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Rules Questions & Clarifications


SerakHawk

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This thread is to track the rules questions and clarifications that come up during play and to document the judgements made by the GM.

All rule adjudications will find their way back into the first post and inserted in the dated list below:

Date: Rule Adjudication
19-Mar-23

Do players pick their required resource?
Ruling:

"I am going to let you pick your resource requirement but will still review them to make sure its not too hard to get or too vague."

20-Mar-23

What is coastal water?

spacer.png

From left to right, Deep Ocean, Ocean, Deep Coastal, Coastal.

The two on the right can be crossed with Tall Sails the starting tech and borders between ocean tiles with either of those two colors can be crossed / explored.

Ocean tiles need additional tech to traverse.


spacer.pngI've noted some additional clarification is required for Ocean Travel and what tall sails or other sailing techs will do. Here is the clarification and the ruling:

There are two types of ocean "cells" or regions, Coastal, and Ocean. Coastal cells are all cells or regions that inhabit the water space closest to a landmass, they encircle the landmasses and are shown by the two first gradients of the coastline on the maps and are represented by the Teal borders. Center of the map section shown.

Ocean cells are every other cell in the ocean that is not bordering a landmass with a shoreline. They are shown by the last two gradients of shoreline, notably in the picture used the rightmost two and are represented by the dark blue borders.

River borders can be crossed by land armies, those are the light blue borders shown on the map. Some landmasses close to other landmasses or islands have a river border and can be crossed as if it was a land connection.

Of note, Tall sails allows access through *all* coastal cells with no limit to the number of cells crossed while each cell counts against the distance penalties. Additional sailing technologies are required to cross into the Ocean cells, and each additional tech allows an additional Ocean cell crossed.

23-Mar-23 Rule 2.3 Making a Ruler is not entirely clear that you assign scores for your first ruler. You do
23-Mar-23 Sack Action - When a city is devastated it loses all benefits for the owner and cannot be Sacked again until it is repaired, You may not repair a city on the same round it is Sacked
23-Mar-23 Industry Repair Action for A City, If a city is devastated a repair industry action is required by the owner of the region to repair it. This will require a TN industry roll of 10 to successfully repair the city.
(Thank Absent for the potential infinite treasure loophole plug)
19-May-23 Raise a City Action: Clarification on the resource the City provides as it is supposed to not count as a normal trade post: "... which provides the owner of the City with a local resource as if it was a trading post. This resource cannot be bought-out and is lost if the City is damaged (devastated)."
27-Jun-23

Raise Organization by trading in favor. This can only occur once per round as a non-action for 1 favor.

Ways to raise rep in rounds:

1: Raise Rep Action

2: Trade Favor for Rep (Non-Action)

3: Fulfil an Org's Request(s) that awards Rep

Clarification.png.url

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  • 2 weeks later...

Diplomacy.Stabilizing a Region has a target range of only your regions, yet Intrigue.Foment Unrest has a target range of everywhere. These two actions should have the same range. There are many historical precedents of sending negotiators or experts between states. Why can't one send a diplomat just as far (into a cooperating state) as spies?

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  • 4 weeks later...

There is a two-step process to Org Favors. You must have a Favor Owed to you by an Org and you must have a positive reputation with the Org. Having a Favor without Rep equates to your Favor only being useful as a Rep booster and nothing else. It's a nuanced rule, best spelled out in the rules. 

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  • 1 month later...
Quote

If you have an Industry score of 5 or more, you can found a City in one of your regions. A region can support up to one City, which provides an additional trading post of the local resource.

This should read: "... which provides the owner of the City with a local resource as if it was a trading post. This resource cannot be bought-out and is lost if the City is damaged."

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  • 3 months later...

Per Ducj instructions, noting that perhaps the Claims Process should be broken out into

Establish Claim (Claim Region)

Press Claim (Develop Regional Claim)

Complete Claim (Integrate Region)

as the current process seems to cause a lot of misunderstanding.

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  • 4 weeks later...

Making a note here that wording might need to be clarified: Assassination/Kidnapping of a non-essential character is essentially a "free" use of the Intrigue special 5, not a separate use of Intrigue entirely.

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On 10/11/2023 at 2:07 PM, Stygian said:

Making a note here that wording might need to be clarified: Assassination/Kidnapping of a non-essential character is essentially a "free" use of the Intrigue special 5, not a separate use of Intrigue entirely.

From Special 5: Assassination/Kidnapping:

Quote

Characters with no mechanical impact on the game may be assassinated as a normal Secret Action without consuming a Special.

You still have to do a contested roll if the "non-essential" belongs to another realm, but it does not consume a Special 5 Intrigue charge. You can see it in both ways as a separate Intrigue action that has the same mechanics as Assassination/Kidnapping or just Assassination/Kidnapping without using your Special 5.

 

Not entirely sure what wording you want clarified further, could you elaborate?

 

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