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Subject: Ship Pack #3 - Huntingdon's Bolt, ver. 2.0 rss

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George Krubski
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If you're so inclined, you can find the original thread here:

https://www.boardgamegeek.com/thread/1212800/huntingdons-bol...

Needing a bit of a break from THE BLACK MARKET and with CANTANKEROUS almost locked down, I figured I'd take a fresh look at this ship pack.

From the old Firefly RPG, here's a brief description of the ship and her crew:

Quote:
There's a market for discreet, no-questions-asked courier service from the Rim to the Core and everywhere in between, and William Cross is a major player in that market. His ship, Huntingdon's Bolt, is never in the same place twice, and it's frequently toting some VIP or another to a rendezvous. Their base is a Buddhist monastery,and some folks say that the peace loving monks finance 'em in part, even if that contribution barely covers the cost of fuel cells.

Captain Cross is fearless, and his small crew-security specialist Pradeep Dahwan, top-notch assistant Chaim Kaludawaje, and the companion known only as Priscilla - are just as unfazed by the work. Of course, Cross is keeping more than his fair share of secrets, including knowing where the bodies are buried. There's folk ad wants to get their hands on this knowledge, and interested parties who'd love to have Cross' passenger listed posted to the Cortex at large. Nobody ever said the diplomatic courier business was easy, but the crew of the Bolt could sure convince a fellow otherwise.


Obviously, this is a natural fit for Transport work, especially with Mingo and Fanty.

First up, we have Captain William CROSS, Master Transporter. Not a ton to say about Cross. I think the card pretty much speaks for itself.

 


Next up, we have the mysterious Companion, PRISCILLA, the only Moral member of the Crew. Like Inara, she has 3 Talk, and like Roberta, she has a FAKE ID. Her unique ability allows her to pick up Transport Jobs from various contacts more easily. Given that these jobs are so diverse and widespread, I don't think this is unbalanced, but, when taken with all the pro-Transport stuff I'm working on, maybe I've gone a touch to far.

For reference, my ACES & EIGHTS deck includes 2 BARKERS (at Persephone) who have basically the same ability to pick up Transport Jobs.

 


CHAIM, executive attache, is all about making the jobs run easier. His unique ability allows you to hold an extra active Transport Job. I don't think it's much of a game changer, but I thought it was an interesting hook.

Side-note, although none of the Crew have FANCY DUDS, I like how dapper and professional these guys look compared with our normal batches of scoundrels.

 


Finally, we have PRADEEP, the bodyguard. He's good in a fight and has a nose for trouble. Earlier versions made him a martial artist-type, but I thought it might be easier if he can basically help you avoid trouble and keep the ride smooth when you're transporting folks. As currently written, he can, in theory, allow you to complete an Illegal Transport Job without actually Misbehaving - but given that Illegal Transport Jobs are among the worst Jobs in the game, I'm not sure that it's unbalanced.

 


As for the rest of the pack... Adding in the Drive Core for the ship itself (more in a minute), that leaves seven cards to play with. This pack has the exact opposite problem of CanTankerous, where there were too many ideas!

None of the crew are naturals to have Gear of any particular kind associated with them (which doesn't mean they can't, just that there's nothing obvious yet).

The earlier version of the pack introduced a new type of supply called "FAVORS." Although I still like the idea, I'm not sure that I want to get that deep into a new mechanic for only a half dozen or so cards. Another alternative would be to round things out with other Crew who are associated with the ship in some way (the Buddhist monks mentioned above, for example).

As for the ship itself, I'm thinking:

Huntingdon's Bolt

Active Jobs 3
Crew 4
Cargo 4
Stash 4 - only Passengers
Upgrades 3

Drive Core - Range of 6. May spend 1 Fuel for +2 to Range. No Fuel normally needed to initiate Full Burn. May not be replaced.

Special Rule: MODULAR SYSTEMS. You may spend a Part to count as MECHANIC.

Cost comes in at 8200, or somewhere between the standard Fireflies and the Artful Dodger.


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Dave Rowley
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Re: Ship Pack #3 - Huntingdon's Bolt - take 2!
Hi George,

A couple of questions,

1) Should Pradeep's ability end with "down to a minimum of 1" or can he really bypass misbehaving if there is only 1 to be drawn?

2) Is the Drive Core replaceable or is it "locked in"?

Keep up the good work. thumbsup
 
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Thorfinn Skullsplitter
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Re: Ship Pack #3 - Huntingdon's Bolt - take 2!
How about rounding out the deck with some generic characters that fit thematically with the set but also bring in some keywords like Murders, Hillfolk, and Tong.

Maybe this is a good place to drop a cry baby or a loot crate.

How about some 'Falsified Companion Credentials' to make the crew carrying it a Companion?
 
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Re: Ship Pack #3 - Huntingdon's Bolt - take 2!
UpStarter wrote:
Hi George,

A couple of questions,

1) Should Pradeep's ability end with "down to a minimum of 1" or can he really bypass misbehaving if there is only 1 to be drawn?

2) Is the Drive Core replaceable or is it "locked in"?

Keep up the good work. thumbsup

Are there very many transport jobs that require more than 1 misbehave anyway? I know off the top of my head that there is at least one.

I think "down to a minimum of 1" is appropriate, since even if there aren't many transport jobs that require more than one misbehave, there are plenty of Mr. Universe challenges that can add them on, making that useful, but not too useful. He is a non-wanted, non-moral crew with 2 skill points as well after all. But then, so is Lund...for only $200 (an exceptional case I realize). I come back to Lund just because they are so similar.
 
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Mike Dawson
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Re: Ship Pack #3 - Huntingdon's Bolt - take 2!
I am not really liking Pradeep's ability. I much preferred his "Bodyguard" ability from the last rendition, where he keeps passengers safe from a reaver attack and/or gives +2 fight to defending in a showdown

Could this expansion be the place to include the "Luxury Accommodations"? Where you have it as a ship upgrade for 2 passengers which gives you a bonus to transport jobs?
 
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George Krubski
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Thanks for the responses, folks. Before I address them, I want to talk about part of my "agenda." Transport Jobs, especially Illegal Transport Jobs, remain the "redheaded stepchild" of Jobs. Crime, of course, is king, but BLUE SUN boosted Smuggling and KALIDASA boosted Legal Jobs in general. Yes, Transport gets SOME boost, but I don't know think it's enough.

Some numbers.

There are about 60 Transport Jobs, fewer than Crime or Smuggling, and about comparable to Shipping. But Shipping, as with Crime and Smuggling, can be reliably be gotten from three or so Contacts (by which I mean about a third of Jobs or more fall into the category, so, mathematically, you can pick up at least one appropriate Job on a single deal).

You CAN get Transport Jobs reliably from 3 different contacts (Harken, Magistrate Higgins, and Fanty and Mingo), but they're so diverse that they barely qualify as the same types of jobs. If we (reasonably) divide into Legal vs Illegal, the picture becomes more bleak.

LEGAL TRANSPORT - 31 jobs total, 11 of which are Immoral. 12 of them are those jobs where you get paid per Passenger or Fugitive and you can deliver a bunch. The remainder are all relatively low paying (one pays out 1800, the rest, 1500 or below). On the up-side, these jobs have low requirements and most offer some sort of bonus (either from a career keyword or a bonus drop-off.

All in all, these are easy to start, but low-paying. Importantly, the only contact where you can get a bunch of these jobs is Harken. And, let's me honestly, they're really not worth it.

ILLEGAL TRANSPORT - 30 of these, evenly divided between Immoral and not. The only contact to reliably get Illegal Transport Jobs from is the twins (Higgins falls out because his Transport Jobs are pretty much divided in half between Legal and Illegal).

If you want to work Illegal Transport, the Twins are really the only game in town... but only if you have a large cargo hold. As a minor note, most of the non-Immoral Transport jobs are consolidated here, so that's something.

With respect to Misbehaves, there's quite a range, with 1 and 3 being the most common (15 and 9, respectively, with one job with 4 Misbehaves, and five with 2 Misbehaves). Interestingly, 27 of the 3 have the Misbehaves at the pick-up.

These jobs pay better than the Legal Transport Jobs, but are still not necessarily breaking the bank... but consider that unless you have the right ship, these jobs are among the most problematic. Reavers can end your job very easily, and if you're doing Illegal work, you need to watch out for the Alliance Ships.

So, before I get to the actual responses, I want to note that all this is stuff was on my mind when trying to come up with some options to equalize Transport work a bit.

I will admit that I may have gone a bit overboard. But let's get to those responses in a bit...
 
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After my comment earlier, I went through the contacts as well to see where the most challenging illegal transport jobs are found--that is, those which require more than one misbehave. Only 4 contacts have them:

Niska: the most with 8--a few immoral, 2/3/4/5* misbehaves (*this one doubles as crime with 3 mandatory & 2 optional misbehaves at another location)
Higgins: has 5--all immoral, all with 3 misbehaves, all doubling as crime, all requiring both a solid rep with someone other than Higgins and a keyword [typically] from gear
Fanty & Mingo: only 1--3 misbehaves
Patience: only 1--immoral, 2 misbehaves

Again, these are only the transport jobs that require more than 1 misbehave, for a total of 15 (half) among the 30 total illegal transport jobs. All of these paid at least $3,000 or more, except for a couple of Niska's which are contingent upon fight skills among your crew. And the least attractive of them all was "The Big Bad Niska," requiring solid with Niska, hauling 5 fugitives from Georgia to Red Sun (likely through Alliance space), drawing 4(!) misbehaves when you get there, and paying only $400/fight skill. Did I mention that I don't often go for big transport jobs??

This analysis was sparked by Pradeep's ability and the idea of drawing his bonus back to require a minimum of 1 misbehave rather than allowing him to help you potentially forgo misbehaves altogether when there is only 1 required. However, being reminded of how challenging it can be to get a worthwhile payout from transport jobs, even very challenging ones, I think a character ability like his, without the drawback, is just what is needed! And his price tag of $300 fits well then.

The investment required for illegal transport jobs--hold space, pick up/delivery time, outlaw status--hardly ever makes them worthwhile, except for those from Niska, hauling a single fugitive. Only a few are guaranteed to break the $4,000 mark, and require as much misbehaving as better paying and far more efficient crime jobs.
 
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George Krubski
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Thanks for the analysis! I think you drilled down deeper than I did, but reached similar conclusions. My feeling is that reducing by 1 Misbehave but still keeping a minimum of 1 really limits the usefulness because so many Transport Jobs have only 1 Misbehave.

Although it's not exactly the same thing, there are a small number of Fanty and Mingo jobs that can reduce or even eliminate the number of Misbehaves required for Crime Jobs.
 
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George Krubski
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UpStarter wrote:
Hi George,

A couple of questions,

1) Should Pradeep's ability end with "down to a minimum of 1" or can he really bypass misbehaving if there is only 1 to be drawn?

2) Is the Drive Core replaceable or is it "locked in"?

Keep up the good work. thumbsup


Dave,

As implied above, the lack of "down to a minimum of 1" was intentional.

Not noting that the Drive Core cannot be replaced WAS an oversight. So, to be clear, the Drive Core is not replaceable.
 
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Scarbuck wrote:
How about rounding out the deck with some generic characters that fit thematically with the set but also bring in some keywords like Murders, Hillfolk, and Tong.

Maybe this is a good place to drop a cry baby or a loot crate.

How about some 'Falsified Companion Credentials' to make the crew carrying it a Companion?


MURDERS?!? I hope that was a typo!

I think there's a Mudder or two in THE BLACK MARKET and I do have plans for at least another Hill Folk or two down the road, but perhaps this is a decent opportunity to add some.

Interestingly, I toyed with adding Parson Zhou into this deck. Zhou is a character from the old RPG. My original version of him basically adds Moral and Hill Folk to Mudders, but I've been toying with making him a Passenger-grabbing version of Holder.

I also think a few more Passenger-increasing Upgrades might be in order, perhaps 1 or 2 Exterior Cargo Pods at Osiris...

So, perhaps:

1-Cross
2-Priscilla
3-Pradeep
4-Chaim
5-HB Drive Core
6-Parson Zhou
7-Exterior Cargo Pods (Osiris)
8-Exterior Cargo Pods (Osiris)
9-???
10-???
11-???
12-???

Although I like the idea of bulking up on Hill Folk and Mudders, maybe there's a way to "synergize" them so they can work with each other?

Another angle might be the Buddhist Monks that are mentioned as working with the crew.
 
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HarleighDhai wrote:
I am not really liking Pradeep's ability. I much preferred his "Bodyguard" ability from the last rendition, where he keeps passengers safe from a reaver attack and/or gives +2 fight to defending in a showdown


Upon revisiting, I thought the old version might be too limiting, given that the main "hook" pretty much becomes useless if you have a Mechanic and Pilot.

As the conversation with Darin implies, I'm really trying to make Transport Jobs functional here.

HarleighDhai wrote:
Could this expansion be the place to include the "Luxury Accommodations"? Where you have it as a ship upgrade for 2 passengers which gives you a bonus to transport jobs?


So let's say we had "Luxury Accommodations," that gave you +2 Cargo but only for Passengers. Then... +100 per Passenger delivered? +100 per Passenger OR Fugitive delivered? Limiting it to 200 is logical but might be a little "game-y" (and counter to the way most of the other stuff in the rules work).

I like the idea, but how does it interact with Wright? Is the synergy too powerful? Does it trump his ability too much? If you have 2 of them, do they stack?
 
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gwek wrote:
UpStarter wrote:
Hi George,

A couple of questions,

1) Should Pradeep's ability end with "down to a minimum of 1" or can he really bypass misbehaving if there is only 1 to be drawn?

2) Is the Drive Core replaceable or is it "locked in"?

Keep up the good work. thumbsup


Dave,

As implied above, the lack of "down to a minimum of 1" was intentional.

Good analysis. I don't have access to my game here in hospital.

geek wrote:
Not noting that the Drive Core cannot be replaced WAS an oversight. So, to be clear, The Drive Core is not replaceable.

Thought it would be, just wanted to confirm.
 
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Thanks for the catch! I went back and edited the Drive Core.

I generally try to follow the rule of "all non-Fireflies are stuck with their Drive Cores" - although I think I may wind up breaking the rule for The Betty. But that's a discussion for another thread.

Hope your stay in the hospital isn't too long!
 
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gwek wrote:
Scarbuck wrote:
How about rounding out the deck with some generic characters that fit thematically with the set but also bring in some keywords like Murders, Hillfolk, and Tong.

Maybe this is a good place to drop a cry baby or a loot crate.

How about some 'Falsified Companion Credentials' to make the crew carrying it a Companion?


MURDERS?!? I hope that was a typo!


Probably?
gwek wrote:


Although I like the idea of bulking up on Hill Folk and Mudders, maybe there's a way to "synergize" them so they can work with each other?

Another angle might be the Buddhist Monks that are mentioned as working with the crew.


Indeed, and likely more what I was aiming at. Just adding the keywords themselves is fine, but much better if the abilities on them actually do something with the keywords, giving a bonus, or reducing the cost.

There are no Mudder or Hillfolk Leaders if I recall...
 
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UpStarter wrote:

Good analysis. I don't have access to my game here in hospital.


Hospital because you are a world renowned Brain Surgeon/Rock Star/Globetrotting Adventurer currently in your 75th straight hour of saving small children and puppies???
 
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Scarbuck wrote:
UpStarter wrote:

Good analysis. I don't have access to my game here in hospital.


Hospital because you are a world renowned Brain Surgeon/Rock Star/Globetrotting Adventurer currently in your 75th straight hour of saving small children and puppies???

I wish!

Not wishing to bore folks with all the details, suffice to say...

Nope I am a patient waiting for tests, etc.

So all my input since Wednesday has been 1 finger on my mobile phone.

Makes things hard work so I haven't been able too contribute as much as would like.
 
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How about a Gear card something like this:

Contract of Indenture: Crew gains the Mudder keyword. Does not count toward Gear limit. Cannot be removed.

Turn someone into a Mudder, either to benefit from the grouping of them, or to turn in for the reward.

In a similar vein, if slightly less useful:

Exposed Origin: Crew gains the HIllfolk keyword. Does not count toward Gear limit. Cannot be removed.
 
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UpStarter wrote:
Scarbuck wrote:
UpStarter wrote:

Good analysis. I don't have access to my game here in hospital.


Hospital because you are a world renowned Brain Surgeon/Rock Star/Globetrotting Adventurer currently in your 75th straight hour of saving small children and puppies???

I wish!

Not wishing to bore folks with all the details, suffice to say...

Nope I am a patient waiting for tests, etc.

So all my input since Wednesday has been 1 finger on my mobile phone.

Makes things hard work so I haven't been able too contribute as much as would like.


That sucks. I know you've been having issues with your hands lately. I'm sorry to hear they haven't gotten better, but encouraged that an active search for the cause/cure is underway. Hope it's resolved soon.

In the meantime, keep stalking the boards, and hey, all the lemon Jello you can eat...shake
 
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Have to admit it's the first time I've been called a stalker! blush

More of a lurker I thought!
 
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Being called a Stalker for the first time is not a bad thing. It's the third or fourth time that's a problem. whistle
 
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Scarbuck wrote:
Being called a Stalker for the first time is not a bad thing. It's the third or fourth time that's a problem. whistle

I'll bear that in mind, having laughed out loud!
 
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There are a few keywords that haven't had leaders: Merc, Lawman, Hill Folk, and Mudder. For Merc and Lawman, this is pretty clear because the mechanics around them don't work for leaders. Technically, Mudder would create a problem, too, because you can turn in ALL Mudders at Harvest. Not sure about Hill Folk, but I think it's a thematic thing - our leaders are, generally, somewhat worldly (and travel between various worlds), whereas Hill Folk are characterized by being kind of backwater hicks.

The idea of Gear that's really a "background" opens up a whole can of worms. It's been discussed before - could a Crew learn to be a Medic or Pilot, for example? Could there be "training" or a "secret background" that lets you up the Fight on a Crew or add Soldier or whatever?

I like the idea, but I'm not sure that I'm comfortable implementing it broadly. I DID do something similar with the Jade Coin in THE BLACK MARKET, but that's a clear item representing favor rather than something intrinsic to the Crew member themselves.

I've been toying with a few ideas, so I have some new cards.

First up, the DRIVE CORE, basically as described.

 


Then we've got CARAVAN PODS, identical to those from the ESMERALDA. For balance purposes, I think we really need one or two of these at Osiris, as consolation prizes if you can't find Expanded Crew Quarters.

 


I was thinking about PRADEEP, and perhaps he is a bit too powerful. Maybe you need to Disgruntle him to take advantage?

 


But why should the fun be limited to just Pradeep? Here are two BUDDHIST MONKS, who offer somewhat similar opportunities, although they need to be discarded to be used. There would be one in Beaumonde (to offer assistance with Jobs for the Twins) and one in Silverhold (not too far from either Magistrate Higgins or Harken):

 

 


And rounding things out for now, PARSON ZHOU, who can help you load more Passengers for those Passenger-heavy jobs. I toyed with making him either Hill Folk or Mudder, but it didn't seem quite right to add the keyword (to him or the monks).

 


If we go with these, the setlist is shaping up to look like this:

1-Cross (leader, YCTTS)
2-Priscilla (Crew, Osiris)
3-Chaim (Crew, Osiris)
4-Pradeep (Crew, Beaumonde)
5-Echelon LR-6 Drive Core (Drive Core, YCTTS)
6-Parson Zhou (Crew, Silverhold?)
7-Buddhist Monk (Crew, Beaumonde)
8-Buddhist Monk (Crew, Silverhold)
9-Caravan Pods (Ship Upgrade, Osiris)
10-???
11-???
12-???


 
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Like those a lot. Lock them in.

 
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These are looking good!

Pradeep's modified ability does seem more in line with what you'd expect from crew. And the price is still about right. He's expensive, but if you take him on, you're probably planning to do some transport jobs. So he'll likely pay off.

Concerning the monks:
gwek wrote:
...and one in Silverhold (not too far from either Magistrate Higgins or Harken)

Do any of Harken's transport jobs actually require misbehaving without adding a Mr. Universe challenge? With one of the monks already found on the right edge of the verse, might the other be more useful if found toward the left side of the board? Osiris seems the more likely location, but Regina sounds like a fine place to nab one as well, but you've already got Two-Fry there...
 
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I completely blanked on Harken! Of course he doesn't have Misbehaves!

Patience and Amnon Duul have only 1 Illegal Transport Job each, and Badger has 3, so they're pretty much not factors. That leaves:

Higgins, with 5 (out of 25 Jobs, or 20%)
Niska, with 8 (out of 45 Jobs, or 18%)

All of Higgins Jobs deliver to Harvest (near Silverhold), all of the Twins' jobs to Kalidasa, and Niska's Jobs are divided between Ezra and the area around Silverhold.

Honestly, I think either location could be legit. Maybe we need 3 Monks.
 
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