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Posted
I suppose so
Posted
Paralt wrote:
By that same logic, separate steps of a compound action often allow adding some number of result cards to your hand. Since a compound action is a single action, you could end up with several cards above your hand size limit during the action and only need to discard down to your allowed hand size once the compound action is over. Is that correct? Thanks!

No, a compound action consists of a series of actions.
You can even walk away from an unfinished one and come back later (if it is not mandatory).
Posted
1. Purse cards count their weight, but skill cards don’t count at all.
2. skill cards are shuffled in the deck.
Posted
schleima wrote:
JackSpirio wrote:
qetuol wrote:
robmcarthur wrote:
It's up to you - put them in now, or put them in when you are ready. It does not change anything until you actually go to play the threat.


Does this apply to the Edge of peril expansion too?

Pretty much yes


"Pretty much" lol

That's doing a bit of heavy lifting there, don't you think Jack? Or at least a modicum of lifting.

What do you mean?
As long as you don’t take the 490 card at the start you won’t see much from that.
Posted
qetuol wrote:
robmcarthur wrote:
It's up to you - put them in now, or put them in when you are ready. It does not change anything until you actually go to play the threat.


Does this apply to the Edge of peril expansion too?

Pretty much yes
Posted
Uhh, that’s a good point for using minis instead of the standees.
Posted
DevNull wrote:
That "Easily forgotten golden rules" section (p.27, in my current copy) is more or less directly contradicted by the bit on p13 that says:
Some effects enable the active player to convert into various bonuses the class icons shown in the result areas of the revealed cards, on the gear cards they have selected, on the cards in their hand...

But Sarah has made it clear, in a thread on BGG, that it is the golden rule that is correct.

In that same threat it’s also made clear that this is not a contradiction.
You can use symbols on cards in hand, but only from the blue half, as you can’t use the white half if the card wasn’t drawn from the action deck.
Posted
DevNull wrote:
Nope. You have to be on a card _next_ to it, with an arrow pointing to the exploration card. 1st you explore, then you move onto the revealed terrain card after (assuming that a terrain card is, in fact, revealed...)

Huh. Now that I've said that, I wonder if it's ever possible to be adjacent to an exploration card _without_ an arrow pointing to it from your card. There would obviously have to be an arrow pointing to it from another card adjacent to the same space. I'm not sure what you'd do then - I suspect they've just engineered it to never happen.


Exploration cards always have those 4 arrows pointing in each direction.
However permanent events have (mostly) one arrow and can only be accessed from that location.
Posted
In 7th Continent I rather used the standees as they looked better then the minis. Maybe I will do the same here.
So to answer the question, it’s just to give everyone what he prefers.
Posted
Firebird wrote:
I'm not sure (but I agree with you for the moment).

On the Reflex card, it says (in my french version) : "Put a card back into your deck as you hadn't drawn it".
But the cost of the Move action wants you to draw at least one card.
If the reflex card is your last one, you should be forced to keep it to solve the action.

Sarah, could you please check that ? -)


The cost is just to draw cards (which you did). There is nothing stating those cards now need to be on the table.
Only if you need successes or class symbols you need the cards.
So I don’t see why moving for free wouldn’t work.
Posted
Yeah, no need to sleeve all adventure cards.
Only few types are shuffled and most cards will be just placed on the table, where imo it’s better to not have them sleeved.
Posted
It‘s its own symbol, so you need to find a use for it first.
Posted
That’s what I meant
Posted - Edited
Find this on youtube and it’s great:

Posted
I assume you still can just let it sit in the table if you want to (and have the space).
Posted
qetuol wrote:
ogeert wrote:
A question about this: the rulebook states that if all characters are unconscious or if a game effect reads "your adventure ends here", you lose. Does that mean you lose the entire Threat, or you lose just the scenario and you will have to follow the consequences for that, before continuing the next scenario?

The rulebook is clear here. If all players are unconscious, the adventure ends (the Threat).

In order to resolve the scenario players (or player) must return to the Citadel (conscious and assuming the scenario requires to return to the Citadel) and go to a scenario conclusion. Then the adventure continues (assuming it does not end during the conclusion) with the next scenario. This way the scenario is never repeated, you either fail the Threat or go forward with the next scenario. If you fail the scenario (all players unconscious) you fail the Threat.

I think you can just return to the citadel when you think you won’t finish the scenario before become unconscious. Then you fail the scenario but still continue with the next one.
Posted
If all characters are unconscious, the adventure ends immediately and the players lose.


So there is no replaying of scenarios without starting from scratch
Posted
I‘m talking about those stars (one big two small) not the question mark bonus_jocker_black
Posted - Edited
In the Easily forgotten rules, number 5 states only 4 class icons, while the rules on page 13 has now 5 different symbols.
Posted
have you been to the surface before?
If so it’s easy to come back, if not you should find the start point of your adventure.
It’s likely that you need to do the ride again.