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Subject: Cry Havoc First Time Play - Game Rules Most Often Missed rss

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Indenture Forlife
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I am going to play Cry Havoc with some friends for the first time and I was wondering if anyone had any suggestions as to rules or game play that is most often missed, forgotten, or played incorrectly.

I am hopeful that this post can be used by other first time payers in the future so please add anything you think will he helpful. Thank you.
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Jason Brown
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Indenture wrote:
I am going to play Cry Havoc with some friends for the first time and I was wondering if anyone had any suggestions as to rules or game play that is most often missed, forgotten, or played incorrectly.

I am hopeful that this post can be used by other first time payers in the future so please add anything you think will he helpful. Thank you.

Follow along on the player aids located on the faction mats and battle mats and you shouldn't have much difficulty. I suggest reading the strategy guides for the Pilgrims and Machines for the players that get those factions as they are more difficult to grok than the humans and trogs.

Remember to play to each faction's strength. You won't win the area control game with the Pilgrims and wading into battles with the Machines will spell disaster.
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Brett Petersen
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What are those!
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That your HQ counts as a space for scoring and events
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X Shrike
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The number one rule I have to keep reminding myself about is to check to make sure I only use the tactics cards that match the terrain of the region where the battle is happening.

Most common I have seen asked here or from other players:

You can only play a card or building when it explicitly says it can be used in a region with a battle marker. Outside of that battle regions are locked down.

If a region has a battle but, one side gets wiped out before the combat phase, no battle happens and the battle token is removed from the region when one side is removed.

The tokens, generated by the Human Watchtower and Artillery, only gets used up when there is a combat involving Humans.

The draw actions lets you draw from the four terrain tactics decks as well as your own deck.

Trogs don't have to stop when they enter regions with Trog tokens like the other three factions. In fact they can run around the map activating the Trog tokens as they pass through.

Enable scoring is a whole action into itself and requires you to spend the card that has the action on it. That is all you do.

Your HQ counts as a region you control and is essentially a safe zone. I cannot be invaded and your units cannot be attacked in it. You can also not build anything in it.

Odd interpretations:


When you take the draw card action the card you pick goes to your hand. All cards you play are put into your discard pile. The game has deck building mechanics. There is no way to remove cards from your deck.
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Paul Ferguson
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Trogs only score half points for gems.
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Alex Almond
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Missed rules my us:

In 3 player trogs don't retreat they gain a orange token in adj region.

You only get default + 2 skills (we've been playing with 5)

Remember to add a crystal to each battle!


 
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Jon Snow
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1. During a battle, only one enemy prisoner can be taken. But that prisoner will give a VP each turn unless he is redeemed by its owner--Trog prisoners in 2-3 player games cannot be redeemed.

 
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Oak Wolf
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chas59 wrote:
1. During a battle, only one enemy prisoner can be taken. But that prisoner will give a VP each turn unless he is redeemed by its owner--Trog prisoners in 2-3 player games give no points but cannot be redeemed.



I had assumed that Trog Prisonners in 2-3p did give points, actually, but could not be freed (encouraging the other players to avoid letting trogs fall as prisonners, especially early on). Any reference on this one?
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Jon Snow
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Sorry; my mistake. I meant to say that prisoners taken by Trogs give no points!
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Grant Rodiek
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Darkmancer wrote:


You only get default + 2 skills (we've been playing with 5)



Sweet merciful. That's too much.
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Todd Carter
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The rules I've easily messed up include:

1. Forgetting to add a crystal at the beginning of every battle.

2. In a 2-3 player game, the trogs disappear after battle and are replaced with a nest token.

3. In a 4 player game, Trogs score half on crystals.

Hope that helps!
 
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Alex Almond
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HerrohGrant wrote:
Darkmancer wrote:


You only get default + 2 skills (we've been playing with 5)



Sweet merciful. That's too much.


We found it fine tbh. It was more a case of remembering the stuff in the rule book which was the problem.

I suspect it unbalances the game though, the humans in particular have several skills which boost each other, the Troggs less so.

I don't even like to think of the machines without the transformation skill, it's their defining skill really (and their best).
 
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Jon Snow
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I'm with Grant on this. However,It is notable that some of the Strategy Guides talk about a particular skill of a race without noting that it won't necessarily be in play.
 
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Andre Smothers
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thatach wrote:
That your HQ counts as a space for scoring and events


WHAT
 
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Grant Rodiek
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Tetsuo2k wrote:
thatach wrote:
That your HQ counts as a space for scoring and events


WHAT


That is why we put a control marker there in setup.
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Jon Snow
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And one is printed on each HQ as well.
 
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