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Subject: The Black Market - Supplies: Deck by Deck rss

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George Krubski
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Although there is still some fine-tuning needed for individual cards, I've been thinking quite a bit about how the supplies may be balanced. I believe it's going to look like this:

- 4 new cards for each of the core game Supply Decks
- 5 new cards for each of the Rim Space Supply Decks (or, more properly, 4 + a Jade Coin)
- 45 or 50 cards for the Black Market itself. Although this is a massive starting deck, it will place it at the same size as the regular decks (or perhaps a little smaller)

Most of the cards appear in other threads, but I'm using this thread to organize them by planet.

First up...

Osiris

Osiris is a civilized planet, so one would not expect too much criminal activity to rear it's head here. Mechanically, the supply deck is home to Ship Upgrades and Medics, with an emphasis on Tech and Negotiate.

 


DeStephano brings some rare firepower to Osiris, while also expanding the options to get Solid with Harken a bit. As a rare Solider, he's a bit of a consolation prize if you were hoping to get The Guardian.

 


Imam Abu, one of Riddick's only friends, follows the model of fellow holy men Shepherd Book and Elder Gommen. He's a close parallel to Gommen, with synergy for a specific set of Crew (Hill Folk in Gommen's case, Ruthless Crew for the Imam).

 


Here's where some doubts start to set in, and I'd love to hear opinions. As an arrogant corporate scientist, Osiris seems like a good home for Wren, and his Ruthless nature aligns him with one of the themes of The Black Market. But... He will be one of only two Company Crew intended to be introduced in The Black Market (there will be more in a later product), so his keyword and special ability are largely on hold for now.

On the other hand, he's a rare 2-skill Medic, which isn't something to sneeze at. I just wonder if perhaps he and fellow Company researcher Gediman should be held for a later product.

 


Some further doubt here. Given the nature of Osiris, it seems like there should be at least one Ship Upgrade here. Unfortunately, none of the handful I'm introducing in The Black Market seem like they belong tonally at Osiris. I'm really having second thoughts about the idea of an upgrade of this type showing up here.


Persephone

The second Core World Supply Planet, Persephone is obviously less metropolitan than Osiris, and various anecdotal stories make note of Tong presence, so I want to represent that. Mechanically, Persephone is really the basic "starter" planet, with a wide range of offer... except Pilots and perhaps Firearms.

 


There will be two basic Tong Thugs found at Persephone. These are the only real Tong personnel found outside The Black Market itself.

One possibility as I continue to fine-tune, is that I may instead decide to do one Tong Thug and one Tong Negotiator.

 


The Rigged Pulse Beacon is a straightforward concept: a souped up version of the Cry Baby that also misleads The Operative. All you folk who've complained that Cry Babies are harder to come by than ever -- rejoice! This is one of a bunch of Rigged Pulse Beacons available across the 'Verse.

 


I'm pretty sure I want Luna to be located on Persephone, but the more I think about the current stats for the card, the more I think it's a miss. He's too much of an anomaly - a Moral Merc, a Merc with no Fight, a Mechanic with no Tech... Further, his ability to boost re-rolls makes him largely useless to some crews but amazing to others.

Not sure what to do with him, but I think he needs to change.

We'll be on to Regina, Silverhold, and possibly the Space Bazaar tomorrow.
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Dave Rowley
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DeStephano
Useful addition to those Crew who allow you to be Solid with Harken. And avoid those annoying Customs Inspections!

Imam Abu
Interesting... as I've said before, I'm not a fan of Riddick although I can see where you are coming from.

Wren
Now why didn't I think of creating a new "Trait" while I was working on the Devil's Hole Gang in the Alias Smith and Jones set I'm working on?

Mobile Cryo Tubes
Like my "Holding Cells" but usable by non Alliance Crews. I like them.

Tong Thug
Useful for those with The Silk Road. Still available on Artscow.

Rigged Pulse Beacon
Also affects the ASREV! devil

Luna
A Jayne's Hat that can carry Gear. A good addition. I'd hire him in a moment.

As always nice work George. Keep 'em coming. Looks like the fat man in the red suit is going to have his work cut out for him in just over 3 weeks!
 
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George Krubski
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Do they all seem to be appropriate additions to their specific Supply Planets? This is the pass to make sure the cards fit in The Black Market, fit in where I want to put them, and are good cards in general.
 
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Dave Rowley
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To be truthful I never gave it a second thought!

So they must do. thumbsup
 
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Thorfinn Skullsplitter
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They look good to me.

On Wren and Gediman, I say keep them in. They go with the set. That "the Company" is "under-represented" in this set is not a problem. It opens the door to future sets, where they are more useful, thus changing the metagame at that time, as well as allowing others to introduce "Company" goons in their own sets.

Also, I don't think it's a requirement to put upgrades at Osiris. Put them wherever you think they need to be. I see Osiris as more of a legit location for stuff. There's obviously an underworld presence, an I think that's represented in the regular supply deck a bit, (as none of our guys is really buying stuff off the shelf at the space walmart), and by the Black Market deck for the heavy stuff. The Black market is everywhere.

But I would see the "more illegal" types of upgrades being easier to get (ie: standard supply decks) from places more on the border. The Black Market deck handles those more questionable items on respectable planets.

On a side note, with respect to COMPANY, RUTHLESS, etc., perhaps something that could be put together is a small sticker sheet with tabs and keywords with those items. People could print them, cut them out, and apply them to their card sets as they see fit. For example, you may have some characters that came in the box you think are Ruthless, or work for the Company. This would be a quick easy modification to them. Better for those who sleeve their cards, but useful for anyone.
 
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George Krubski
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Scarbuck wrote:
They look good to me.

On Wren and Gediman, I say keep them in. They go with the set. That "the Company" is "under-represented" in this set is not a problem. It opens the door to future sets, where they are more useful, thus changing the metagame at that time, as well as allowing others to introduce "Company" goons in their own sets.


Noted.

Scarbuck wrote:

Also, I don't think it's a requirement to put upgrades at Osiris. Put them wherever you think they need to be. I see Osiris as more of a legit location for stuff. There's obviously an underworld presence, an I think that's represented in the regular supply deck a bit, (as none of our guys is really buying stuff off the shelf at the space walmart), and by the Black Market deck for the heavy stuff. The Black market is everywhere.


With that in mind, though, do the Mobile Cryo Tubes feel "too illicit" for Osiris?

When I realized I was putting something with a Stash on Osiris, it definitely gave me pause.

Scarbuck wrote:

But I would see the "more illegal" types of upgrades being easier to get (ie: standard supply decks) from places more on the border. The Black Market deck handles those more questionable items on respectable planets.


Makes sense.

Scarbuck wrote:

On a side note, with respect to COMPANY, RUTHLESS, etc., perhaps something that could be put together is a small sticker sheet with tabs and keywords with those items. People could print them, cut them out, and apply them to their card sets as they see fit. For example, you may have some characters that came in the box you think are Ruthless, or work for the Company. This would be a quick easy modification to them. Better for those who sleeve their cards, but useful for anyone.


Any idea how that could be done? I have enough trouble trying to puzzle out how to get ship boards or tokens printed!
 
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Roger BW
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gwek wrote:
With that in mind, though, do the Mobile Cryo Tubes feel "too illicit" for Osiris?
Their presumed licit purpose is one that isn't on the cards at the moment: keep wounded people alive until they can reach a medic. I don't think there's room to add that, though it might be something like:

A Killed Crew can be stored here until a Medic is available.
 
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Firedrake wrote:
gwek wrote:
With that in mind, though, do the Mobile Cryo Tubes feel "too illicit" for Osiris?
Their presumed licit purpose is one that isn't on the cards at the moment: keep wounded people alive until they can reach a medic. I don't think there's room to add that, though it might be something like:

A Killed Crew can be stored here until a Medic is available.


I would do that as a separate item, which I think could be a legitimate purchase type thing that you could buy through the standard Supply Deck. Call it a Medical Stasis Unit, and it allows you to postpone the medic check. Perhaps you put like 3 disgruntled tokens on it when you put a crew in it, and must provide medical care before those counters run out (remove 1 at the end of each of your turns)...
 
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gwek wrote:


Scarbuck wrote:

Also, I don't think it's a requirement to put upgrades at Osiris. Blah, blah, what I said, blah...


With that in mind, though, do the Mobile Cryo Tubes feel "too illicit" for Osiris?

When I realized I was putting something with a Stash on Osiris, it definitely gave me pause.

Thematically, I think you could find it on Osiris, but for "our people" you would have to find it on the Black Market on Osiris. Like military grade weapons, drugs, or 58oz sodas, they're there, if you know where to find them.



Scarbuck wrote:

On a side note, with respect to COMPANY, RUTHLESS, etc., perhaps something that could be put together is a small sticker sheet with tabs and keywords with those items. People could print them, cut them out, and apply them to their card sets as they see fit. For example, you may have some characters that came in the box you think are Ruthless, or work for the Company. This would be a quick easy modification to them. Better for those who sleeve their cards, but useful for anyone.


Any idea how that could be done? I have enough trouble trying to puzzle out how to get ship boards or tokens printed!


I wouldn't say it's something to get printed professionally, through a printerstudio or such. Just a jpg that's scaled to print at a specific size. It could be posted up here, people could download the file, size it when they print it on label paper to the specified size, and boom.
 
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George Krubski
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Firedrake wrote:
gwek wrote:
With that in mind, though, do the Mobile Cryo Tubes feel "too illicit" for Osiris?
Their presumed licit purpose is one that isn't on the cards at the moment: keep wounded people alive until they can reach a medic. I don't think there's room to add that, though it might be something like:

A Killed Crew can be stored here until a Medic is available.


I like the idea, as well as Scarbuck's additional details.

In this case, the illicit use of the Mobile Cryo Tubes is intended to be transporting people against their will. In ALIEN: RESURRECTION, the crew of The Betty has kidnapped a bunch of, basically, Mudders, and sold them to the military.

The original intention, though, was also to have something that's a variant of River's box from PBH. I was originally going to add a second one, but thought I might try for something a little different. Maybe I've gone off target.

Any thoughts on my other areas of concern, such as Luna?

On Luna - Dave comparing him to Jayne's Cunning Hat makes me thing that perhaps his ability should be tied to SHOWDOWNS rather than all re-rolls. Or maybe that's another piece of Gear...
 
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George Krubski
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And while we continue to discuss Osiris and Persephone, let me throw another planet into the mix:

Regina

Regina, to me, is probably the least defined of the core game supply planets in terms of identity, but it's got a lot of folks on the run, a lot of mercs, and the second biggest concentration of Ship Upgrades (in this case, all shady stuff).

 


Christie himself is rather straightforward. Placing him at Regina gives him access to a number of Firearms. Christie with Sash's Hand Cannon, anyone? I debated for a while whether he would be found at Silverhold or Regina, but ultimately decided to put him here in large part because of Zoe. He's a nice addition to the Specialist and/or Lund if you're looking for Soldiers. On the other hand, I could easily be convinced to move him to Silverhold if folks think he makes more sense there.

 


There are currently two Doctored Manifests slated for THE BLACK MARKET - one on Regina and one at the Black Market itself. This powerful piece of paper let's you travel legally when doing Smuggling or illicit Transport Jobs. Is it TOO powerful?

It also serves to protect any Wanted Gear that you might be carrying, but forces your hand with respect to certain Nav Cards.

In looking at it, I'm wondering if the cost should go up a bit.

 


Upgrade to the Cry Baby, same as on Persephone. BTW, there will be four of these - Persephone, Regina, Space Bazaar, Black Market.

 


There will be two of these - one here, one at The Black Market. As we go through deck by deck, this represents the first "Wanted" Upgrade, so between that at the Doctored Manifest, I need to post rules for that next. Back later...
 
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Dave Rowley
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gwek wrote:
The original intention, though, was also to have something that's a variant of River's box from PBH. I was originally going to add a second one, but thought I might try for something a little different. Maybe I've gone off target.

Limit to 1 definitely. Double the cost of the original Cryo Stasis Unit for double the effect, fair enough.


gwek wrote:
Any thoughts on my other areas of concern, such as Luna?

On Luna - Dave comparing him to Jayne's Cunning Hat makes me thing that perhaps his ability should be tied to SHOWDOWNS rather than all re-rolls. Or maybe that's another piece of Gear...


I agree that you should maybe tone him down to SHOWDOWNS only. Still a good addition to a Crew.
 
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Dave Rowley
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Christie
I like the "Trick Shot" Ability. Good idea to place him @ Regina as I think there are already enough gunslingers @ Silverhold.

Doctored Manifest
This looks awfully familiar... Have you done something similar before? Not a I'm complaining. Cost-wise it has the potential to protect a lucrative Cargo! Hands up all those who find those Nav cards a pain in the proverbial?

Rigged Pulse Beacon
Four of them!!! When I'm playing the Alliance it might be useful to get one myself to limit the availability to others.

Hidden Missile Rack
Keep them as literally one-shots. A nice addition to the Boarding Test options.
 
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Ralph Stratford
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Christie
I also like Christie as Regina.

Doctored Manifest
How about only protecting Fugitives? That would balance this card nicely. There are not that many Jobs that require transporting Fugitives so so it tones down the power of the card. I just think if it also protects Contraband then it makes this card to powerful.

Thematically, it's easier to provide false information about a Fugitive to the Alliance to convince them that they are just a Passenger than it is to convince the Alliance that the crate of full auto assault rifles they just opened to check against the manifest are really just old used single shot bolt action rabbit guns!

If you leave it as is, I would put the price at $1,600 to make it more balanced for the benefit it gives you for having Contraband on your ship as it really is the card to get to do those type of illegal Jobs and picking up the odd Contraband from a Nav Card, which you would otherwise pass on if you are on a heading into Alliance space.

Hidden Missile Rack
Are you looking to use the same rules for Wanted Ship Upgrades as phideaux1's has designed for Star Wars Wanted Gear and Ship Upgrades. This would make both of these custom expansions playable together

 
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George Krubski
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UpStarter wrote:
Christie
I like the "Trick Shot" Ability. Good idea to place him @ Regina as I think there are already enough gunslingers @ Silverhold.

Doctored Manifest
This looks awfully familiar... Have you done something similar before? Not a I'm complaining. Cost-wise it has the potential to protect a lucrative Cargo! Hands up all those who find those Nav cards a pain in the proverbial?

Rigged Pulse Beacon
Four of them!!! When I'm playing the Alliance it might be useful to get one myself to limit the availability to others.

Hidden Missile Rack
Keep them as literally one-shots. A nice addition to the Boarding Test options.


I don't think Christie or the Hidden Missile Rack require much comment right now but...

Doctored Manifest: I'll be posting a new tweak momentarily. As for looking familiar... A lot of this stuff should. THE BLACK MARKET has been brewing for quite some time, and a lot of cards have show up in some version before. I believe the earlier version of the Doctored Manifest was pretty similar.

Rigged Pulse Beacon: Four of them isn't really THAT many! The core game has 25-deck supply planet decks, and a total of 5 Cry Babies - 2 each at Persephone and the Space Bazaar and 1 at Regina. Although other, similarly themed supplies have been introduced, the Cry Baby still remains an old standard, but the deck sizes have increased dramatically over time. The Supply Decks all top 41. If you include customs - even just mine - they've hit 50. Peppering in some Rigged Pulse Beacons just makes the changes of finding the right Upgrade a little better (although still not as good as when the game started).

To be honest, I had originally planned to include some Cry Babies, but then decided to just make things more interesting.
 
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George Krubski
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Dalek1 wrote:
Christie
I also like Christie as Regina.

Doctored Manifest
How about only protecting Fugitives? That would balance this card nicely. There are not that many Jobs that require transporting Fugitives so so it tones down the power of the card. I just think if it also protects Contraband then it makes this card to powerful.


You may well be right. I may be headed there eventually, but I don;t know that I'm quite ready.

Dalek1 wrote:

Thematically, it's easier to provide false information about a Fugitive to the Alliance to convince them that they are just a Passenger than it is to convince the Alliance that the crate of full auto assault rifles they just opened to check against the manifest are really just old used single shot bolt action rabbit guns!


While that's true, many of the Smuggling Jobs are about legitimate goods that are stolen and are heading somewhere they're not supposed to be.

Dalek1 wrote:

If you leave it as is, I would put the price at $1,600 to make it more balanced for the benefit it gives you for having Contraband on your ship as it really is the card to get to do those type of illegal Jobs and picking up the odd Contraband from a Nav Card, which you would otherwise pass on if you are on a heading into Alliance space.


All noted, and I can't necessarily disagree. Out of curiosity, what are your thoughts on these variants:

1) Only Protects Fugitives and Contraband (not Wanted Gear)

2) As now, but doesn't protect Fugitives (as opposed to Contraband)

Dalek1 wrote:

Hidden Missile Rack
Are you looking to use the same rules for Wanted Ship Upgrades as phideaux1's has designed for Star Wars Wanted Gear and Ship Upgrades. This would make both of these custom expansions playable together


I'm all for compatibility, but my rules are a little different, primarily because there are no Bounties. It's basically like having Wanted Crew without PIRATES AND BOUNTY HUNTERS in play.

Here's the current draft of the rules (with, for the first time, the potential set symbol):



And here's one potential revised version of the Doctored Manifest. I know I'm not done yet.

 
 
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Draft Wanted Gear and Ship Upgrades Rules
Being a little picky with the grammar to forestall any rules lawyers out there would it read better if there was a colon immediately after the Wanted to read Wanted: Gear and Ship Upgrades. I know what you mean but could some wise-guy bend it out of the spirit?

Doctored Manifest
So if I happen to be Solid with Harken I can ignore the Customs Inspection Nav Card and not have to Discard the Manifest? Ignore means not subject to, right?
 
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gwek wrote:
Dalek1 wrote:

If you leave it as is, I would put the price at $1,600 to make it more balanced for the benefit it gives you for having Contraband on your ship as it really is the card to get to do those type of illegal Jobs and picking up the odd Contraband from a Nav Card, which you would otherwise pass on if you are on a heading into Alliance space.

All noted, and I can't necessarily disagree. Out of curiosity, what are your thoughts on these variants:

1) Only Protects Fugitives and Contraband (not Wanted Gear)

2) As now, but doesn't protect Fugitives (as opposed to Contraband)


I prefer option 1) as it introduces a new risk of having the Card, though a small risk since you can choose not to buy Wanted Gear.

For option 2) I would suggest the opposite (i.e. it only protects Fugitives, not Contraband), though I know that we already have that ability and protecting Contraband currently doesn't exist.

Maybe if it just protects Contraband to have something new and unique you still keep the price high (and maybe also remove the protection for Wanted Gear)?

I'm not quite sure how the Turn and Burn option of the card fits into the Wanted Gear and Ship Upgrades rules. If the rules already deal with the Turn and Burn for all Wanted Gear cards then the card does not really need the same wording, or am I missing something?

I also took the wording of the Doctored Manifest to literally mean that you do not Turn and Burn when you draw one of those two Nav Cards until I saw the draft rules!

If you retain the wording on the Doctored Manifest maybe change it to:

"Discard if you are subject to "Customs Inspection" or "Local Tariff Patrol" Nav cards if you do not Turn and Burn."

Note: I changed "Patrol" to "Inspection" as that is the wording printed on the Nav Card.

 
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Been a few days. There's still some fine-tuning to be done, notably around the Doctored Manifest, Luna, and possibly the Mobile Cryo Tubes, but I wanted to feed another planet into the system...

Silverhold

There's a bit of a problem with Silverhold, in that I currently have 5 Supplies I want to place here, but only four slots.

 


First up, we have a lone Crew member for the planet. Johner, who, in ALIEN: RESURRECTION, is sort of a rough draft of Jayne, is a pretty straightforward character.

One thing to note about his unique ability: Elgyn, the captain with whom he is intended to work, has a special ability that makes Wanted Crew immune to A Better Offer... so it DOES become viable to run around with a Disgruntled Johner.

An earlier draft had +2 Fight when Disgruntled - in part, to balance the risk of losing him - but I think with Elgyn around, it might be too much.

 

 

 

 


It's getting late, so I'm going to resist commentary for every single card - but suffice it to say that at least one of these has to go.

I know there's also some refinement necessary on the phrasing on some of these to get them to more accurate.

 
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They're all really cool... Isn't there some way to duck tape the extra one on?

I suppose that if one must go, I'd drop the Predator Restraints, and then maybe move the flame thrower over to the black market. I don't know if that's the sort of thing you could acquire through the normal channels.
 
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Scarbuck wrote:
They're all really cool... Isn't there some way to duck tape the extra one on?

I suppose that if one must go, I'd drop the Predator Restraints, and then maybe move the flame thrower over to the black market. I don't know if that's the sort of thing you could acquire through the normal channels.

The item I would drop is the Predator Restraints too!

Now I can see your local Silverhold hardware store selling a flamethrower to get rid of pest of all sizes! whistle
 
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UpStarter wrote:
Draft Wanted Gear and Ship Upgrades Rules
Being a little picky with the grammar to forestall any rules lawyers out there would it read better if there was a colon immediately after the Wanted to read Wanted: Gear and Ship Upgrades. I know what you mean but could some wise-guy bend it out of the spirit?


I'm not sure I'm following. Are you saying that someone could say these rules apply to Wanted Gear and ALL Ship Upgrades?

UpStarter wrote:

Doctored Manifest
So if I happen to be Solid with Harken I can ignore the Customs Inspection Nav Card and not have to Discard the Manifest? Ignore means not subject to, right?


Yes. I actually wanted to say "When you draw" -- but couldn't because of Harken's Solid ability.
 
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gwek wrote:
UpStarter wrote:
Draft Wanted Gear and Ship Upgrades Rules
Being a little picky with the grammar to forestall any rules lawyers out there would it read better if there was a colon immediately after the Wanted to read Wanted: Gear and Ship Upgrades. I know what you mean but could some wise-guy bend it out of the spirit?


I'm not sure I'm following. Are you saying that someone could say these rules apply to Wanted Gear and ALL Ship Upgrades?


That's exactly what I was afraid of.

gwek wrote:
UpStarter wrote:

Doctored Manifest
So if I happen to be Solid with Harken I can ignore the Customs Inspection Nav Card and not have to Discard the Manifest? Ignore means not subject to, right?


Yes. I actually wanted to say "When you draw" -- but couldn't because of Harken's Solid ability.


Understood. Makes sense to me.
 
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Dalek1 wrote:
gwek wrote:
Dalek1 wrote:

If you leave it as is, I would put the price at $1,600 to make it more balanced for the benefit it gives you for having Contraband on your ship as it really is the card to get to do those type of illegal Jobs and picking up the odd Contraband from a Nav Card, which you would otherwise pass on if you are on a heading into Alliance space.

All noted, and I can't necessarily disagree. Out of curiosity, what are your thoughts on these variants:

1) Only Protects Fugitives and Contraband (not Wanted Gear)

2) As now, but doesn't protect Fugitives (as opposed to Contraband)


I prefer option 1) as it introduces a new risk of having the Card, though a small risk since you can choose not to buy Wanted Gear.

For option 2) I would suggest the opposite (i.e. it only protects Fugitives, not Contraband), though I know that we already have that ability and protecting Contraband currently doesn't exist.


I wasn't ignoring your suggest about Fugitives vs Contra, just playing with alternatives. Although, as you point out, we already have something that protects Fugitives, and I don't want to de-claw the Esmeralda.

Quote:
Maybe if it just protects Contraband to have something new and unique you still keep the price high (and maybe also remove the protection for Wanted Gear)?


Simplifying it may be better.

I may be over-reaching with something that can protect Wanted Gear. Although there's a fair amount of Gear that can protect Wanted Crew, there are also a LOT more wanted Crew than Wanted Gear... These things are few and far between.

What if, instead of protecting Wanted Gear, the Doctored Manifest allowed you to re-roll a single Wanted Roll (probably discard to do so)? Could be for Crew, Gear, Upgrade, whatever.

The Manifest itself would be Wanted, and it would be in addition to protecting Contraband and/or Fugitives.

Dalek1 wrote:
I'm not quite sure how the Turn and Burn option of the card fits into the Wanted Gear and Ship Upgrades rules. If the rules already deal with the Turn and Burn for all Wanted Gear cards then the card does not really need the same wording, or am I missing something?


Clearly, some simplification is in order. The intent was that you can lose the Doctored Manifest, which leads to as cascade effect if you have other Wanted Gear.

Dalek1 wrote:
I also took the wording of the Doctored Manifest to literally mean that you do not Turn and Burn when you draw one of those two Nav Cards until I saw the draft rules!

If you retain the wording on the Doctored Manifest maybe change it to:

"Discard if you are subject to "Customs Inspection" or "Local Tariff Patrol" Nav cards if you do not Turn and Burn."

Note: I changed "Patrol" to "Inspection" as that is the wording printed on the Nav Card.



Thanks for the catch! Either way, I think this phrasing will be going when I have time to update some cards.
 
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George Krubski
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UpStarter wrote:
gwek wrote:
UpStarter wrote:
Draft Wanted Gear and Ship Upgrades Rules
Being a little picky with the grammar to forestall any rules lawyers out there would it read better if there was a colon immediately after the Wanted to read Wanted: Gear and Ship Upgrades. I know what you mean but could some wise-guy bend it out of the spirit?


I'm not sure I'm following. Are you saying that someone could say these rules apply to Wanted Gear and ALL Ship Upgrades?


That's exactly what I was afraid of.


That player should come talk to me and I'll set them straight.
 
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