20 discos que marcan mi colección
Hace 2 años
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(A)Clearer Skies,Better Days
Designed to shorten game-play by
(1)Rolling a dice at the start of a Full Burn allowing you to move through that number of sectors before you have to draw a Nav card.It doesn't extend the Full Burn range.
(2)Ignoring all Reaver and Alliance Alert Tokens.
(B)Alliance High Alert (excludes Harken but any other Contact can be a starting Job)
This and the 2 new story cards
Wanted Men.
Smugglers Blues
Make use of the new Alliance Alert Cards
There are 10 of these cards although only one is in play at any one time.They are 'Updated' when the Alliance Cruiser Nav Card or one of the 2 new Alliance Alert! Misbehave cards are drawn replacing the current card with the next one from the deck.
The card's rule is in play at all times and some punish those who have Warrants by blocking access to a supply deck or Contact. However the most game changing may the one pictured on the box.
'When you Botch a Job, Disgruntle your entire Crew'
Given that some Misbehave Cards options list a Disgruntle Crew (in this set too) and then Attempt Botched I assume this would mean an instant Crew loss.(Where's Fendris? Only 1,the lovely named 'The Manure's Hit The Turbine specifically says 'Disguntle all Crew except Leader')
So, the Misbehave Cards themselves
40 new cards (to make 80 in total)
29 with Aces 12 new Solid with ...
7 with Keywords Hacking Rig, Transport etc.
10 specific cards Shepherd Book (R.I.P.), Jayne's Hat..
Some new mechanics
'Your Crew is now Wanted' -Add a provided (24 of them) Wanted token on all Crew EXCEPT the Leader and they then need to be included in any Wanted Crew Roll. The Wanted Token is discarded if the Crew is dismissed.
'I'll be in My Bunk'
Confirms when a Crew member is directed to Return to the Ship the Crew member and their equipment may not be used for the remainder of the Job.
'You MAY NOT move equipment between Crew while Working a Job'
Splitting Up
3 Cards split the Crew in to 2 groups including the rather evil They're Right on our Tails which can result on one group all being killed if you don't have enough firepower (or you could isolate Tracey) so if you only have 1 Crew to face these you Botch the Job as if there was no Crew left on the Job.
Replacements
5 Cards second option allow you to replace that card with a newly drawn Misbehave Card which replaces the current 1.
3 Cards have a 2 steps rather than 2 options both of which have to be passed to proceed.
2 cards (1 both options) involve seizing of equipment which are removed from the game permanently.
Some of the Botched Jobs involve you loosing Rep with 1 Contact and as previously there are more fight then negotiate and least tech roles to make with it seems slightly higher scores required to pass the test.
The 2 Story Card set ups
Wanted Men is basically a money chase to $20,000 Credits starting outside Alliance space with 1 Warrant and an Alert Card in place and starting Jobs from selected Contacts only.Crime pays,Legal Jobs frowned upon and the Cruiser to be avoided.
Smuggler's Blues gets you collecting Contraband (1 Misbehave per unit) and selling to specific Contacts the last of which gives a final turn to the other players and the one with most Credits wins.
6 new Warrant Token and a 4 page information leaflet complete the expansion.
Not sure if this spoils too much but it looks great and thanks GF9 for all the hard work on this expansion.
Pass = matiasak47
Mentalidad PokerPass = matiasak47
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1 comentarios:
Menuda pintaza.Vaya ansia me creas... debería dejar de leer tu blog.A ver si traen pronto Blue Sun y nos vamos acercando a este.
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