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Skyway Robbery» Forums » Rules

Subject: Alarm Dice Confusion rss

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Jason M
Canada
Nepean
Ontario
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I love the hell out of this game, but I'm unclear on the Alarm dice. Using the first location as the example, it has only a Caves defence, and then the Vault/Code. If I send Cryptographer (Code defence) carrying Climbing Claws (Caves defence), thereby bypassing all defences, do I roll any Alarm dice at all?

I understand that sending 3+ Gang Member along, using a Loud character, and Anonymous Tip all incur Alarm dice, but does one guy Climbing into the Cavern of Dust and cracking the Code go completely unnoticed?

The reason for my confusion is that where it talks about Loud characters, it says they "set off a new Alarm for each corresponding defence they disable." The *new Alarm* made me think that there is already an Alarm going off for each defence bypassed, and a Loud character incurs yet another one per defence. That can't possibly be what it means, but it's a point of contention.
 
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Philip duBarry
United States
Cincinnati
Ohio
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The short answer is Yes, sneaking in and breaking the code does not set off any alarms. The "Each defense" wording is if (e.g.) you used a chainsaw to hack through more than one defense. Each one is a new alarm. Glad you like the game!
 
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Andy Burgess
United Kingdom
Cambridge
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For me, I've found that you can pretty much always figure out a way to steal the artefacts without triggering alarms, so I like to play with the variant that has players starting with one alarm dice in the first place, to avoid it being a foregone-conclusion.
 
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Curtis Delaney
United States
Friendswood
Texas
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I found it more enjoyable with this variant as well.

Robbery should always be at least a little risky.
 
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