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Reply: SeaFall:: Rules:: Re: The Captain's Log (Unofficial SeaFall FAQ and compilation of rules clarifications and game play information from SeaFall's developers)

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by varianor

CheddarLimbo wrote:

We have opened 5 boxes, and have a few questions...

[o]
Can a player use a Tablet to activate a colony before the first Winter's harvest/collection?

Does the Iron Altar affect your ship repairs globally? Or only in that location?

Can another player pay 1 Rep to use my Iron Altar globally, or just in that space?

How much enmity do we place when plundering the Temple?

How much Emnity for conquering Ker?

When Ker is conquered do we place 2 emnity on *every* other island? Or just 1?

Can you look at the tomb map at any time? Just your turn? Just when exploring a tomb?
[/o]


I see Alessandro Verrinho got to some of these already. Sorry haven’t been checking lately. I can help with the rest.

[o]The text of the Sacred Tablet is clear:

Exhaust at any time to activate a colony for free. The tablet does not refresh during winter.

Emphasis added. This is clearly designed to let you activate even before the start of a game because it won’t then refresh during the first winter. (A year in SeaFall consists of a winter then six months.)

Cold Iron Altar text: “Remove curse cards whenever you remove damage cards.”

So on a strict reading, anytime you remove a damage card (examples below), you also remove curses. The game rules specify when an action is limited. Example: ending movement at a colony with a Repair symbol lets you repair a ship there if either a) you own the colony or b) you pay 1 Reputation and the owner agrees. If you do this, you’ll also remove curses on your ships. And I would say that it’s on both ships even if only one is in this region.

Remove damage cards via:
-you rebuild - with Repair action - a sunken ship in your home Province
-Repair action taken at space/region with the hammer symbol
-building the Port, and your ship ends movement in the Region with the Port
-exhausting Fanatical (which also will end curses without requiring use of the Cold Iron Altar)
-activating a specific Advisor {The Tinker}
-use a specific relic or tablet
-after ending the game while completing the Game Carryover step - which again is useless with respect to the Cold Iron Altar since it’s also going into the box

There was a prior discussion of the thematic implications of a priest doing this, which extends to the Cold Iron Altar. That is clear that a priest cannot repair ships not at that region: https://boardgamegeek.com/thread/1761298/spoilers-box-3-taki...

With respect to another player using your Cold Iron Altar, that answer is found on p. 11 under Reputation Tokens:

“During your turn, you may give a reputation token to another player in order to gain all the benefits and powers present in one region they control until the end of your turn. The receiving player must accept or refuse, and no other tokens, goods, currency, or cards may be exchanged.”

So the other player’s ships must be present in a region to do something, including give a reputation. You must accept for them to gain the benefit. If you decline, they are in your region and they do not get to use the Cold Iron Altar. If you accept though, then even if only one ship is present curse cards would be lifted from both (if they both had them.)

Side note: If it’s on a colony, in theory, and at great cost, they could try to raid the colony away. Dumb idea if the ship is already cursed and/or damaged...



[/o]

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