A few questions: - Edit 1
Before modification by beetnemesis at 29/12/2010 03:35:15 PM
crisis effects last more than one turn, elector milita, acronym list, pro tem crisis slot, targetting a house or a player
Do crisis effects ever last more than one turn?
If you move an elector, I assume its milita move with it?
The pro tem crisis slot (and the Directorate one): Essentially, they just make it twice as likely that their chosen crisis will occur, right? a 2/6 chance instead of a 1/6
I believe this is said somewhere, but not sure where. How much info do we know about each other? Like, will I know that Bob is Space Guild? Or will I only know that the Space Guild is in the game, and Bob is in the game, but won't know they're linked?
(PS this looks awesome. And thanks for cutting down on the acronyms. A master list of them all might come in handy, but for the most part, it wasn't too hard to follow. Once I'd read EVERYTHING, anyway)
Do crisis effects ever last more than one turn?
If you move an elector, I assume its milita move with it?
The pro tem crisis slot (and the Directorate one): Essentially, they just make it twice as likely that their chosen crisis will occur, right? a 2/6 chance instead of a 1/6
I believe this is said somewhere, but not sure where. How much info do we know about each other? Like, will I know that Bob is Space Guild? Or will I only know that the Space Guild is in the game, and Bob is in the game, but won't know they're linked?
(PS this looks awesome. And thanks for cutting down on the acronyms. A master list of them all might come in handy, but for the most part, it wasn't too hard to follow. Once I'd read EVERYTHING, anyway)