Just finnished the game with a severe loss, struggling to make my way out from a never ending Empire with unfriendly natives – I'm sure most of you have had that experience. The important thing though: I had fun doing it!
Thanks for this game, really sharp. Here are some questions I stumbeld on, wich I can not find on the forum:
Muskets: just to clarify – you either reroll both or none? So I can't save my 5 but reroll my 2, right? They sure are a scarse resource; I found a crate of them before I had used one, and then nothing. But I have only scratched the surface of the game, so I'm sure I'll find more oportunities later on.
Down-stream: When you enter a down stream hex you get +1 for movement progress. Is this only if you are on a river hex and move to an adjacent river hex that is NE, SE or S of the current hex? (I.E folllow the flow) or does it count if you follow non-river hexes that follow parallel to the stream? I would assume not.
Re-rolls: Can I re-roll two dice and after seing that result re-roll two other dice, as long as I don't re-roll the same dice more then once? I have played it as you get to make one re-roll per turn total, and it can contain any number of dice.
Terrain Modifiers: I see the system of movement phase modifers have been simplified in the latest version (a general -1 or +1 instead of afecting individual results such as 6:s = 5). I found this really punishing in my game, was just wondering how you all feel this system is working out for you, compared to the old? And to Mike – really appreciate you seem to answer questions quickly here – what are your sense of it now that it has been out for a while? Could I decide to give the old system a try, or have you made other changes that you feel would make it unbalanced If one went with the old modifier system?
Thanks again for this one, cheers
- Last edited Wed Dec 27, 2017 11:51 am (Total Number of Edits: 4)
- Posted Wed Dec 27, 2017 11:46 am
Correct. Complete reroll. (Although I am likely to change this in order to offer more choice and make a win a little more accessible.)
You must have moved from a River Hex into another one downstream.
You can reroll as many dice as you want on the Planning Phase, but you can only reroll those dice once.
The +1 and -1 modifiers are for the total dice roll instead of each individual die. So a +1 would make a 9 (a rolled 6 and 3) into a 10, while a -1 would make that roll an 8.
Rickard, if you get a chance, would you blind test the game again with the MUSKETS rule I was talking about above and let me know how well that worked?
- Last edited Wed Dec 27, 2017 5:00 pm (Total Number of Edits: 1)
- Posted Wed Dec 27, 2017 4:59 pm
I’ll test the ”reroll one or both dice” musket rule on my next playthrough. I like it, since the muskets are scarce anyway. GREAT GAME!
I tested the version, but found it unsatisfying for two reasons:
1. Since Muskets are so scarce, I found I actually really only used them when I rolled dangerously low, which inheritely means both dice anyway.
2. I found I rather liked the "all or nothing" thematically. It has an air of desperately shooting towards the brush work, which suits the game better.
However, I do have a suggestion for something I tried out and really liked: a trading mechanic.
This could be a new phase, somewhere around 5 Native Contact or 6 Hunting. It could also be incorporated in phase 5. The text would read something like this:
"Phase X: Trading
When on a hex with a village of any type, you may exchange 1 Musket for 2 Food, or 2 Food for 1 Musket."
And then, either of the following rules for Empires
Alt. 1 (simple): "When in an Empire, you cannot trade."
Alt 2 (complex, but fun): "When in an Empire, you may attempt to trade, but must roll 2d6.
2-4: the trade fails, you loose a conquisador.
5-7: the trade fails, you loose the resource you attempted to trade with.
8: the trade fails, but you keep your resources.
9-12: the trade is a success.
You may use Muskets to reroll your dice."
There could also be a special rule for friendly villages, such as they still trade normally even if within an Empire.
This would have the following benefits, in my opinion:
* Increase rate of meaningful decisions
* Give player more means to mitigate luck on dice rolls, by making Muskets easiser to come by.
* Make the game a bit easier.
* Give Villages a much more interesting role
* Give opportunity for some great and more varied story telling.
Since you'r quite often in an Empire, it won't make it too easy I hope, but of course I leave it to you to consider if it hits the right balance for your game.
Also, perhaps calling it "Ammunition" rather then "Muskets" makes the trades a bit more resonable. Of course, thematically, it's also a question of just how many Muskets was lying around villages in the area at the time, waiting to be traded, but I'm thinking the villagers have found/traded them with other conquisadors ahead of the player.
- Last edited Tue Jan 23, 2018 9:20 pm (Total Number of Edits: 1)
- Posted Tue Jan 23, 2018 9:17 pm