Card clarifications
Posted: Sun Dec 22, 2019 5:40 pm
Ta'Nal of Adari: At the start of the phase, each crew restores 1 wound.
That's all crew, including opponents' crews?
Fragmentation Grenade: Use, Jettison: Inflict 2 wounds on up to 2 different crew controlled by the same Captain.
That's either 1 wound on each of 2 crews, or 2 wounds on one crew, yes?
Panacea Autoinjector: Reaction - Jettison: Remove 2 wounds from attached crew.
If I understand correctly, if an unwounded crew with 3 wound capacity then takes 3 wounds from a single source, Panacea Autoinjector cannot save them. If, however, they already have 2 wounds, and then take 1 more, Panacea Autoinjector can be jettisoned in response to that one wound to remove the 2 pre-existent wounds so that, after everything resolves, the crew will have 1 wound and live. Are these situations both correct?
Also, while I'm here, a comment for what it's worth because I love airing my opinions in online forums: I enjoy the solo adventures, except that I dislike the dice rolling on solo missions 4 and 5. It adds an additional fiddliness that I prefer to not have in my card games. I also don't like that kind of randomness in a card game; the randomness intrinsic in a shuffled deck is sufficient. An idea that I think would be interesting for solo play is a set of solo-only contracts/complications that, when they are revealed as complications, have an immediate effect that the player must suffer, whether or not the player resolves the complication. The contracts would also be more difficult for solo play. Solo scenario 1 is the most enjoyable, as it allows me to focus on playing the game and completing contracts rather than building a deck for a specific purpose, but it is too easy (which makes sense as it's the first solo scenario). A solo-only expansion like this could make scenario 1 more challenging, and if you're really masochistic you could use them in any of the other solo scenarios.
Unsolicited opinion number 2: I really hate that, to get 3 copies of some cards, one must purchase 3 copies of the exact same deck (Defensive Mines, for example). If I wanted to have to pay for a bunch of redundant cards just to get one more copy of a single card, I'd play a collectible card game.
That's all crew, including opponents' crews?
Fragmentation Grenade: Use, Jettison: Inflict 2 wounds on up to 2 different crew controlled by the same Captain.
That's either 1 wound on each of 2 crews, or 2 wounds on one crew, yes?
Panacea Autoinjector: Reaction - Jettison: Remove 2 wounds from attached crew.
If I understand correctly, if an unwounded crew with 3 wound capacity then takes 3 wounds from a single source, Panacea Autoinjector cannot save them. If, however, they already have 2 wounds, and then take 1 more, Panacea Autoinjector can be jettisoned in response to that one wound to remove the 2 pre-existent wounds so that, after everything resolves, the crew will have 1 wound and live. Are these situations both correct?
Also, while I'm here, a comment for what it's worth because I love airing my opinions in online forums: I enjoy the solo adventures, except that I dislike the dice rolling on solo missions 4 and 5. It adds an additional fiddliness that I prefer to not have in my card games. I also don't like that kind of randomness in a card game; the randomness intrinsic in a shuffled deck is sufficient. An idea that I think would be interesting for solo play is a set of solo-only contracts/complications that, when they are revealed as complications, have an immediate effect that the player must suffer, whether or not the player resolves the complication. The contracts would also be more difficult for solo play. Solo scenario 1 is the most enjoyable, as it allows me to focus on playing the game and completing contracts rather than building a deck for a specific purpose, but it is too easy (which makes sense as it's the first solo scenario). A solo-only expansion like this could make scenario 1 more challenging, and if you're really masochistic you could use them in any of the other solo scenarios.
Unsolicited opinion number 2: I really hate that, to get 3 copies of some cards, one must purchase 3 copies of the exact same deck (Defensive Mines, for example). If I wanted to have to pay for a bunch of redundant cards just to get one more copy of a single card, I'd play a collectible card game.