Kersus wrote: ↑Sat Dec 14, 2019 8:20 pm
In the 2-player starter set - is piracy a viable strategy? (Beowulf/Scout) - In an early turn could you attack the other player's ship and if they can't immediately pay the expense to cover the damage, are they bankrupt? Thus you need to always keep cards in reserve if anyone is involved in piracy?
Players can pay expenses from their draw decks. The fastest I've seen a piracy deck bankrupt someone is round four, and that's typically with only two piracy actions on rounds three and four.
Tactical piracy can be viable in a plethora of situations. Many times, I probably switch to piracy in a non-piracy deck a round or two too late to see if I can push someone over the edge who is out VPing me.
What are the target cards for like Glitch?
Upgrades. Translating the icons, the card text reads "Ready or exert target upgrade." For instance, you could exert Narda Laser, removing its AV bonus or you could ready Modular Hold to be able to use it twice to generate capability tokens.
Am I supposed to use them every time we attack other crew with cards that also say target on them?
If you want to deal a wound to a crew, let's say, with Body Pistol, only the crew and the Body Pistol attached to each other are required. During the action phase, the attached crew would have to exert as an action to "use" the Body Pistol. Not sure this is answering the question.
Beowulf allows 2 of each connection sub-type - can they be two identical connection titles?
Yes. Duplication in play of cards for a single player is generally not restricted. Crew by title cannot be duplicated for a single player. Gear on a single crew are limited by subtype, so no two weapons unless one of those weapons is trifling. Upgrades and Connections are *not* restricted by title.
Is the resolution of an adventure simultaneous (multiple captains can win it) or in order set by initiative?
Page 20 of the online rulebook is unfortunately confusing. Under Stage 3, it says captains resolve contracts in initiative order. In the sidebar, it speaks of multiple captains completing the same contract. When multiple captains are pursuing the same contract, they all get the opportunity to complete the contract and the sequencing should be clearer about when the contract is replaced, etc. Victory check isn't until the end of the phase. Though, bankruptcy is immediate, in case something happens that would cause bankruptcy.
It mentioned that if you damage another ship in piracy that it's successful. What does being successful gain you?
There are cards that key off of successful piracy. Subsidized Merchant loses a VP if it is successfully pirated, for instance. The Trouble on the Mains set has more cards that care about piracy action.
I really don't understand targeting.
While different customizable cardgames can have somewhat different meaning to the game term "target", target is used extensively in customizable cardgames to denote that an effect requires choosing a card or player or discard pile or whatever specifically. In at least one CCG, "choose" and "target" mean two different things, but target is intended to convey the idea of choosing something to affect.
Target is an important word because Invulnerability means an effect can't target the Invulnerable card. But, it's also important whether a card targets a card in play or targets a player and the player chooses a card in play. Walter Glen, IMC (ret)'s ability doesn't work precisely the same as Vorn Drusus's, for example.
I have some promo cards that are weapons but they don't seen to have an in-game function - Staplegun. Same with medals.
Jeff can answer this better as there was done a special promotional printing that didn't go through standard development.