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Android: Infiltration» Forums » Rules

Subject: Alarm going to -1 rss

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Andy Pelton
United Kingdom
Hucknall
Nottinghamshire
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When you play effects that lower the alarm value, if the alarm is currently on 0, does it drop to -1 or stay at zero?

We have ruled it to stay at zero and the -1 is only for the longer game.

Any comments on this?
 
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M. B. Downey
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Suitland
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I think staying at zero makes the most sense.

If you wanted a shorter game, you could say it goes from 0 backwards to 99. That will make the game REALLY short.
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Ossian Grr aka "Josh"
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Chelmsford
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When this happened in my game, we pushed it back from 0 to -1. It's just an abstract measurement of how well the alarms are currently working; it makes perfect sense that they could become temporarily "Faulty", whether that's represented in the in-game story by equipment failure or social engineering (faking radio calls back to base or whatever).

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Dave Sparrow
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This happened in my last game (4th ever game) and we agreed that in-game effects could lower the alarm dial to -1 during the game but no lower.

It did make for an interesting game where we were scrabbling for every last file of data as we had more than the expected amount of time to escape the facility.
 
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Alain Marti
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Riedholz
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jozxyqk wrote:
When this happened in my game, we pushed it back from 0 to -1. It's just an abstract measurement of how well the alarms are currently working; it makes perfect sense that they could become temporarily "Faulty", whether that's represented in the in-game story by equipment failure or social engineering (faking radio calls back to base or whatever).



Theme is everything - so you putting the alarm to -1 is like an "open door" event at the very secret research facilty then...
 
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Kevin Seachrist
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We've been playing the game starting at -1 instead of 0, because our first few games felt like they ended far too soon. It basically extends the game by a round or two, but frankly it also encourages more risk taking in the form of going deeper into the facility.

All that said, I wouldn't let the alarm go below -1.
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Tim Kelly
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downeymb wrote:
I think staying at zero makes the most sense.

If you wanted a shorter game, you could say it goes from 0 backwards to 99. That will make the game REALLY short.

I'm not trying to troll here, but they're talking about the "Alarm Dial". This dial goes from '-1' to '8'. It's the Proximity Dial which goes from '00' to '99'.
TK
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There's nothing thematically invalid about Operative actions managing to reduce the urgency of impending security forces to the point that they pause whatever they're doing to try and figure out what's going on and whether or not this is a false alarm. Bear in mind that the alarm dial being set to -1 simply means the proximity dial doesn't move becasue the die will always come up with at least a 1. It's impossible for the proximity dial to go backwards during the security step, and that's the only point where I'd see a thematic oddity--even then there are ways to explain it.


More to the point: nothing in the rules suggests the dial cannot pass below zero during play. If the number is on the dial, I'd say it's a valid play scenario without explicit commentary on the matter from the rules.
 
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