Re: Triplanetary - Landing and Takeoff
Where this gets complex is in the case where you want to launch and leave orbit as quickly as possible.
Turn 1: you launch from the planet to a gravity hex above the planet, and end up at velocity 0. That's fine.
In 2e, on turn 2 you could boost into orbit, or into one of the three non-gravity hexes now accessible to you; in the latter case you'd have velocity 1 because you're not entering a new gravity hex this turn.
In 3e the wording has been changed, and apparently requires you to go into orbit on turn 2 and then break orbit on turn 3. Players have been asking here and on BGG whether this is a deliberate rule change, but to the best of my knowledge there's been no response.
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