by jayarsea
I believe there exists an advisor who lets you substitute $8 for a missing good when building a colony. That might be the way.↧
Reply: SeaFall:: Strategy:: Re: [Spoiler - Box 3?] Milestone discussion
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Reply: SeaFall:: Strategy:: Re: Getting Discouraged (minor spoilers)
by lactamaeon
There's one you haven't seen yet then[o]
that attacks based on goods in province warehouse. It's even called "The Pirate King Demands Tribute
[/o]
I think that's the one he's speaking of.
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Reply: SeaFall:: Strategy:: Re: [Spoiler - Box 3?] Milestone discussion
by Becq
(Box 2 spoilers)[o]As a basic requirement to building a colony, you'd need at least one of the following:
* a total hold value of six, including ship improvements and ship upgrades
* the Smuggler
* the Surveyor
Probably the single best way to streamline colony building is by using your end-game ship improvement to upgrade your hold. That saves you actions AND gold.
Ways to reduce your costs:
* the Thug (cheap goods, at least for now)
* anything that increases your sell price (advisors, structures, events)
* anything that decreases your buy price (advisors, events)
* anything that decreases your upgrade price, assuming you need to upgrade your hull (advisors)
There's also some good utility advisors to look at.
* The Contractor gives you a free good of your choice (useful for getting the fourth type you need)
* The Helmsman, Navigator, and Merchant's Patron all give movement benefits that might help you shift goods more efficiently.
You mentioned that you weren't into raiding, but it's something worth considering. If other people are trying to build colonies, you can let them buy goods for you, so to speak. That help build your colony more cheaply, and sets them back, as well. Of course, there's a minor risk of retaliation, but is that really all that likely when they have a raid bonus from your enmity gift? :)
This is not a complete list of options, but at this stage in the game, you are somewhat at the mercy of the advisor deck god. Take a look at what's available, and build your strategy.
Oh, and being in last place (and starting with bonus gold) also helps. :)[/o]
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Reply: SeaFall:: Rules:: Re: [SPOILER] Rule 22
by ira212
[o]razordaze wrote:
ira212 wrote:
Note that conquering an inactive province is allowed, but raiding an inactive province is not.
There's no way to conquer without taking a raid action. No raid, no conquer. Inactive colonies are non-entities.
Hmm. You definitely can't raid a colony SITE, but seems like you should be able to conquer the colony itself.
In the rules, the "Raid a Colony" action is separate from the "Conquer a Colony" action.
If you can't conquer an inactive colony, then players can keep their colonies inactive to be safe, and then if the timing is right in the second winter, activate them to score the bonus point. It seems like would-be conquerers should still be able to conquer in the first year, even if the colony is inactive.
Perhaps most importantly, it feels thematically wrong to me that the ultimate colony defense would be to keep it inactive. That makes no sense.
I welcome this discussion since the rules do feel a bit vague to me on this point.[/o]
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Reply: Risk Legacy:: General:: Re: Event Deck Timing
by marhawkman
it's in 9 cities.I don't have the rules handy, but IIRC you draw an event every time someone takes an actual territory card for a win.
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Reply: SeaFall:: Strategy:: Re: [Spoiler - Box 3?] Milestone discussion
by Throknor
[o]The guy that let you spend gold to substitute goods if he comes up, you get him, and you don't win. I think he was 5 gold and you aren't likely to keep him if you win (at least, I couldn't).One quick way I've seen to make money is an advisor that gives a bonus for selling all the same type of good. If you can do four it can be 36 in a single sale; 40 if you get lucky with the event card.
I had done such a sale and accumulated over 40 gold planning for a large purchase when the substitute advisor showed and I realized I could use the money for a long-term investment instead so bought him with reputation. This did have the consequence that it took an extra turn to end the game and others caught up but I think it was worth it.
Another choice is to get and keep the smuggler (I believe it is - allows you to overload ships). This method is harder as it more precise requires timing and risks raids on your ships, but if you can load your ships with four goods and get to an uncolonized island with two more goods* you can use him when buying those two and then the next turn you can use them all to build. As for the buying expense having advisors that give discounts buying or bonuses selling can help.
Of course, the problem of relying on any advisor is dependent on them being available for you to acquire. If there are open spaces available you can lower costs by getting a quick explore or two in to try for free goods. If sailing a long way taxing should give money needed to buy goods or the hold space later. But you need to decide this quickly and grab help for exploring instead of buying/selling.
But if you can't get the hold space up in a couple of turns it might be best to just switch to quick glory build whether by raids, upgrades, buildings, treasures or milestones and build your hold up for the the next game. Unless your competition already has their holds embiggened everyone is going to be in the same position for a game or two. And frankly I have no idea yet if colonies actually are useful or a fools errand; I just know I have a map that mentions them.
* Allowing for the 4 different requirement of course.
[/o]
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Reply: Risk Legacy:: General:: Re: Event Deck Timing
by ironregime
The rules for using the Event Deck are in the rulebook.Page 13 wrote:
Event cards are shuffled together and placed on the noted card slot on the sideboard. At the end of your turn, after you take either a Territory or Coin card; if the newly revealed card in slot 1 has an EVEN number of resources, an event occurs. Turn over the top card in the Event deck and perform the action on the card, including where to put the card after resolving its effect.
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Reply: Risk Legacy:: General:: Re: Event Deck Timing
by marhawkman
OO_O! ninjas!↧
Reply: SeaFall:: Strategy:: Re: Getting Discouraged (minor spoilers)
by Becq
Ah, I see. I guess there's an advantage to having [o]built up a massive event card deck quickly.[/o]Carry on, then!
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Reply: SeaFall:: Rules:: Re: [SPOILER] Rule 22
by Becq
ira212 wrote:
[o]
There's no way to conquer without taking a raid action. No raid, no conquer. Inactive colonies are non-entities.
Hmm. You definitely can't raid a colony SITE, but seems like you should be able to conquer the colony itself.
In the rules, the "Raid a Colony" action is separate from the "Conquer a Colony" action.
If you can't conquer an inactive colony, then players can keep their colonies inactive to be safe, and then if the timing is right in the second winter, activate them to score the bonus point. It seems like would-be conquerers should still be able to conquer in the first year, even if the colony is inactive.
Perhaps most importantly, it feels thematically wrong to me that the ultimate colony defense would be to keep it inactive. That makes no sense.
I welcome this discussion since the rules do feel a bit vague to me on this point.[/o]
razordaze wrote:
ira212 wrote:
Note that conquering an inactive province is allowed, but raiding an inactive province is not.
There's no way to conquer without taking a raid action. No raid, no conquer. Inactive colonies are non-entities.
Hmm. You definitely can't raid a colony SITE, but seems like you should be able to conquer the colony itself.
In the rules, the "Raid a Colony" action is separate from the "Conquer a Colony" action.
If you can't conquer an inactive colony, then players can keep their colonies inactive to be safe, and then if the timing is right in the second winter, activate them to score the bonus point. It seems like would-be conquerers should still be able to conquer in the first year, even if the colony is inactive.
Perhaps most importantly, it feels thematically wrong to me that the ultimate colony defense would be to keep it inactive. That makes no sense.
I welcome this discussion since the rules do feel a bit vague to me on this point.[/o]
If you take another look at Rule 21, you'll note that the first sentence says that you need to [o]take a raid action against the colony you want to conquer. Basically, conquering a colony is a plunder option if your successes match the colony defense.
And while I'm having trouble locating it yet, I could swear there was a reason you couldn't raid an inactive colony. Possibly because the back of the card (the inactive side) has nothing to raid and no defense to target? (I don't have a card to look at.)[/o]
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Reply: SeaFall:: Strategy:: Re: Six Games In: impressions and questions (spoilers !)
by Becq
alb247 wrote:
Even one of the leading players is considering dropping because he doesn't feel like he can do anything but explore to stay in the lead. It's not that the book entries are boring or anything, it's just that there's so many other things available, but they don't offer nearly as much as exploration seems to.
While exploration is certainly not the entirety of the game ... well, it is a game about exploration.
If something happens through unlocks to sway the end-game back towards players who have specialized in other aspects of the game, I feel like it should be hinted at somehow to keep people from getting discouraged. Right now, I feel like I've wasted my first 4 upgrades by getting my ships' Hull and Sail values up.
Having more movement is always valuable. And if you haven't already unlocked it, I'll hint without giving away spoilers that there is an important reason to have roomy holds. And several other side benefits.
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Reply: Risk Legacy:: General:: Re: Event Deck Timing
by Rakasis
K thanks, shit. I've completely missed this whole page of the rule book.... :whistle:↧
Reply: SeaFall:: General:: Re: Grumpy about my purchase. Worth it with just 2?
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Thread: SeaFall:: Rules:: Rules questions (from Box 1 or maybe 2)
by ira212
[o]Dangerous waters - if both ships start in different places but end together on the dangerous waters location, can they support each other? I think yes.What if two ships start in different places, but both pass over the same dangerous waters location without stopping there? I think they can still support each other.
What if:
Ship A: 2 spaces away from dangerous waters
Ship B: 1 space away from dangerous waters
Can the support each other sailing through, with both ships still using their full sail values, or does ship B need to waste a point of movement to let Ship A catch up, and then they sail through together? I think they can sail through together without Ship B wasting movement, since ships can start movement at different times.
Thoughts?[/o]
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Reply: SeaFall:: Rules:: Re: Box 4 sticker question
by ira212
Just wanted to say thanks a second time, since I also had this question, and you had already answered it! Way to go BGG.↧
Reply: SeaFall:: Variants:: Re: Multiple plays through the prologue?
by Becq
I wrote my previous post long before the game was released, but I still agree with it. The key bits being: restrict your exploration to the "sun" sites, don't write on the board, and use make-shift tokens (photocopy and cut out) rather than stickers. You can probably get away with using the "fire" sites, too.An additional note about milestones: when a player claims the fourth milestone, DON'T READ IT UNTIL YOUR GROUP IS READY TO MOVE TO GAME 1! There are significant spoilers. The other three give you flavor without major spoilers. Just determine the winner and end the game otherwise.
If you do that, I think you'll get the flavor of the prologue game without spoiling it too much. For future games, have any player who's played before have their exploration site numbers chosen by someone who hasn't played before (or randomly) for the sun and/or fire sites, to prevent the slight advantage that memory might grant.
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Reply: SeaFall:: Rules:: Re: Rules questions (from Box 1 or maybe 2)
by lactamaeon
Rulebook, p. 9"If ships are in the same space, you may choose to move them together. If you have two ships with different sail values that move together, you may continue moving the faster ship after the slower ship moves its sail value."
I read that as applying if they start in the same space. Otherwise you have to move them one at a time (probably just to avoid these questions). Certainly there's nothing in there that suggests they can both start moving at the same time if they are not in the same space.
EDIT: [o]Also note that if they arrive together, they don't really need to "support each other", one of them is the flagship and the other supports, you only need to roll once.[/o]
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Reply: SeaFall:: General:: Re: How mant winters do you get?
by abbottj83
Out of 8 games + prologue so far we have only had 1 game that reached a second winter (counting the initial winter as Winter 1). Our games average 4-5 turns.↧
Reply: SeaFall:: Rules:: Re: Rules questions (from Box 1 or maybe 2)
by ira212
I'm not sure why they would only need to start in the same place to move together. If both ships are adjacent to the same space, they should be able to each take 1 point of movement into that adjacent space and continue moving together after that. It seems pretty straightforward and thematic to me if we allow that. I think the most permissive sailing rules are most interesting: your two ships can start moving whenever they want relative to each other.[o]Also, good point re: supporting each other. I'm not sure what you mean about arriving together or arriving separately. Are you defining "arrive separately" as:
a) arriving at the same time from different origin spaces, or
b) arriving at different times
I think if (b), then yes, they each would need to check separately. I think if (a), then maybe one could support the other.[/o]
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Reply: SeaFall:: Rules:: Re: Rules questions (from Box 1 or maybe 2)
by lactamaeon
I'm not trying to argue what's thematic. If you want to allow it I don't see it as an issue (except that it creates these questions). I'm just saying the rules say they can move together if they're in the same space, implying they move one at a time if they aren't.One could argue that ship A could move into ship B's space and then they can move together until one of them runs out of sail and then the other may or may not continue, but there's nothing in the rules about moving them simultaneously when they are separated.
[o]Thus, either the ships moved together, and thus arrived together (requiring one roll with support), or they moved separately, and arrived separately (requiring two rolls, with the first roll definitely being unsupported. The second roll I would allow to be supported if the first ship was still present and hadn't continued moving.)
[/o]
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