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Merchant of Venus (second edition)» Forums » General

Subject: [Standard Game] Telegate Purgatory rss

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The Broox
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Arlington
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We ended up with some very unusual Telegate placements in our game last night. In the Nebula Habitat system there is a permanent Telegate (2) that has an encounter space on either side of it. Both of those encounter cards resulted in us putting additional Telegates on those spaces (1 & 3). If a player was unfortunate enough to get warped to Telegate 2 (via their navigation dice) that was it for the rest of their movement phase since they couldn't escape what we coined Telegate Purgatory. Never seen anything like it before.
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Roger Rigby
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Spring Hope
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The Broox wrote:
We ended up with some very unusual Telegate placements in our game last night. In the Nebula Habitat system there is a permanent Telegate (2) that has an encounter space on either side of it. Both of those encounter cards resulted in us putting additional Telegates on those spaces (1 & 3). If a player was unfortunate enough to get warped to Telegate 2 (via their navigation dice) that was it for the rest of their movement phase since they couldn't escape what we coined Telegate Purgatory. Never seen anything like it before.


We have had similar situations in the Classic game where a player gets perpetually stuck on a navigation space in the nebula. We eventually created a house rule that you will be allowed to move one space each turn, regardless of your roll. Adapting it to; You may just move one space instead of rolling, would probably fix your purgatory issue, while still penalizing the player a tiny bit for their misfortunes.
 
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The Broox
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mobilecad wrote:
The Broox wrote:
We ended up with some very unusual Telegate placements in our game last night. In the Nebula Habitat system there is a permanent Telegate (2) that has an encounter space on either side of it. Both of those encounter cards resulted in us putting additional Telegates on those spaces (1 & 3). If a player was unfortunate enough to get warped to Telegate 2 (via their navigation dice) that was it for the rest of their movement phase since they couldn't escape what we coined Telegate Purgatory. Never seen anything like it before.


We have had similar situations in the Classic game where a player gets perpetually stuck on a navigation space in the nebula. We eventually created a house rule that you will be allowed to move one space each turn, regardless of your roll. Adapting it to; You may just move one space instead of rolling, would probably fix your purgatory issue, while still penalizing the player a tiny bit for their misfortunes.


We decided that ultimately a house rule was unecessary since the player could escape on her subsequent turn by either buying the star charts or rolling anything besides a 2 and using it in their navigation space.
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Carlos Alves
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House rules makes life easier. Space merchant's life is never easy, if i had that situation, i've to avoid passing throught nebula by going the long road or equip the relic which i don't remeber the name that allows me to swap the navigation die.
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