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DrKraenk

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A member registered Jun 08, 2020

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Thanks for your answer. Looking forward to play the game again ;-)

I have two open questions:

  1. The structure in the house is unclear to me. Are the raccoons supposed to bring new found trash back to the ship before carrying on and stealing more? Is moving back to the ship an action on its own. Like moving? But the rules state that you often don’t have to make a roll for moving to the ship. Can players have a turn without rolling dice? Do raccoons move from room to room? Is every move here a turn? This would result in a lot of moving turns and therefore roles.
    My handling of the house was: Every turn a player has to make a role. A raccoon can either explore an unexplored room or steal trash in an already explored room. Stealing trash includes bringing it back to the ship.
  2. When the residents wake up every raccoon has to make a final test to flee to the ship. What happens on unhelpful roles? Do we start checking problems for the ship here already? Can we still play complication cards? My idea was: For every unhelpful role the raccoon has to leave one item of trash behind. 

What a great game. I think there is an animated six episode mini series in this :-) I wrote down some notes for my next round. Maybe they are helpful for the next players:

The rules in short are: Every round a raccoon can move or steal trash (or land the ship or find an entry into the house). Every round a raccoon has to test if his action is helpful or unhelpful. if the action is unhelpful a new problem on the problem track is marked. Players can play complication cards to postpone the problems. It's a good tactic to play cards with tags for problems that are already checked, the problem that will be checked next or tags that are already on played cards. If the last problem on the house track is checked, the raccoons have to leave the house. If the last problem on the ship track is checked it explodes and the raccoons lose everything.

The following things are “just” for roleplay purposes they don’t have any impact on the rules:

  1. Everything about the ship (how the ship floats, strength, liabilities, the three things it’s made out of and their actions.
  2. Some things about your raccoon: Look, Personal Goal (Advanced Rule), Relationship
  3. The action “Deal with unforeseen consequences.”
  4. The text on the complication cards and the problems. Even if you wake up the dog or the ship get’s caught in the trees you can just keep on moving or stealing trash.

Nevertheless it’s recommended to include these things in the narrative. Especially checked problems and played complication cards. For example if the ships is stuck in a tree the next move of the ship could include a description of how the raccoon set the ship free.

Thanks for your answer. I think I got it now. An example for the Ghostly Encounter in your FAQ would probably be helpful.

 ★ ★ ★ ☆ ☆ 

There is a good game somewhere inside. But you have to find it yourself.

I played the game this weekend with a couple of experienced players. Overall the experience was okayish. Some of the rules we just didn't understand.

Backpack and character introduction

How do you get things into the backpack? Some characters have moves that generate backpack items but some not.

There is no phase where you establish the background of the characters before the first scene.

In the actual play you have a phase where everyone introduces their character and you create backpack items. I think this phase is missing in the rules.

The ghostly encounter

We didn't geht this move. In the scenario Antenna 8 there are no encounters with actual ghosts. Meaning a ghost of a human that you talk to. Only events like "Time stops for everyone but you, then slowly creeps back to a normal pace." The same for other scenarios. So normally this move will not be triggered. Do the players have to introduce the ghosts themselves? Or is every paranormal event an "interaction with a ghost"? 

And how do you handle the question about another character? Is the ghost expected to answer the question? For us the questions didn't feel very natural und didn't fit into the narrative. How is a scene with a ghostly encounter supposed to be played?

The spitting pill bugs in science sorrows have 12 HP? This seems like a lot. In room 6 you encounter 2d6 of them! Maybe 12HP are a typo?

The amount of tokens left is the maximum a dice roll result can be. This means that as the game progresses you will become less likely and able to succeed at rolls without working together.

The token ceiling is definitely for an individual dice. The goblins in the middle can still help.

Just had a great evening playing the game. One questions or mayme feedback: Kilgores Strikethrough mentions "orcs". Shouldn´t that be ogres? Is this a bug or a feature ;-)