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Reply: SeaFall:: Rules:: Re: Rules Questions

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by Becq

1) Sounds like you're playing it correctly. It's strong. If you think it's OP, why not steal it from the current owner?

2) As George said, there is no limit to dice you can roll. The rest of Alex's comment raises a good point to stress: Fortune allows you to literally change a blank die that you rolled to a standard success. No more, no less. If you have no blank dice, fortune does nothing. And weak successes aren't blank dice, even if they don't count as a success due to some game effect.

3) As George said, except that when you build a colony, making it active is optional. That initial activation doesn't cost anything extra beyond placing a colony token, but if you are out, you can still build the colony and leave it inactive.

4) To further clarify, you only gain an attack bonus if you have your target's enmity in your at war box. Stickers don't count, and enmity tokens on your fields or elsewhere don't count (until they move to your at war box the following winter. On defense, ALL enmity counts -- tokens on anything you own, and stickers, too. Also, remember that when you pay enmity for your raid, you start "paying" the cost from player's enmity from your at war box first. You may not end up having to pay any of your own enmity tokens at all.

5) You can't raid unless you have enough enmity to pay for the raid. When raiding a province, the minimum is the lowest of the available plunder values. You can only choose a particular plunder option if you succeeded on the endeavor (rolled 1+ successes and didn't sink), have enough success to match the plunder value, and can pay the enmity (including the opponent's enmity in your at war box). You choose your plunder after rolling, and can decide not to plunder if you didn't roll enough for the option you wanted. No plunder means no enmity paid, but it also means you fail the endeavor and get no glory.

6) I've heard this, but haven't counted. I'd say that if it becomes an issue, just draw an atoll on the board. :)

7) No limit to glory, either by the game threshold or by the glory track. Remember that you finish out the round, so it's possible for another player to gain more glory that the first player to cross the threshold -- highest score wins. Note also that you don't check glory until the end of the round, so it's also possible to cause the player who crossed the threshold to lose glory before then -- in which case the end of game is not triggered.

8) More prominent means higher rank. Just check the cards in front of you. That will be the same as campaign glory, since current game glory hasn't been added since the end of the last game (but the higher rank player is "more prominent" even if campaign glory is tied). And you must have one or more of that player's enmity *in your at war box* (not just stickers or tokens elsewhere) to count as being at war.

9) Yes. Any upgrade sticker can go to any advisor (assuming there's room, of course).

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