10-11-2021, 07:23 PM | #1 |
Join Date: Oct 2021
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[Rules] More Rules - Terrain penalties
Hi everyone,
More questions now that I'm trying to use terrain tiles and terrain difficulty. I think the answer is simple, but I could be wrong. 1) Let's say we make roads 0, shoulder 1, off-road 2 -- how do we determine the number of extra blue dice to roll? Is it just the final resting position of the car, even if the car went though higher-difficulty terrain? I'm assuming so after reading the rules, but it seems a little unintuitive if you, for example, clip some icy road [difficulty 2 terrain] during a turn, but never rest on it. 2) Assuming it's just final resting position for Q1, what about hazard cards? Mud is clear about ending position (when dice are rolled), but what about spikes or wreckage that just show dice (like black dice for likely tire damage)? If you start not overlapping spikes, drive through them and get past them before you roll dice, are you safe? Or are hazards different in that once touched they apply? And if so, how is car path plotted for sharp turns trying to avoid touching the hazard at all (if this matters)? Thanks, Andrew |
10-12-2021, 10:39 AM | #2 | ||
Warehouse 23
Join Date: Jul 2017
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Re: [Rules] More Rules - Terrain penalties
From Sam:
Quote:
We tested "cumulative" terrain, where the effects pile on as you move and you deal with them in one chunk at the end of the move — it added memory-based bookkeeping, slowed things down, and wasn't fun. We also tested "stacking" terrain, where you add blue dice for everything your car is overlapping — it didn't slow things down, but the penalty is brutal and discouraged players from using terrain at all. We simplified the terrain rules until everyone at the table was having fun with it (and didn't have to look it up every time)." Quote:
For example, a D2 turn at speed 3 that leaves your car overlapping the shoulder (1 terrain), off-road terrain (2 terrain), jagged rock, and mud. You will roll 8 dice for your driving roll: 3 yellow for your speed 1 green and 1 yellow for the D2 turn 2 blue for the off-road terrain (the shoulder terrain is ignored because your car is overlapping a higher terrain level) 1 black for the jagged rock hazard After rolling and resolving any re-rolls, the mud then adds 1 skid to your final result. Finally, the jagged rock may provide your car with partial cover, depending on where your opponents are when they shoot at you." Hope this helps!
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Philip Villarreal Warehouse 23 Manager Steve Jackson Games |
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10-12-2021, 11:28 AM | #3 |
Join Date: Oct 2021
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Re: [Rules] More Rules - Terrain penalties
Awesome. Thank you!
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10-12-2021, 01:45 PM | #4 | |
Join Date: Dec 2007
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Re: [Rules] More Rules - Terrain penalties
Quote:
[1: Which shouldn't work anyway, based on the "experiments" we performed in iced-over parking lots in Omaha.... :) )
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"Dale *who*?" 79er The Jeremy Clarkson Debate Course: 1) I'm Right. 2) You're Wrong. 3) The End. |
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