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Subject: Nemesis modifiers... rss

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Robert R
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Besides the Nemesis modifier, does Nemesis also get the Speed modifier?
 
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Geoffrey Engelstein
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r3gamer wrote:
Besides the Nemesis modifier, does Nemesis also get the Speed modifier?


For the player speed? Yes. So if you go fast and wallop Nemesis it would be shooting at you at 2d6 - 4.

Geoff
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Patrick Hillier
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I misunderstood the nemesis rules the first time and thought the # of dice - not he modifier changed every round and we were worried we'd be trashed by 4 or 5d6. 2d6 is bad enough!
 
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Geoffrey Engelstein
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phillier937 wrote:
I misunderstood the nemesis rules the first time and thought the # of dice - not he modifier changed every round and we were worried we'd be trashed by 4 or 5d6. 2d6 is bad enough!


That... would be bad.

Geoff
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Robert R
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Thanks!

And while I "have you on the line", let ask you: Shift change only requires 2 players to swap? I find it a bit confusing when clarifying about volunteers, no volunteers, "less than 2 volunteers", etc.
 
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Geoffrey Engelstein
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r3gamer wrote:
Thanks!

And while I "have you on the line", let ask you: Shift change only requires 2 players to swap? I find it a bit confusing when clarifying about volunteers, no volunteers, "less than 2 volunteers", etc.


1. At least two people need to change jobs.
2. Volunteers MUST get new jobs.
3. If there are not two volunteers, Captain picks.
4. Captain decides who gets which new job.

To put this in some context, since it may seem weird:

We tried rules like 'shift one seat clockwise', but we had games where young kids (like 7) were very happy with what they were doing and didn't want to be moved to something like helm. So this is a balance between allowing those who are getting a little bored to move to a new job, while allowing those who really want to stay to do so - all while throwing in a bit of chaos.

Geoff
 
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Robert R
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Couldn't be any clearer.

thanks again.
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