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Independent Game Forums => ndp design => Topic started by: jburneko on November 12, 2008, 12:38:48 PM



Title: [Analise] Traits with One Coin
Post by: jburneko on November 12, 2008, 12:38:48 PM
So, yesterday I read through Analise and so far I like what I see.  I have only one initial question.  How do Moments work when a player has only one coin in a trait?  I see options.

(a) That's impossible through some trickery of the rules I failed to notice.

(b) That can't be done because you can only use Traits with 2+ coins in a Moment which either isn't in the text or I missed it.

(c) Extrapolate from the rules and  it's possible to have a Moment with just one Achievement and no Consequences or vice versa depending on who initiated the Moment.

Thanks.

Jesse


Title: Re: [Analise] Traits with One Coin
Post by: Nathan P. on November 12, 2008, 02:10:52 PM
(c) Is correct.

Note that you'll always start with at least 3 coins on a satellite trait, so it's not something that will come up on your first Moment using it. But if you let it drop to 1 coin, well, that's dangerous!

Keep in mind that you can use Claims to add new achievements/consequences to a Moment, so if you are in the situation where there's only one on the board, there is always that option.

Thanks for checking out the game!


Title: Re: [Analise] Traits with One Coin
Post by: jburneko on November 12, 2008, 03:29:49 PM
Excellent.

Also the ability to introduce new Achievements/Consequences post roll and initial assignment via Claims is one of the things that makes the game work for me.

Jesse