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Reply: Gunship: Crewmates!:: Sessions:: Re: Crewmates Session Report - 7-11-12

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by Dnasearchr

Escape Pod Games wrote:

Hi, Jason

The Responder is flipped to repair one hit of damage. He returns when the Carrier reaches "6" on a roll of an Explosion or Double Explosion (2 in 6 chance) and gets another chance when the Carrier reaches "3"

The Defender forces a die roll on the 12th and all subsequent hits to the Carrier and is successful on any roll but an Explosion or Double Explosion. Passing a roll means that the Carrier is NOT destroyed. Theoretically the carrier could take 20+ hits and not go down if you rolled really lucky.

Now I DO see where this could create a problem with the Responder if I do not make a special rule. Because if a Carrier goes down to "6" and he fixes it back to "7", then the Carrier will go down to "6" again, giving him chance after chance to come back. Don't worry - that will be adjusted. Probably as simply as saying that once he has passed the "6" roll he does not get another roll until "3" no matter what, etc etc. These are the types of small changes that are slowly getting weeded out.

Thanks for the clarification Steve!





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