Speaking of early propaganda, I could not find the "optional rule to seed Prop cards late in each campaign" in my 3rd printing rulebook. has anyone heard anything about that? I figure it's the same rule as in following games, but just curious as it's 1 of the 2 new things in the new printing. The other is a short scenario which is also not in my rulebook.
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HedgethornAssociate Professor of Historical Hobby HorsesIn the Lions' DenRegistered Userregular
The next propaganda card is the end of the game, right?
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admanbunionize your workplaceSeattle, WARegistered Userregular
Speaking of early propaganda, I could not find the "optional rule to seed Prop cards late in each campaign" in my 3rd printing rulebook. has anyone heard anything about that? I figure it's the same rule as in following games, but just curious as it's 1 of the 2 new things in the new printing. The other is a short scenario which is also not in my rulebook.
I'm not convinced there is an actual 3rd printing rulebook, as I didn't get it either nor was it published as a PDF.
HedgethornAssociate Professor of Historical Hobby HorsesIn the Lions' DenRegistered Userregular
Redeploy:
Leave all police where they are.
The four troops in La Habana have to be moved to cities. Put 2 troops in Havana and 2 troops in Camaguey City.
It probably doesn't need to be explicitly said, but three factions are now meeting their victory conditions.
Just to make sure the final propaganda first checks regular victory, then if no one wins it keeps going and then calculates before redeploy? I think winning on points as Syndicate is going to be hard since i'm kinda capped at a max score of +3 (barring events that place open casinos, if those exist).
Also I assume the victory conditions are checked in order? So I'd lose if anyone else achieves their condition?
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HedgethornAssociate Professor of Historical Hobby HorsesIn the Lions' DenRegistered Userregular
It probably doesn't need to be explicitly said, but three factions are now meeting their victory conditions.
Just to make sure the final propaganda first checks regular victory, then if no one wins it keeps going and then calculates before redeploy? I think winning on points as Syndicate is going to be hard since i'm kinda capped at a max score of +3 (barring events that place open casinos, if those exist).
Also I assume the victory conditions are checked in order? So I'd lose if anyone else achieves their condition?
You're right that the fourth propaganda card checks victory first. Then, if no one is winning, we do the resources phase to gain income and the support phase to buy support/opposition. Directorio gets their free rally. Then we do the victory margin calculation and award victory that way.
If multiple players were to meet their victory conditions at the beginning of the propaganda round, we would calculate the victory margin and award victory that way. (At least, that's what BGG says and what the rules seem to say in 7.1: "Whenever all of any player’s Factions pass a victory check, or if none does by game end, the Faction that reached the highest victory margin comes in 1st place...")
(Also worth remembering: "Ties go to Syndicate, then Directorio, then 26July.")
It probably doesn't need to be explicitly said, but three factions are now meeting their victory conditions.
Just to make sure the final propaganda first checks regular victory, then if no one wins it keeps going and then calculates before redeploy? I think winning on points as Syndicate is going to be hard since i'm kinda capped at a max score of +3 (barring events that place open casinos, if those exist).
Also I assume the victory conditions are checked in order? So I'd lose if anyone else achieves their condition?
You're right that the fourth propaganda card checks victory first. Then, if no one is winning, we do the resources phase to gain income and the support phase to buy support/opposition. Directorio gets their free rally. Then we do the victory margin calculation and award victory that way.
If multiple players were to meet their victory conditions at the beginning of the propaganda round, we would calculate the victory margin and award victory that way. (At least, that's what BGG says and what the rules seem to say in 7.1: "Whenever all of any player’s Factions pass a victory check, or if none does by game end, the Faction that reached the highest victory margin comes in 1st place...")
(Also worth remembering: "Ties go to Syndicate, then Directorio, then 26July.")
Hmm I wonder if the 7.1 rule means the government can technically win if someone else trigger victory. Since their margin doesn't actually care about cities. I don't think it'll matter but it would be funny if DR triggers a Victory due to having 10 Bases + pop, that ends in a Gov win because Santiago or Camaguey were not active support.
A Half Eaten Oreo on
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HedgethornAssociate Professor of Historical Hobby HorsesIn the Lions' DenRegistered Userregular
It probably doesn't need to be explicitly said, but three factions are now meeting their victory conditions.
Just to make sure the final propaganda first checks regular victory, then if no one wins it keeps going and then calculates before redeploy? I think winning on points as Syndicate is going to be hard since i'm kinda capped at a max score of +3 (barring events that place open casinos, if those exist).
Also I assume the victory conditions are checked in order? So I'd lose if anyone else achieves their condition?
You're right that the fourth propaganda card checks victory first. Then, if no one is winning, we do the resources phase to gain income and the support phase to buy support/opposition. Directorio gets their free rally. Then we do the victory margin calculation and award victory that way.
If multiple players were to meet their victory conditions at the beginning of the propaganda round, we would calculate the victory margin and award victory that way. (At least, that's what BGG says and what the rules seem to say in 7.1: "Whenever all of any player’s Factions pass a victory check, or if none does by game end, the Faction that reached the highest victory margin comes in 1st place...")
(Also worth remembering: "Ties go to Syndicate, then Directorio, then 26July.")
Hmm I wonder if the 7.1 rule means the government can technically win if someone else trigger victory. Since their margin doesn't actually care about cities. I don't think it'll matter but it would be funny if DR triggers a Victory due to having 10 Bases + pop, that ends in a Gov win because Santiago or Camaguey were not active support.
That does seem a legitimate reading of 7.1. Section 6.1 only states that a faction passing a victory condition triggers game end; 7.1 then seems to say that places are determined by Victory Margin -- which seems to make a mid-game government win possible even if they don't have all the cities at active support, so long as they have sufficient support elsewhere. I'd be surprised if that was the intended behavior though!
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admanbunionize your workplaceSeattle, WARegistered Userregular
Of course I posted about getting the momentum going right before Thanksgiving.
HedgethornAssociate Professor of Historical Hobby HorsesIn the Lions' DenRegistered Userregular
I'm really not sure who I need to be most worried about right now, and whether it's more important to try to knock Syndicate and Directorio back a bit or rather to protect my own position.
I'm going to Sweep in Havana, just because I don't much like the idea of unknown guerrillas running around in the capital at this juncture. My loyal people need to feel safe in their homes, rather than being terrorized by the mob.
There's a mistake on my Guerrilla's and cash markers. The 3rd guerrilla in La Habana should be in Pinar del Rio, also I couldn't put both cash markers in the same spot.
So it really should be:
2 Guerrillas and 1 Cash in Pinar del Rio
2 Guerrillas and 1 Cash in La Habana
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admanbunionize your workplaceSeattle, WARegistered Userregular
admanbunionize your workplaceSeattle, WARegistered Userregular
Rally spending four resources and removing four guerrillas from Santiago de Cuba to
- place a guerrilla in La Habana
- place a guerrilla in Mantanzas
- place a guerrilla in Las Villas
- place 4 guerrillas in Oriente
then Infiltrate replacing the police in La Habana with a guerrilla from the 2-cost EC.
Posts
I'm not convinced there is an actual 3rd printing rulebook, as I didn't get it either nor was it published as a PDF.
Leave all police where they are.
The four troops in La Habana have to be moved to cities. Put 2 troops in Havana and 2 troops in Camaguey City.
@admanb for the next card.
Just to make sure the final propaganda first checks regular victory, then if no one wins it keeps going and then calculates before redeploy? I think winning on points as Syndicate is going to be hard since i'm kinda capped at a max score of +3 (barring events that place open casinos, if those exist).
Also I assume the victory conditions are checked in order? So I'd lose if anyone else achieves their condition?
You're right that the fourth propaganda card checks victory first. Then, if no one is winning, we do the resources phase to gain income and the support phase to buy support/opposition. Directorio gets their free rally. Then we do the victory margin calculation and award victory that way.
If multiple players were to meet their victory conditions at the beginning of the propaganda round, we would calculate the victory margin and award victory that way. (At least, that's what BGG says and what the rules seem to say in 7.1: "Whenever all of any player’s Factions pass a victory check, or if none does by game end, the Faction that reached the highest victory margin comes in 1st place...")
(Also worth remembering: "Ties go to Syndicate, then Directorio, then 26July.")
Hmm I wonder if the 7.1 rule means the government can technically win if someone else trigger victory. Since their margin doesn't actually care about cities. I don't think it'll matter but it would be funny if DR triggers a Victory due to having 10 Bases + pop, that ends in a Gov win because Santiago or Camaguey were not active support.
That does seem a legitimate reading of 7.1. Section 6.1 only states that a faction passing a victory condition triggers game end; 7.1 then seems to say that places are determined by Victory Margin -- which seems to make a mid-game government win possible even if they don't have all the cities at active support, so long as they have sufficient support elsewhere. I'd be surprised if that was the intended behavior though!
Resources
Government: 29
Syndicate: 29
26July: 8
Directorio: 12
Victory Conditions
Government Support: 21
Syndicate Open Casinos: 10
26July Bases + Opposition: 7
Directorio Pop + Bases: 10
luv 2 b in last place & get shit on by the deck
@A Half Eaten Oreo
Also pretty sure I should have 30 resources. 19+15-4.
Santiago looks bad, all my options there feel bad, maybe 0 is a winning score
Rally
Guerrilla from Camaguey to Pinar del Rio
Profit
Cash marker to each guerilla in Pinar del Rio
@Hedgethorn
I'm going to Sweep in Havana, just because I don't much like the idea of unknown guerrillas running around in the capital at this juncture. My loyal people need to feel safe in their homes, rather than being terrorized by the mob.
Gov't Resources = 25
@admanb for the next card
Resources
Government: 25
Syndicate: 29
26July: 8
Directorio: 12
Victory Conditions
Government Support: 21
Syndicate Open Casinos: 10
26July Bases + Opposition: 7
Directorio Pop + Bases: 10
@Inquisitor
Terror in Camaguey Province and the... Province south of Havana that’s name is totally covered.
Assassinate in Camaguey Province removing the police cube there.
Total cost 2 resources.
@admanb
So it really should be:
2 Guerrillas and 1 Cash in Pinar del Rio
2 Guerrillas and 1 Cash in La Habana
Resources
Government: 25
Syndicate: 29
26July: 7
Directorio: 10
Victory Conditions
Government Support: 19
Syndicate Open Casinos: 10
26July Bases + Opposition: 7
Directorio Pop + Bases: 8
@A Half Eaten Oreo
Resetting the Guerrilla in Havana.
Muscle
Moving the Police from both 3 value ECs to Santiago de Cuba
Resources down to 28.
@Hedgethorn
@admanb for the next card.
Resources
Government: 28
Syndicate: 28
26July: 7
Directorio: 10
Victory Conditions
Government Support: 19
Syndicate Open Casinos: 10
26July Bases + Opposition: 7
Directorio Pop + Bases: 8
I think I'm now literally just not involved in this game.
@Hedgethorn
Take the Event, gaining the ability to do assault as special activity after sweeping.
@Inquisitor
Attack in Oriente activating 6 guerillas, Attack and Ambush in Las Villas activating 1 guerillas. Costing 2 resources.
Get roll 1d6 for Oriente.
@admanb
Geth roll 1d6
Resources
Government: 28
Syndicate: 28
26July: 7
Directorio: 8
Victory Conditions
Government Support: 19
Syndicate Open Casinos: 10
26July Bases + Opposition: 7
Directorio Pop + Bases: 8
@A Half Eaten Oreo
Terror
In Camaguey and Havana
Spend a Cash Token (La Habana) to Rally the Guerrilla in Havana.
@admanb
Resources
Government: 28
Syndicate: 26
26July: 8
Directorio: 8
Victory Conditions
Government Support: 19
Syndicate Open Casinos: 10
26July Bases + Opposition: 7
Directorio Pop + Bases: 8
@ me
- place a guerrilla in La Habana
- place a guerrilla in Mantanzas
- place a guerrilla in Las Villas
- place 4 guerrillas in Oriente
then Infiltrate replacing the police in La Habana with a guerrilla from the 2-cost EC.
Assault in Santiago de Cuba, closing both casinos and removing the 26July base there.
@admanb for the next card, then @A Half Eaten Oreo will have the next turn.
Resources
Government: 24
Syndicate: 26
26July: 4
Directorio: 8
Victory Conditions
Government Support: 19
Syndicate Open Casinos: 10
26July Bases + Opposition: 6
Directorio Pop + Bases: 8
@A Half Eaten Oreo
@Inquisitor