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Exile Sun» Forums » Rules

Subject: Did we do things correctly? And few other questions rss

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Piotr Konieczny
Poland
Katowice
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Fresh after our first game here are few questions:
* since a Flagship which is not destroyed goes back to one's hand, does it mean it can be used in battle after battle in the same cycle until it is destroyed? In our short 2-player game, in the first battle one player lost all of his ships, while the other had a surviving flagship, which he then used in all other battles (facing only strike crafts and shipyards); with a bit of luck that player controlled the entire board after the first cycle... does it sound possible?
* so, the black timer can be moved back and forward with the only restriction being that it cannot move back onto the supply/battle space? That means that it can move back onto the battle space, and that with two players, it can effectively stay in one place (back and forth) until both players are content with all of their moves?
* what are player (colored) pawns used for, exactly? We used them to keep track of movement for our first cycle (for which we went with clockwise order determined from random player), and then for supply round we figured they may need to be placed on the board? After the supply round are they supposed to stay on the board, indicating who is the 1st, 2nd, 3rd etc player (making round order not clockwise anymore for 3+ players)? We found it strange that supply point numbers don't increase/decrease based on one's initiative. Can anyone comment on the balance issues here?
* after the game we looked at faction abilities and we do wonder if they are balanced. The "repair 1 battle damage" power seems relatively weak, for example. Any thoughts on that?
* the game seems to have decent potential for expansions, perhaps just fan-made since it seems doubtful that the publisher's profit justifies them. I can imagine it would be relatively easy to design and print new cards, be it techs, agendas or ships. Did anyone ever ask the publisher to make the templates available for fans? I am thinking along the lines of Boss Monster, where the templates released by publisher spawned a lot of fan cards.
 
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Piotr Konieczny
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Katowice
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Wow, this game IS dead
 
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Eric A Martin
United States
St Petersburg
Florida
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Here's a few answers to your questions:

1. Flagship. Yes your assumption that the flagship can be used repeatedly in the same battle round is correct, the only caveat is that as successive battles pass your other ships get damaged and your general fleet strength drops, increasing the chance that your flagship will be destroyed and you will loose potential VP at the end of that battle round. Remember that a player must use at least one ship card from their hand in each battle, that means in successive battles a player can run out of cards and be forced to play their Flagship even when they don't want to.

2. yes this is correct. the purpose of this mechanic is to have the game advance at pace that the players (majority) all agree on.

3. the colored pawns are placed on the turn order track and keep track of what the turn order is for the whole cycle. Players get to choose the placement of their pawn at the beginning of the supply event, choosing either the ability to act early or late in the cycle (each of which has its advantages) or to get more supply points to use in the supply phase. players choose their turn order location in order of the VP track (the player with the most VP choosing last) Also, because of the way the turn timer moves back and forward, players who act earlier in the cycle may have a greater number of total turns than those who go later.

4.Having a good battleship or cruiser card forced to the bottom of your Build deck to be later randomly redrawn because of a single point of damage is a significant disadvantage (especially for the person who 'won' the battle). When that one point of damage is be automatically healed at the end of the battle, then that good card can return to your hand and be used immediately in another battle if available. A pretty significant advantage. On the flip side, players can develop the strategy of engaging players in a less important battle BEFORE a more important one, like a planet battle, with the objective of not winning the battle, but simply using strike craft to damage their opponents ships, making them unavailable for the upcoming more important battle. The above referenced special ability makes the player less prone to this kind of harassment.

Thanks for your interest in the game, let me know if you have any more questions.
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Piotr Konieczny
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Thank you for the replies - glad to see someone is still (relatively) active here
 
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