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Subject: Maybe I missed something, but... rss

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Sean Carrick
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Beaverton
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I just got this game today, and I noticed something. There's no limit on how much the opening player can move around, except the he cannot EXCEED the zero space on the time track. Now, what's to stop player one from moving around a whole lot, until the marker is on space one, followed by all the other players, and then just get rescued on the second turn? Something I missed in the rules? Or am I just gaming the system?
 
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Sean
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You must move you marker through every space on the time track, and every space with the event marker that you pass through you must draw a card. The more cards that you draw on your turn the less likely you will be able to deal with them
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Steve Duff
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figarojones wrote:
I just got this game today, and I noticed something. There's no limit on how much the opening player can move around, except the he cannot EXCEED the zero space on the time track. Now, what's to stop player one from moving around a whole lot, until the marker is on space one, followed by all the other players, and then just get rescued on the second turn? Something I missed in the rules? Or am I just gaming the system?


The first player can do that no problem. He can then go home, as his game is over.

But at the end of his turn, there's going to be 20 or so bad events triggered, and half the sub will be flooded and on fire and have locked hatches, and the nukes are about to be launched etc, that everyone else is going to have to deal with before they too can reach the zero space.
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Sebastian
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Hürth
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And the first player is also only rescued if all the other players die or reach the last space.
 
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Leonardo Martino
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if u're going to make the turn sequence u described it'll be probably the only move u will do in the game

if the rest of the crew reaches your marker position u'll be saved and the game will end but its more likely that the sub will collapse before! devil
 
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Mikkel Øberg
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It is worth noting that, elsewhere on the forums, the designer has made a rule-change cannon to avoid this particular problem, where the first player uses 50 minutes, is lucky to get aqualung, and then exits the sub using the abandon ship rules:

You can only abandon ship if your time tracker has reached 10 minutes, as opposed to the official rules using the ghost tracker.

With this ruling, the evading player may run around 50 minutes, but then have to wait for all the others to reach him before he can take his turn again, effectively making this tactic useless.
 
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Mikkel Øberg
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Note to self: I will look rulings up personally, and not argue on the basis of other people's forum posts.
 
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Sean Carrick
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No, it makes sense. I posted it, then played a solo game with two gnomes, and it became apparent that it wouldn't work very well, unless everyone was EXTREMELY lucky. It just seemed like a gigantic hole in the rules, so I wanted to make sure I hadn't missed anything about first turn limitations.
 
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Michael Kefauver
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Yeah, you got it exactly right. Hypothetically, if everyone is EXTRMELY lucky, then you can make it. The chances of that happening, though, are practically nil. I think literally nil, in fact, but I can't be 100% sure.
 
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