( Rankine MHD) -> ( Rankine MHD)
Reactors 1custom11{Project Orion;Penning Trap;Lyman Alpha Trap;Mini-Mag RF Paul Trap;Pebble Bed Fission;Dual-Mode Fission;D-T Fusion Tokamak;Magneto-Inertial D-D Fusion;Rubbia Thin Film Fission Hohlraum;Metallic Hydrogen;Optoelectric Nuclear Battery} -> ( Magneto-Inertial D-D Fusion) -> ( Magneto-Inertial D-D Fusion)
Colonists 1custom15{SIREN;ISLAMIC;JUICED;ROCK RATS;HEAVY WATER SURVIVALISTS;BOTANY BAY CONVICTS;CALYPSO 2 ECO-WARRIORS;MALCOLM;VATICAN;SVALBARD;MICROGRAVITY;SECURITY;SQUID TURING;BABBAGE HALBONOT;SMART PETS} -> ( SECURITY) -> ( SECURITY)
GW 1custom7{Mini-Mag Orion Z-Pinch Fission;Amat-catalyzed Fission-fusion;VISTA D-T Inertial Fusion;Spheromak 3He-D Magnetic Fusion;Dense Plasma H-B Focus Fusion;Leviated Dipole 6Li-H Fusion;Salt-water Zubrin} -> ( Leviated Dipole 6Li-H Fusion) -> ( Leviated Dipole 6Li-H Fusion)
Freighters 1custom7{Inflatable Solar-Heated;Rotary Dirt Launcher;Fission-heated Steam;Z-Pinch D-T/6Li Fusion;Fission Fragment Sail;HIIPER Beam-Rider;Poodle} -> ( Fission-heated Steam) -> ( Fission-heated Steam)
1 
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  • 562304. DrakeImmortalis
  • 1custom10{Hall Effect;Photon Heliogyro;Mirror Steamer;Cermet NERVA;Ponderomotive VASIMR;Mass Driver;De Laval Nozzle;Photon Kite Sail;Metastable Helium;Ablative Plate} =
  • ( Ablative Plate) =
  • ( Ablative Plate)
  • Thrusters
  • Mon Jun 30, 2014 2:51 am
  • [+]
  • 562305. DrakeImmortalis
  • 1custom11{Flywheel Tractor;Cat Fusion Z-Pinch Torch;Explosive Gas Dynamic Laser;Solar-pumped MHD Excimer Laser;Neutral Beam;Free Electron Laser;Kuck Mosquito;Tungsten Resistojet;MET Steamer;Nuclear Drill;Phase-Locked Diode Laser} =
  • ( Nuclear Drill) =
  • ( Nuclear Drill)
  • Robonauts
  • Mon Jun 30, 2014 2:51 am
  • [+]
  • 562307. DrakeImmortalis
  • 1custom9{Carbo-Chlorination;ISRU Sabatier;Fluidized-Bed;Magma Electrolysis;CVD Molding;Electroforming;Basalt Fiber Spinning;Froth Flotation;Foamglass Sintering} =
  • ( Basalt Fiber Spinning) =
  • ( Basalt Fiber Spinning)
  • Refineries
  • Mon Jun 30, 2014 2:51 am
  • [+]
  • 562310. DrakeImmortalis
  • 1custom12{Bubble Membrane;ETHER Charged;Mo / Li Heat Pipe;Ti / K Heat Pipe;Microtube Array;SS / NaK ;Salt-cooled Reflux Tube;X-ray Hard Dielectric ;Magnetocaloric ;Steel / Pb-Bi Pumped Loop;Li Heatsink;Qu Tube} =
  • ( Qu Tube) =
  • ( Qu Tube)
  • Radiators
  • Mon Jun 30, 2014 2:53 am
  • [+]
  • 562311. DrakeImmortalis
  • 1custom16{Cascade Photovoltaic;Photon Tether ;H2-O2 Fuel ;Stirling Engine;Rankine MHD;Flywheel ;AMTEC ;Catalyzed Fission ;In-core Thermionic;Brayton Turbine;Rankine Solar;Cascade Thermoacoustic;Magnetoshell Plasma ;Marx;Ericsson Engine;Radioisotope} =
  • ( Rankine MHD) =
  • ( Rankine MHD)
  • Generators
  • Mon Jun 30, 2014 2:54 am
  • [+]
  • 562313. DrakeImmortalis
  • 1custom11{Project Orion;Penning Trap;Lyman Alpha Trap;Mini-Mag RF Paul Trap;Pebble Bed Fission;Dual-Mode Fission;D-T Fusion Tokamak;Magneto-Inertial D-D Fusion;Rubbia Thin Film Fission Hohlraum;Metallic Hydrogen;Optoelectric Nuclear Battery} =
  • ( Magneto-Inertial D-D Fusion) =
  • ( Magneto-Inertial D-D Fusion)
  • Reactors
  • Mon Jun 30, 2014 2:55 am
  • [+]
  • 562317. DrakeImmortalis
  • 1custom15{SIREN;ISLAMIC;JUICED;ROCK RATS;HEAVY WATER SURVIVALISTS;BOTANY BAY CONVICTS;CALYPSO 2 ECO-WARRIORS;MALCOLM;VATICAN;SVALBARD;MICROGRAVITY;SECURITY;SQUID TURING;BABBAGE HALBONOT;SMART PETS} =
  • ( SECURITY) =
  • ( SECURITY)
  • Colonists
  • Mon Jun 30, 2014 2:56 am
  • [+]
  • 562318. DrakeImmortalis
  • 1custom7{Mini-Mag Orion Z-Pinch Fission;Amat-catalyzed Fission-fusion;VISTA D-T Inertial Fusion;Spheromak 3He-D Magnetic Fusion;Dense Plasma H-B Focus Fusion;Leviated Dipole 6Li-H Fusion;Salt-water Zubrin} =
  • ( Leviated Dipole 6Li-H Fusion) =
  • ( Leviated Dipole 6Li-H Fusion)
  • GW
  • Mon Jun 30, 2014 2:56 am
  • [+]
  • 562319. DrakeImmortalis
  • 1custom7{Inflatable Solar-Heated;Rotary Dirt Launcher;Fission-heated Steam;Z-Pinch D-T/6Li Fusion;Fission Fragment Sail;HIIPER Beam-Rider;Poodle} =
  • ( Fission-heated Steam) =
  • ( Fission-heated Steam)
  • Freighters
  • Mon Jun 30, 2014 2:57 am
Gardalon Nytrie
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My only request is that I don't start behind earth's rad belt again.
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Andrew Doull
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Well at least this game I'm forced to claim jump since I can't rely on great pivots...
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Andrew Doull
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Also note ROSCOSMOS's faction privileges are not affected by Anarchy or War.

And you can only build mobile factories on your claims, not in space - however you can build mobile factories at already industrialized sites of yours.
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b612 crew income

spacex turn
 
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andrewdoull wrote:
Also note ROSCOSMOS's faction privileges are not affected by Anarchy or War.

And you can only build mobile factories on your claims, not in space - however you can build mobile factories at already industrialized sites of yours.

This isn't entirely true. You can also create mobile factories at Bernals with a dirtside or your start location, so it can occur in space, just not any location like before.
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andrewdoull wrote:
Also note ROSCOSMOS's faction privileges are not affected by Anarchy or War.


This is very, very, very broken.

With PRC it didn't matter since one of their two faction privileges is something anyone can do in anarchy/war anyways, and the other is about moving the anarchy marker to war, so obviously needs to be available if in anarchy. But ROSCOSMOS retaining their wt generation on anarchy/war is huge and broken.
 
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SDxEair wrote:
andrewdoull wrote:
Also note ROSCOSMOS's faction privileges are not affected by Anarchy or War.


This is very, very, very broken.

With PRC it didn't matter since one of their two faction privileges is something anyone can do in anarchy/war anyways, and the other is about moving the anarchy marker to war, so obviously needs to be available if in anarchy. But ROSCOSMOS retaining their wt generation on anarchy/war is huge and broken.


Yeah. Bring it up on the newsgroup.
 
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SDxEair wrote:
andrewdoull wrote:
Also note ROSCOSMOS's faction privileges are not affected by Anarchy or War.


This is very, very, very broken.

With PRC it didn't matter since one of their two faction privileges is something anyone can do in anarchy/war anyways, and the other is about moving the anarchy marker to war, so obviously needs to be available if in anarchy. But ROSCOSMOS retaining their wt generation on anarchy/war is huge and broken.


My personal preference for a fix is to only allow them to get WT for these during Anarchy, War. It is a thematic fix but may significantly affect the balance of this colonist and the game.
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andrewdoull wrote:
SDxEair wrote:
andrewdoull wrote:
Also note ROSCOSMOS's faction privileges are not affected by Anarchy or War.


This is very, very, very broken.

With PRC it didn't matter since one of their two faction privileges is something anyone can do in anarchy/war anyways, and the other is about moving the anarchy marker to war, so obviously needs to be available if in anarchy. But ROSCOSMOS retaining their wt generation on anarchy/war is huge and broken.


My personal preference for a fix is to only allow them to get WT for these during Anarchy, War. It is a thematic fix but may significantly affect the balance of this colonist and the game.


That would encourage someone to pay attention to politics. Could be interesting.
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Jeff Chamberlain
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SpaceX's Turn

crew will perform a recruit operation.

roll for second card:
1custom14{SIREN CYBERNAUTICS INC.;ISLAMIC REFUGEES;JUICED COSMONAUTS;ROCK RATS MINERS' UNION;HEAVY WATER SURVIVALISTS;BOTANY BAY CONVICTS;CALYPSO 2 ECO-WARRIORS;MALCOLM;VATICAN OBSERVERS;SVALBARD CARETAKERS;PANTROPHISTS;SQUID TURING;BABBAGE;SMART PETS } -> ( MALCOLM) -> ( MALCOLM)
 
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  • 564423. Klintus Fang
  • 1custom14{SIREN CYBERNAUTICS INC.;ISLAMIC REFUGEES;JUICED COSMONAUTS;ROCK RATS MINERS' UNION;HEAVY WATER SURVIVALISTS;BOTANY BAY CONVICTS;CALYPSO 2 ECO-WARRIORS;MALCOLM;VATICAN OBSERVERS;SVALBARD CARETAKERS;PANTROPHISTS;SQUID TURING;BABBAGE;SMART PETS } =
  • ( MALCOLM) =
  • ( MALCOLM)
  • Sat Jul 5, 2014 12:09 pm
Jeff Chamberlain
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roll for third card: 1custom13{SIREN CYBERNAUTICS INC.;ISLAMIC REFUGEES;JUICED COSMONAUTS;ROCK RATS MINERS' UNION;HEAVY WATER SURVIVALISTS;BOTANY BAY CONVICTS;CALYPSO 2 ECO-WARRIORS;VATICAN OBSERVERS;SVALBARD CARETAKERS;PANTROPHISTS;SQUID TURING;BABBAGE;SMART PETS } -> ( CALYPSO 2 ECO-WARRIORS) -> ( CALYPSO 2 ECO-WARRIORS)
 
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  • 564424. Klintus Fang
  • 1custom13{SIREN CYBERNAUTICS INC.;ISLAMIC REFUGEES;JUICED COSMONAUTS;ROCK RATS MINERS' UNION;HEAVY WATER SURVIVALISTS;BOTANY BAY CONVICTS;CALYPSO 2 ECO-WARRIORS;VATICAN OBSERVERS;SVALBARD CARETAKERS;PANTROPHISTS;SQUID TURING;BABBAGE;SMART PETS } =
  • ( CALYPSO 2 ECO-WARRIORS) =
  • ( CALYPSO 2 ECO-WARRIORS)
  • Sat Jul 5, 2014 12:10 pm
Jeff Chamberlain
United States
Tracy
California
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new card at top of deck:
1custom12{SIREN CYBERNAUTICS INC.;ISLAMIC REFUGEES;JUICED COSMONAUTS;ROCK RATS MINERS' UNION;HEAVY WATER SURVIVALISTS;BOTANY BAY CONVICTS;VATICAN OBSERVERS;SVALBARD CARETAKERS;PANTROPHISTS;SQUID TURING;BABBAGE;SMART PETS } -> ( PANTROPHISTS) -> ( PANTROPHISTS)
 
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  • 564425. Klintus Fang
  • 1custom12{SIREN CYBERNAUTICS INC.;ISLAMIC REFUGEES;JUICED COSMONAUTS;ROCK RATS MINERS' UNION;HEAVY WATER SURVIVALISTS;BOTANY BAY CONVICTS;VATICAN OBSERVERS;SVALBARD CARETAKERS;PANTROPHISTS;SQUID TURING;BABBAGE;SMART PETS } =
  • ( PANTROPHISTS) =
  • ( PANTROPHISTS)
  • Sat Jul 5, 2014 12:12 pm
Jeff Chamberlain
United States
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California
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Will put Malcolm up for auction. sticking security systems, then eco-warriors at bottom.

Opening bid. 2 WT.
 
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Gardalon Nytrie
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ROSCOSMOS bid 3wt.
 
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Jeff Chamberlain
United States
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SpaceX bids 3.
 
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Drake Immortalis
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b612 passes
 
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Gardalon Nytrie
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ROSCOSMOS bids 4wt.
 
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Drake Immortalis
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b612 will consider selling cycler uses. Prices start at 1 WT (or a beneficial trade) and must be used on the turn purchased unless otherwise negotiated. Prices may be higher during red phase.
 
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Andrew Doull
Australia
Kirrawee
NSW
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Anonymous passes.

That was an incredibly badass recruit.

Also:

If as Player Orange I have an engineer in my Bernal I can free market as my colonist engineering op. Nice buff for Orange and White Bernals.
 
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Jeff Chamberlain
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SpaceX will bid 4. Which prices ROSCOSMOS out. SpacesX wins auction for 4WT.

vlog updated.

SpaceX turn complete.
 
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Gardalon Nytrie
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I knew you were willing to bid anything.
 
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Gardalon Nytrie
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ROSCOSMOS turn:
Crew researches Rankine MHD(Generator), coming with D-D Fusion Magneto Inertial(Reactor) and Qu Tube(Radiator).

Next Generator: 1custom15{Cascade Photovoltaic;Photon Tether ;H2-O2 Fuel ;Stirling Engine;Flywheel ;AMTEC ;Catalyzed Fission ;In-core Thermionic;Brayton Turbine;Rankine Solar;Cascade Thermoacoustic;Magnetoshell Plasma ;Marx;Ericsson Engine;Radioisotope} -> ( Photon Tether) -> ( Photon Tether )
 
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  • 564669. SDxEair
  • 1custom15{Cascade Photovoltaic;Photon Tether ;H2-O2 Fuel ;Stirling Engine;Flywheel ;AMTEC ;Catalyzed Fission ;In-core Thermionic;Brayton Turbine;Rankine Solar;Cascade Thermoacoustic;Magnetoshell Plasma ;Marx;Ericsson Engine;Radioisotope} =
  • ( Photon Tether) =
  • ( Photon Tether )
  • Next Generator:
  • Sun Jul 6, 2014 7:24 am
1 , 2 , 3 , 4 , 5  Next »  [77] | 
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