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Burgle Bros.» Forums » Strategy

Subject: Chaining Alarms rss

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Damian M.
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I just played a game where I intentionally kept an alarm or 2 going off on the first floor at all times. This kept the guard chasing alarms and as he was never able to deactivate ALL alarms he never flipped through the patrol deck, not once. Subsequently, his movement die was also stuck at 2 (until a safe was cracked) and it made for quite an easy guard to avoid. I'm thinking about drawing a patrol card whenever an alarm is deactivated, rather than waiting until they are all shut off. As it stands I was definitely missing the feeling of tension a good heist deserves. What do you think?
 
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Scott Muldoon (silentdibs)
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Note that you add the number of activated alarms on his floor to a guard's movement value.
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I think you may have missed a rule: The guard moves the speed shown on the die PLUS the number of alarms currently active...
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Damian M.
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That's already part of the rules... without doing that it'd be ridiculously easy. Do you mean to say do one or the other? I feel like the temporary speed boost from alarms is way more manageable than the permanent boost from cycling the patrol deck.
 
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Scott Muldoon (silentdibs)
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If the guards are getting one or two extra moves every turn from alarms, what's the difference?
 
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Damian M.
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The alarms just make it so I can direct and manage his speed and direction without any real penalty. I know exactly where he's going at all times and as long as I trip another alarm before he gets there, even at a turn with 4 movement, I can lead him wherever I want. If the pressure gets too great I can let him draw a single patrol card, move his slow 2, and then start the cycle all over. I guess it feels like too much control without (lasting) penalty. I'll play with it, thanks for the feedback!
 
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Damien
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Wlfgmr3 wrote:
The alarms just make it so I can direct and manage his speed and direction without any real penalty. I know exactly where he's going at all times and as long as I trip another alarm before he gets there, even at a turn with 4 movement, I can lead him wherever I want. If the pressure gets too great I can let him draw a single patrol card, move his slow 2, and then start the cycle all over. I guess it feels like too much control without (lasting) penalty. I'll play with it, thanks for the feedback!
You could make setting off alarms cost you a stealth token. (Or maybe just the second or higher concurrently activated alarm costs a stealth.)
 
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Scott Muldoon (silentdibs)
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Another thing to consider is how many actions this is costing you versus just eating a stealth token once in a while.
 
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I suppose you could remove alarm tokens from the game (back in the box) when deactivated, and you lose if the supply runs out.

It would discourage that tactic.
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cinderbike wrote:
I suppose you could remove alarm tokens from the game (back in the box) when deactivated, and you lose if the supply runs out.

It would discourage that tactic.
Nice! It would also be rather thematic, with the SWAT Team finally arriving and all that...
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Sam phototraveler
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I'm also wondering was this a SOLO play variant? in our 4-player and 2-player games with the guard moving 4 or 2 times for each character movement this strategy just wouldn't work. It also depends on the arrangement of secret passages, walls, and such, but in general I just don't see this strategy working.
 
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Dirk-Jan Mulders
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How can you make him go from alarm to alarm without cycling through the patrol deck? Every time an alarm is deactivated a new patrol destination should be taken from the patrol deck. At least according to my rule book. Unless we misread something.
 
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dirkjan82 wrote:
How can you make him go from alarm to alarm without cycling through the patrol deck? Every time an alarm is deactivated a new patrol destination should be taken from the patrol deck. At least according to my rule book. Unless we misread something.
He only draws a new patrol card if there aren't any more alarms to visit. Once all the alarms are deactivated, then he will draw a new patrol card and proceed as normally.
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