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Reply: Battle Beyond Space:: Rules:: Re: Questions! (mainly about powers)

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by fbranham

JFarceur wrote:

We had our first games yesterday (3 players then 4 players)

Good set of questions:

Earther special power: "Once per game, one of your fighters can self destruct."


No. We allow it to happen before moving or after moving the full amount of movement.

The second ruling I've made recently is that the power CAN be used as the ship collides with another ship. But this only happens on the Earther's turn.

Personnaly, I would even think that if the fighter explodes in a collision with an asteroid, that asteroid would be shattered, but that's just me :-)


I wouldn't really do that, as I've mostly treated asteroids as invulnerable in the rules.

Vonyan special power: Each ship in the fighter squadron you are moving may move double the number of spaces.


Correct. This last the entire game. And you get to look at your first movement card as you are setting up. The donut is one of the ways this card is useful, but the squadron put out in the middle is pretty much dead meat.

Vonyan special power: Move one asteroid per turn one hex [...]


Strictly speaking, we've always rules that this happens wither before or after the complete move.

Vonyan special power: Move one asteroid per turn one hex [...]


What about the "central asteroid"? Luckily, during our game, it was not moved, because many questions would arise :
- Is the "central asteroid" a special asteroid? I think that asteroid contains the ancient technology everyone is after, so yes?
- So, the hexes that are worth 2 points each around the "central asteroid", do they "move" with the asteroid?
- Should the probes move if the central asteroid is moved?
- ...


Good set of questions. Yes, moving the central asteroid does change the scoring location for 2 points around that asteroid.

Probes don't move, and should be destroyed. The idea is that the asteroid is small enough not to have a strong gravity field.



Vonyan : Move one asteroid per turn one hex [...]

Can an asteroid be moved on another asteroid? Maybe it could "knock back" the other asteroid one hex away, meheheh.


I think I'd blow up one of the asteroids.




Moving Capital Ship Encounters
Enemy fighter: Fighter destroyed, capital ship takes one point of damage.
Asteroid: Not permitted


I suppose that this special power was written that way so that an enemy capital ship can not be destroyed in "one blow" (unless the Vonyan capital ship is in fire range of the enemy capital ship : it could throw an asteroid on it then finish it with lasers - AGGRESSIVE!).

I was thinking of two alternatives to theses rules :
1: (Following the logic written on the special power card)
a) When a capital ship moves onto an asteroid, it takes damage, and the asteroid is destroyed.

2: (As in my last question)
a) When a capital ship moves onto an asteroid, it takes damage, and the asteroid is "knocked back" one hex.
b) With the Vonyan special power, the moved asteroid would "knock back" the capital ship one tile away (therefore rotating from the other hex, if colliding from the side).

Following my logic on (2), I was then wondering if a capital ship could ram into another capital ship (each ship takes damage, the enemy ship is knocked one tile away), then you could fire at it and finish him off on the spot, or if that idea is just crazy talking.

:star::star::star::star::star:



I think I'm following the train of logic. The intent of adding the "asteroid crashed into undamaged cap ship" is as you describe. I want everything in the game to do one point of damage, and so it takes two "things" to kill a cap ship. (Death Blossom and the MegaWeapon are two exceptions as they do their damage on a per-hex basis).

The rules that restrict capital ships running into asteroids and other capital ships have four intended reasons:

1. You cannot suicide a capital ship without giving the points to another player.
2. Only one thing sits on a hex when you are done colliding.
3. We never do the Robo Rally push/shove thing (that feels a bit wrong to me, and leads to a fairly complex set of situations I did not want to bury the game in details around.
4. We avoid running into another cap ship because you get a few extra rules describing the various situations. Plus with that rule, cap ships were running into each other all of the time, as it is easy to do.






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