![]() ![]() Losing a die also works in regards to a single track, so if there are three undefended attacks on the North track you lose a die.The game ends when there are five attacks on a single border track, ie.Hi, a lot of questions! I’ll try to catch them all :) Is that just a tracker of how many techs you've built such that you mark it every time you do a tech in order to keep track of points? Or is it like a separate group of techs that is just for farming points? Another question, are you allowed to have more than one adventurer out at a time? Lastly, I see that there is a tech points tracker thing. Do you have to write a number before you can do the optional uses? In other words, if I have an adventurer on a track and I've done 5,6,7,8 and then I roll a total of 4, could I use the adventurer action to call that guy home, or can I only do that if I roll a 9 because I have to write in the number and then do the optional bit? Also, it seems like once you lose a die you no longer have a reason to bother building that mine, so it seems unlikely that the mine building game end would trigger unless someone was just really good at building walls. Can you build borders under filled in daggers to "cancel" them and you just have to try not to let 3 build up?) I also have a question about how Adventurers work. Also, does it mean that there was no defense when the attack initially happened or does it mean if you end up piling up 3 with empty defenses (in other words. Does that mean three daggers marked anywhere on your sheet? Or three in the same segment (i.e. Does that mean when there have been five attacks in the "North" or when there have been 20 attacks? Or there's the rule about losing a die if there are three undefended attacks. For example, it says that the game ends when all the attacks fill up on "A Single Border Track". The rules use the term "A Single Border Track" and "The Border Track" in a few places so I'm not sure what counts. I'm a bit confused about how Border Tracks work. ![]()
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