Forums/ The 7th Citadel/ Rules and Operating Points2 posts |
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Posted
This is more of a FYI than a question. Something in the KS update today made me realize I'm not doing the "try your luck" thing entirely correctly. I've been treating them as a simple randomizer because four of the cards say "return this," so it has been a bit of an automatic pick a card, look at the title and return the card mechanic for me, with one obvious exception, and one not so obvious exception. This shouldn't be a spoiler for anyone who's played for a scenario or two, but marking it anyway, the exception being
the purse weakness card which says to keep it. Lady luck card that says to draw a 049 Goes to show, sometimes after playing a while you get in a groove with applying what you think are the proper mechanics, and you forget to read the fine print and get it wrong. Posted
Definitely did that too.
Managing the 013 deck has become one of the most consistent focuses of our game. You draw the weakness one, so then the other player does everything you think is likely to cause a try your luck test for a bit, until you see something that you don't think you'll mind failing. Then you auto-fail that one to take the weakness out of the deck. We're also more likely to do something that we know will return the Past - like saving, or entering a city |
Forums/ The 7th Citadel/ Rules and Operating Points2 posts |
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