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T.I.M.E Stories» Forums » Variants

Subject: Time Captain Die Variant rss

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Christian Villarreal
United States
Van Nuys
California
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I'm not really a fan of the time captain die due to it possibility of royally screwing over your run. So I proposed a solution to it for when you need to change locations. Make it a static number. You can even in fact use this to make the game harder or easier.

Easy - 1 TU

Normal - 2 TU (since 4 sides of the die are 2 TU)

Hard - 3 TU

Now before you ask, I did already test this out on Asylum, using normal mode. I made sure I did everything possible as a new player would do. I gathered all the items needed, went down the paths needed, and made the decisions needed. And I managed to finish the scenario on the 2nd run with 1 TU to spare using 2 TU traveling between locations every time. Easy obviously would allot way more time to finish everything, hard would force you to make more tactical decisions to finish before you run out of time, even going as far as to solving puzzles without all the clues for them.

Anyway, I will try hard mode soon enough to see how well that plays.
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ALeX
Germany
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I also don't like that die. But for example in UtM the result is used for the TU and at the same time for other things. You could of course roll it as usual and always go 2 TU down.
 
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Randal Divinski
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Natick
Massachusetts
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On the "Hard" setting, how about reducing the 3 cost to 2 for any movement between two locations you have previously moved between (on this run, or a previous one)? Path optimization.
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Marc Bishop
Canada
Gatineau
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Totally agree that the Captain die serves no real purpose in the game. Players can't mitigate its effects and its random costs can punish/help a run without any rhyme or reason, hence I consider it 100% useless as a boardgame component and mechanic. Fixed cost just makes more sense.
 
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