Topic: [Analise] Traits with One Coin
Started by: jburneko
Started on: 11/12/2008
Board: ndp design
On 11/12/2008 at 8:38pm, jburneko wrote:
[Analise] Traits with One Coin
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
On 11/12/2008 at 10:10pm, Nathan P. wrote:
Re: [Analise] Traits with One Coin
(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!
On 11/12/2008 at 11:29pm, jburneko wrote:
RE: Re: [Analise] Traits with One Coin
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