Team

Private for Team members only! This is all just MY perspective, and please note that often (very often) I am in the minority for things!

IMPORTANT: you have my permission to use anything from my website, comments or videos as you wish.

For my own benefit (keeping track of things) I am adding a “subpage” to this with info on the upcoming => Mass Effects boardgame.

NOTE: if it helps, as you finish reviewing them, I can change ones you have already reviewed to have strikeout over the entire item (just let me know which items to strike out).

NOTE: Not sure if you started going through this list yet, but Jan26 I added an update to item 22.

NOTE: back to adding more notes here on May16, 2024.

  1. Undefined icon: Rulebook page 11 (middle right) has the red timer icon with 3 arrows circling it. It is not defined until two pages later and even then it is only “implied” and not defined. Should either define the icon the first time it is used or have a glossary of all icons. (typically at the back of the rulebook but could be near the front). OCT21 update: actually, I still am not exactly sure what precisely that red time icon does mean! Does it mean to Ready Characters (top of page 12 in Rulebook)? Definitely need to clarify this!
  2. TYPO/mistake: Rulebook page 37, last word on third line in example B should be RIGHT not LEFT.
  3. TYPO/missing words: Rulebook page 16 – Mission Check 1-Success – missing the words “on the” … should say “goal was reached on the last player turn”
  4. Missing icon far right: Campaign book page 17 – should have the patrol droid icon with red border to show they are removed [done]
  5. I think I played the first two mission C1 and C2 with the assumption that on the EBC if there was ONE green move icon it meant move ONE space. I spent quite some time trying to figure out it if really meant move ONE or if it meant move up to it’s maximum (until within LoS etc). At the top of page 37 I finally found an example that shows the enemy moving more than one space. I might be a good test case because all this is new to me and my initial understanding was one icon meant one space. But that’s just me :) Perhaps at the bottom of page 34 you could add a one line note that ONE green move icon means move up to the maximum distance one time. [ie, two green icons next to each other would mean move up the maximum, then move up to the maximum again – NOT move two spaces – ex: Idle Occupation] – I suppose this would apply to the red damage icon meaning the maximum damage and not just one. Looks like there is room to add a short sentence about that at the bottom of the page too.
  6. Oct21: While writing an article on FOCUS, I noticed a few things. First, the “title” of the very first mission is not really much of a title. Since this is the very start of the game and start of the Tutorial, shouldn’t the “title” be more of a TITLE? [no]
  7. Oct21: It would seem to me that part of the Tutorial in the Campaign book should mention clearly that as you get ready to start Mission C2 (or C3, etc) there should be a note (at least for the first few missions) that repeats (in a reworded way) what is at the top of the Rulebook page 12 … to return the markers for Focus and Shields to maximum (and other things) [no]
  8. Oct22: Rulebook page 7: there is a separate reference to Focus and to Shields (list C and D). The note about Focus is listed under Shields. Should separate that note to place the part about Shields under Shields and the part about Focus under Focus.
  9. Oct22: Rulebook page 8: Damage Deck: the English is convoluted. Off hand I can’t think of how to restate it though (have to think about it a bit more) => When you no longer have any shields to block damage you will draw a damage card from this deck.
  10. Oct25: it was VERY difficult for me to read the word in yellow at the bottom of the player aid card (cautious). Consider making the color easier to read rather than truer to the actual color.
  11. Oct25: tried playing with a friend but gave up. We needed a quick one page reference to factual aspects of the game such as a depiction of a door and how to determine how far away you are from it. The tutorial style with examples is very nice and helpful, but when playing, we just wanted one page to look at to tell us the basic things, like how to count how far you are from a door, which is different than how far you are from a console because the door is actually a “wall” and the console occupies a square on the game map. The page would be a quick reference to concepts you need to know. There also should be one page showing all the icons and symbols defining what they are (ie, their name and a few word summary of what they mean or do).
  12. Oct25: the icons/symbols at the bottom of the player aid card might look better if they matched the token images (I noticed this as I updated my article on comparing heroes)
  13. Oct25: some of the unique action cards were hard for me to grasp as to what they did or how to use them. Perhaps I am a good tester in this because I **used to** be good at these things but over the past few years I’m not able to do what I used to do decades ago:) I really like Vera – very straight forward action cards that I knew how to use :)
  14. Oct31: can the player reference card be bigger? The graphic illustrations are so small as to be virtually useless. Maybe the same size as the Enemy Behavior Cards might help (giving the extra space gained over to make the illustrations larger)
  15. Nov1: rulebook page 26: ambiguous English for the 3rd bullet point under the 2nd bullet point … wording is this: “all tokens from this action and the object are put back.” Problem is that the object is not put back! Change the “and” to the word “with”
  16. Nov1: The “title” for the Action cards only capitalizes the first letter. Consider capitalizing each word in the title to make it look more like a title (from my personal viewpoint that is).
  17. Nov1: Inaccessible enemies (bottom of rulebook  page 34) Unclear/Uncertain what it means and is for. Since the note is on the page about how an enemy behaves, what does it matter what other enemies are inaccessible to a currently moving enemy? The note WOULD make sense if it referred to our heroes as being inaccessible behind closed doors.
  18. Nov1: Rulebook page 42 bottom two asterisks. Maybe it is just me, but it took me a while to figure out what those asterisk notes were for! It never occurred to me that the asterisk they were referring back to were actually printed on the cards themselves as if the red asterisks were part of the card (and not part of the text about the card). Perhaps add a few more words into the statements as to WHY the statements are being made! Example: Since in HARD mode, the Ongoing effect from the first two damage cards prohibit gaining shields or rerolling dice…
  19. Nov1: Healing. Rulebook page 42 states that healing is dedicated solely to discarding damage cards but does not specify how this is done. An example is to explain something already stated. Nothing has been stated as to how damage cards are discarded, plus the example does not explain how the Basic Interact card works with healing and discarding a damage card. If there is more than one damage card (which is likely is the character is unconscious) does playing the Basic Interact allow you to remove any damage card you wish? Or only the highest numbered damage card? Or?
  20. Nov2: Suggestion on Map Layout – on the far right you have a small square for each component being placed on the map. Why not print the amount needed for each component (the players then can get out the right number of each item from the game box). Example: [door] (3). Maybe in parenthesis just after each square … if it is an enemy that depends on team size, it could be [Thug] (2/3/4) … where [door] and [Thug] are not words, but a square graphic of that item. [no]
  21. Nov2: Campaign page 29: Our heroes are divided into two teams. There are two team spots illustrated on the map but both just say TEAM … would it be better to specify TEAM A and TEAM B and to make it clear that a member of one team is separated from a member of the other team? And a note that the Commander chooses which Team is Tech and which is Combat. [no]
  22. Nov3 with Nov9 update and Jan26 update: Campaign page 30: the top of page text on white background (Remember placement order of Red then Yellow) confused me. The word “remember” implies that it has been told to me before and I don’t remember being told anything about placing red enemies before yellow. Actually … I think what you want here is to ALTERNATE placing the enemies, first red, then yellow, then red, then yellow based on team size. Hmmm … BoardGame Officer playthrough Map C3A placed TWO red and ZERO yellow for his two player game. So, maybe you mean place both red before placing any yellow? In any case, it is confusing :) UPDATE: Campaign book page 162 had this same situation and I was still confused even after playing all 10 preceding missions over the past few days! This needs some rewording or explaining (and remove the word REMEMBER … it does not help since it was never mentioned before so there is nothing to remember).
    Jan26 update: after playing the entire prototype 3 chapters campaign and now playing it a second time, I still have no idea what “placement of Red then Yellow” means!!!! ALSO … I think you want to place TWO red and TWO yellow first and then the reinforcements would be the next TWO red and TWO yellow… but with four players, placing red then yellow would have them place FOUR red and ZERO yellow (team size). AH HA … maybe you mean place ONE red and then ONE yellow (before placing a second red?) I think I will do that for this 2nd time through this campaign. And if this is what you want, then you should specify placement like this: R5, Y5, R6, Y6
    ALSO NOTE: there should be a reminder at the top that the enemy goes first after an update!
    ALSO NOTE: Very important grammar question!!!! Does this mission C3A#1 require you to keep taking turns until the turn token hits zero? That is how it is worded. OR do we just get everyone into the hangar BEFORE it hits zero? (in which case the word “When” should change to “Before”.) If it stays “When” requiring taking all our turns down to turn zero, then I suggest adding words to specify that (because by default a player would just stop taking turns when they got into the hangar … perhaps in [square brackets] after Comreal, Comm.’s text).
    ALSO NOTE: Since C3B is when the retrieval ship is NOT luring the enemy away, it should have a quicker pick up time … yet the wording (grammar)  for success also is “When” and I think it should be “Before” on that page (32). [no – and it was redone to do just red and later just yellow]
  23. Nov3: Campaign page 30 Map Update – Y6 is at the same location as the Fuel Barrel placed previously. The procedure for map updates is that everything remains on the map and you just ADD new things to the map. How do you add Y6 on a square that is already occupied by a fuel barrel? [no – still not mentioned on the page]
  24. Nov3: Campaign page 30 Map Update – Under the yellow triangle ! there should be a square picture of an Enforcer (which is what will be added to the map for reinforcements). [done]
  25. Nov3: First Long Break Between Pages: Campaign page 33 last line says to go to C4B Close Enough – could not find that! Ends up that it is way way way further in the book! Suggest: add a note at that instruction that it could be dozens of pages further after Mission 7 pages! [likely fixed by including page numbers
  26. Nov4: Footer Page Numbers: Campaign Book – set the page numbers to always be on the outside edge of the page. Even number pages on the left should be on the far left and odd numbered right side pages should be on the right edge. [now are centered]
  27. Nov5: TYPO: Campaign book pg 71 first line in red font under If the team chose civilian: Since ONE person is typing commands, the “you” is singular and thus”watches” should be “watch” and since “door” is singular then “slide” should be “slides”. [still a typo]
  28. Nov5: symbols and icons should all be explained as to what they mean, perhaps at the end or beginning of the rule book? Campaign book page 73 has a new symbol (yellow arrow) … should explain that the arrow means to “move a tile on the map” or whatever it does mean. Same for the green arrow (put a tile or object  or enemy down on the map) and the yellow square with black triangle inside. [looks OK]
  29. Nov5: Unclear. Campaign book pg 73 Success item 1) refers to “the last room”. At this point in the mission we have no idea which room that is! You could clarify this by adding “where the droids are” or “where the double exit doors are”. [no]
  30. Nov5: TYPO: Campaign book pg 82: top line under header says “1 console” but there actually are two consoles shown on the map. [still a typo]
  31. Nov5: Companion cards: the rulebook does not state how to use a companion card nor if it counts towards your 9 card max hand limit. It does say that a companion goes along with one hero, but doesn’t say if for the next mission the companion can go along with a different hero. It also doesn’t say how to use or play the companion card since it does not have a cool down track number.
  32. Nov5: Crate: Campaign book page 83 says to “open and inspect the cards from the crate”. I do not see any cards labeled “crate”. It seems that you need to remember which type of mission you went on (tech or weapons related) and then look for a card pack with the word “tech” or “weapon” … but the prototype has “Pack 1” on the cards implying that there will be at least two packs … it should be noted in the campaign book which pack number to take PLUS it should not that the cards will not be labeled “crate” cards but “tech” or “weapon” packs!
  33. Nov6: Companion Cards: nit pick (perhaps it is exactly the way you want it). Flipping the card from front to back is done “legal” style rather then “book” style (ie, you flip the card UP not over to the side). Action cards, damage cards, Enemy Behavior Cards all flip book style (flip to the side) so the companion cards are not consistent.

Rules need to be Literally Correct :)

Five years ago I had my two grandkids make websites about how to live in this world with a literal mind (they were 7 and 9 years old). It only will take a couple minutes to glance at what they came up with (including photos that literally had issues:)

=> Literally Speaking – Let’s Get Literal – (9yr old)
=> I Am Literal … Not Really (7yr old granddaughter is extremely artistic, and even tagged her website to let everyone know that she does not have a literal problem:)

I can be quite logical, analytical and literal :) That’s probably why I did well beta testing and proofreading (I had training with this and part of one of my jobs was proofreading medical devices and equipment user manuals). My view on game rulebooks (and campaign books) is that they should be clear as to what needs to be done or how things work. This is necessary for the literal of us, but everyone will benefit from a clear rulebook (just consider the many youtube videos that take issue with game rulebooks!!)

PS: this was on Facebook – it is different but related (and curious:) interesting comments posted with it too:) => Grammar

  1. Nov7: Enemy Moves: rulebook page 36 Standards point 1 and 1a: the wording is unclear and ambiguous. Is it trying to say something like this? The enemy will move until it is within both range and LoS and then stop moving (it does not move past that point since it is then in attack range).
    As it is worded now, if an enemy is FAR away out of range and LoS, it could move 1 square and then be in LoS but still way too far away to attack, but would have to stop moving according to how 1 and 1a is currently worded.
  2. Nov7: Enemies Go First reminder: I am VERY glad that you have always included the reminder that enemies go first after a mission update (at least through Mission C6). I recommend that you include that reminder as part of every update!
    Example: Campaign book page 126 C9B Mission Update #1 doesn’t have the reminder (and there should barely be room on the page to add it).
    UPDATE: This is very important (and only takes up one line)… even with the reminder I just played C22 update#2 (which DOES have that reminder) and I still forgot to have the enemy go first (too busy planning my strategy in my mind) so I had to replay that mission over again (still successful, but at least it was legitimate:)
  3. Nov7: Missing Room Label: Campaign book page 87 Instructions refer to a “control room” but none of the rooms on the map are labeled so I don’t know which room is being referred to (or at least indicate which room it is as part of the text).
  4. Nov7: Contradiction: Campaign book page 87. Ayeni implies that canisters can blow a hole through a wall. However, the Conditions state that walls are immune to the blast of a canister (explosion limited by walls). I have seen that restriction in a prior mission which I took to mean that the walls could not be blasted through, and it seems to be saying the same thing here. Since the ONLY way into the room (that I think is the unlabeled control room) is via blasting a hole in a wall, the Conditions should be reworded to something like this:
    An exploding canister will blow a hole through a wall, but won’t damage anything on the other side of the wall.
  5. Nov7: Missing Failure: Campaign book pages 17, 18, 46, 49, 54 etc failure is not defined.
  6. Nov7: Mission Failure: Campaign book page 87:
    “If success 1 can no longer be achieved, or if the turn token reaches 0, or all players are unconscious.”
    The issue here is that if you succeed while the turn marker is on ONE … that marker advances to 0 as your turn ends (play sequence 1C) and this failure description clearly states that you FAILED (the turn token reached 0).
    OK, granted that rulebook page 16 states to look at Success first when scanning to see if the mission succeeded… however, if a failure statement can be reworded just a teeny bit, it might be clear without falling back on technically looking for success first.
    Issues with this failure statement.
    (1) It refers to success item 1 … but there is only 1 success item, so why does it state “If success 1 can no longer”. Why not:
    “If success is no longer possible”
    AND also this nit pick:
    (2) why not word it so that success is included in the failure check?
    “… or if the turn token reaches 0 without success…”
  7. Nov7 Mission Failure: continuing my thought from the prior note:
    Campaign book MOST mission failure checks could add two words “without success” especially the very first failure check on page 9:
    “If the turn token reaches 0 without success…”
    Also add those two words to Failure statements on pages 10, 11, 12, 16, 21, 29, 31, 36, 42, 43, 62, 68, 72, 73, 77, 78, 79, 82, 86 etc
  8. Nov7: Mission Failure: Campaign book pages 25, 30, 32, 37, 50, 52,57, 59, 63 etc the mission failure message deviates from the standard format (as in all prior missions) in that it does not refer to the turn token reaching 0.
  9. Nov7: Missed Possibility Result (I am very seriously mentioning this!): Campaign book page 87. I didn’t do this, but looking back I think that I SHOULD have (and others LIKELY will do it). There are three canisters on the map… I moved the obvious one just under where Team started over to the X. But I SHOULD HAVE also blasted the other to canisters (only need to hit one, it would explode the other) and each canister explosion would damage Reaver Crawlers in it’s range! However, both of those canisters ARE next to a wall, so when they explode the walls anywhere within 1 should become a crumbling wall (if the wall crumbles by the “X”, the walls also would crumble adjacent to the other 2 canisters) … and that would add interesting options to the next updated mission!
  10. Nov7: Typo: Vera yellow sticker says JUMP Pack but the card says JET Pack
  11. Nov8: Color issue: The color of the top right quadrant is supposed to be green (I think) but I keep seeing BLUE. The issue is that the lower right quadrant is blue! I think it important to keep the four colors distinct, so could the green quadrant be a bit greener?
  12. Nov8: (TS) OR minimum heroes: Perhaps the meaning of “ts” is not clear? Another reviewer had the copy of my prototype before me, so I got the game with many of the standees already folded in half. However … it seems extremely odd that now it has been 3 or 4 times that only ONE of a type of enemy were folded.  It seems like enemy types always came out at least two at a time for me because I was playing with two heroes (this time it was Reaver Siege Breaker that only had 1 folded… can’t remember the others for sure, civilian and maybe mech). Perhaps the person before me (from state of Washington (or Oregon?) was playing solo and misunderstood either that (TS) meant 1 per hero in the game *OR* that playing solo meant only playing ONE hero in the game? (TS) is only briefly mentioned once in the rulebook on page 11 (maybe one more explanatory sentence?). Likewise, “solo” is only mentioned once in the rulebook on page 6. Personally, I think both are clearly explained (though I did have to scratch my head about (TS) the first time I encountered it while playing the game!
  13. Nov8: Representing Ship Box Map: Campaign book page 125 shows where the ship box map should be placed. Since it is more than 1 square wide, could the right edge green line be dashed or wavy to indicate that it actually is wider than just 1 square?
  14. Nov8: Orange Enemy: Rulebook page 45 mentions WHEN the orange enemy takes their turn but not HOW.  I assume (but it should be stated) that the orange enemy follows the EBC at whatever side being used at that time (red or yellow). Also, it is unclear what this line explaining Orange enemies means:
    Order of initiative depends on EBC side.”
    Shouldn’t order of initiative be lowest first?
    UPDATE Nov11: What happens when there is NO red and NO yellow enemies, only orange? Do you alternate between Red and Yellow sides of the EBC? What if orange enemies appear when there are no red or yellow on the map? What side of the EBC should be used?
    Possible wording: Orange enemies always use the current Enemy Behavior Card (EBC) on the side that is showing. If Orange is first to start using an EBC always start with the Red side.
  15. Nov8: Typo: Rulebook page 45 missing the word “THE” in describing orange enemy initiative. It should be this:
    “Order of initiative depends on the EBC side.”
  16. Nov8: Spawning Rules: Campaign book page 145 Condition 1 “before spawning” … please include the rules on how spawning works here. It could be weeks since the last mission was played and there is plenty of room on the page. Hmmm… I did a search for the word “spawning” in the campaign book and found zero occurrences before page 145.
    AH HA!!! I had to play the whole mission over again because I thought the reaver crawlers were REspawning (ie, #1 came back as #5 and #2 came back as #6 after being killed). Definitely need to reword that “before spawning” part. There is lots of room on the page to add a sentence explaining what it means.
  17. Nov8: Orange stands: Campaign book page 126 specifies using Orange 5-8 stands/bases. However, the rulebook page 5 states that only 4 orange stands/bases come with the game (o1-4).
  18. Nov9: Can’t Spawn: Campaign book page 145 states Yellow enemies spawn at each Mission Check. However, Yellow enemy does not move that first enemy turn (since red goes first). How can another Yellow enemy spawn in the spot where the previous Yellow enemy is (who did not move yet)?
  19. Nov9: Move Instructions to the Mission Page: Campaign book page 144-145. If you fail the mission you are to restart it. But the instruction on what health the ship starts at is not part of the mission (it was on the prior page). Move the ACTION line from page 144 into the Mission page as one of its parameters!
  20. Nov9: Move Starting Ship Health into Mission page: Campaign book page 146. Failure references ship health as does Reaver Scavengers. But it doesn’t say what the ship health starts at. This was very upsetting! (true)
  21. Nov9: Jump over Acid River: Campaign book page 163 Condition 2 includes “Can be jumped” for the river. This needs to be clarified … does this mean ALL characters or only those with “jump” in their special abilities (and how would a player know what OTHER heroes have in the abilities since they are in sealed dossiers:). There is plenty of room on the page to add another sentence to clarify what this means. ALSO … Vera’s Jet Pack should be able to do this plus jet over rocks as well! Right? Otherwise clarify?
  22. Nov10: Nit Pick: Campaign book page 188: Top line in gray background lists yellow enemies first then red enemies. Thus far, you have always listed the RED first!
  23. Nov10: All Enemies: Campaign book page 188: Success: Eliminate all enemies. With 10 turns and only 2 enemies on the board to start with (more slated for turn 6) I eliminated BOTH enemies on turn 7. Technically, that was a success since there are no more enemies on the board. But I think you wanted the reinforcements (Ready) enemies to be eliminated as well. Should reword the success criteria to state all enemies including reinforcements!
  24. Nov10: Enemy goes first: Campaign page 188 Trigger (3) add this at the end: “The enemy goes first.”
  25. Nov11: Contradiction: Campaign page 189: Condition 4 is impossible with Failure 1. If the mission fails when the enemy enters the “blue area” in front of the ship, then it is not possible for the enemy to enter AND EXIT the ship as stated by Condition 4.
    HOWEVER … I am considering how this technically could happen.
    It is possible that the very last enemy could enter the ship and/or blue area and then the very next Hero could eliminate that enemy. Then the Mission check would have zero enemies and be successful.
    HOWEVER … that scenario for ending successfully goes against the SUCCESS criteria which is enemies cannot enter the blue area adjacent to the ship!
    CONCLUSION=> Condition 4 makes no sense with regard to the enemy
  26. Nov11: Typo: Campaign page 189 Condition 3 refers to YELLOW respawning (“with the next red/yellow number in line“). There are NO yellow enemies on the map (they all were eliminated on the prior page UPDATE: Ah ha … did you mean “next red/orange”? [condition was changed]
  27. Nov11: Confusing: Campaign page 189 Condition 3 refers in the text to red and yellow respawning … however the “title” for that condition is “ALL enemies (respawn)” … what about Orange enemies? (already noted above that there are NO yellow). UPDATE:  Ah ha … did you mean “next red/orange”?
  28. Nov11: Qorox Shield Emitter: It DOES state there is damage but your email implies hitting the edge of the map doesn’t count as stopping the enemy. In that case, the card definitely needs to be reworded (good luck – not much room on the card for text) because right now it says stopped by ANYTHING. Maybe this:
    Push all adjacent enemies 3 squares away from you. If stopped by anything other than edge of the map they suffer 1 unblockable damage, or an ally gains [2] shields
  29. Nov11: Typo: Campaign2 page 6: Camreal says:
    Build with the help of Templar technology
    Should be BUILT not BUILD. [still a typo]
    NOTE: E1 version this is page 240 (it is 234 pages added to the previous edition page numbering)
  30. Nov11: Typo: Campaign2 page 6: the goto link refers to a code GW1W (painted or not) … there is no such code on the Legacy folders in the prototype.
  31. Nov12: Question: Campaign2 pages 7 & 8: Since I didn’t know where to start, I looked at both of the “starting” pages … interesting that each gives different directions as to where you are to go… but a few pages later, it seems that both end up on the same map.
    page 7:

    page 8:
  32. Nov12: Typo: Campaign2 page 20: Top line in red is:
    after a while they have you weapons ready
    The YOU should be YOUR [done]
  33. Nov12: Typo: Campaign2 page 20: Prison Manager says:
    I’ve been begging the ABESC for more security on sight.
    sight should be site [still a typo]
  34. Nov12: Unclear: Campaign2 page 21: special conditions are being imposed on the interact process … therefore it is unclear what level interaction is needed for the mech suit:

    Question: what does “successful” mean for the mech suit interaction. A simple one time interaction was all that was needed for Civilian. Console was referred to as ‘regular’. But Mech suit is simply “interaction (not regular nor anything particular).
  35. Nov12: Typo: Campaign2 page 22: red text:
    [As the ship leave the hangar
    Leave should be leaves [done]
  36. Nov12: Unclear/Suggestion: Campaign2 page 23:

    a) May we continue to hack the Mech Suits? All that was stated was that the interaction tokens already gained went back into the bag. Add a few words to condition (3)
    b) Suggestion: Add “something” as part of your story as to WHY the gas is being deployed when there are no enemies. I started with zero enemies so I started with the gas and it wasn’t clear why (I thought I had done good!!)
  37. Nov12: Suggestion: Campaign2 pg25 Condition 4: The main way to “exit” should NOT be inside parentheses!

    Suggest: Exit the mech suit using 1 action or when it is destroyed. Place your character adjacent to it and then remove it from the map.
  38. Nov12: Unneeded: Campaign2 pg25 Success only has ONE criteria so remove “either”
  39. Nov12: Missing: Campaign2 pg25: enemy standee die as a shield is explained, however those same enemies have a die along with the damage – that needs to be explained as well:
  40. Nov14: Dice Icon on Action Cards: If you change the dice icon for move to be a foot print then you may need to change the dice icon that is in the middle of action cards that has the running guy!
  41. Nov15: Update move icon: On some action cards the move icon is included (ex: Intimidating battlecry for Tarira). It has the running guy icon … if you change the icon to the footprint, then these all need to be updated too???
  42. Nov15: Titan Long Sword: Is this a sword that is long or is it a “longsword” (all one word)? Here is the wikipedia on it=> https://en.wikipedia.org/wiki/Longsword

Just found the updated rulebook Golf 1.10

  1. Nov18: Typo / missing word: Rulebook page 21 example B: should be “place the action card on”  rather than “place the action on”.
  2. Nov25: Typo: Campaign Chapter 2 page 26: bottom link should go to C20B not C20A [done]
  3. Nov25: Typo: Chap2 page38: red text before Tessa – “watches” should be “watch” [done]
  4. Nov25: Typo: Chap2 page46: First bullet point. “Loses” is a weird English word … but I looked it up in the dictionary and I think it should be “loses 2 focus” [done]
  5. Nov25: Missing Instruction: Chap2 page46: Text for placing new items is missing placing the crate is missing, but it IS shown on the map and the icon IS in the right side.
  6. Nov25: yellow arrows: Chap2 page46: add a note that they are just an example of how to more (I thought that I was to stop after following the last arrow)
  7. Nov25: Typo/Grammar: Chap2 page46: Ayeni second sentence “passed” should be “past” [still a typo]
  8. Nov25: Missing Instruction: Chap2 page54 Trigger 3: respawn where? (I  haven’t played a game with this kind of thing in it before). Do I need to keep track where each one originally spawned? PLUS Question: Why bother killing them if they immediately come back on the map?
  9. Nov25: Unclear how to PUSH a Fire Dweller who must stay on lava: Chap2 page54: Qorox Shield Emitter pushes them 3 squares… do they take damage if being pushed off the lava? Or do they “flow” with the push along the lava 3 squares (not in a straight line)? While playing C23 I guessed they get pushed flowing down the lava path.
  10. Dec2: Reword: Rulebook pg34 double asterisks meaning (middle of page) is in two sentences. First sentence is fine: “Do not flip the card before it is their turn.” However, the next sentence could be reworded to be more clear. Flipping the EBC over too soon does NOT give access to their next turn! What it does is let you know what their strategy will be. Reword it something like this: “Otherwise, you will see what the enemy strategy will be on their next turn, eliminating the uncertainty in combat.”
  11. Dec9: Campaign Chapter 2 C24 update #1 and #2 (pgs 65 & 67): Ayeni says basically exactly the same thing both times.
  12. Dec12: Campaign Chapter 2 pg40 CMD1-2 – Mission Directory: It seems that each mission may only be undertaken once. This should be stated up at the top of the page. (alternatively, add one line after each “If chosen” line that specifies it cannot be undertaken if dot C22D or C22L (adjust to the mission) is painted)
  13. Dec12: QUESTION: I read someplace that there is a mission that is designed for each hero. How will we know if we start a mission that is special to a hero that we are playing?
  14. Jan3: TYPO: Chap 2 book: page 72, bullet 2a) PIO should be POI [done – page 306]
  15. Jan3: Confusing: Chap 2 book page 72. Clarify please. Are the 4 civilians “enemies”? They are placed in enemy bases. It is necessary to know this for Success criteria 2. ALSO… are the 4 brawlers “enemies”? They are placed in enemy bases as well. Success criteria 1 refers to them as “characters” so it would seem they are not enemies (but would an extra phrase or two to clarify fit?)
  16. Jan3: Confusing: Chap 2 book page 72. Trigger 1b) makes no sense (to me). Drawing 1 white token is not replacing drawing 2. The “as usual” makes no sense. Is this saying that I need 2 matching color tokens to successfully interact with a character (not 3)? Is drawing a white token ALWAYS going to trigger the character to become “fleeing” or only if drawing 1 white token and then stopping drawing tokens before drawing a second token? If the white token means start fleeing, then change the wording to say just that. Also … it states that the white token is kept out of the bag… what about the other tokens?
  17. Jan3: Sidebar icon: Chap 2 book page 72: top icon on the right side of the map … what is it? I think it is supposed to be a civilian.
  18. Jan3: Clarify: Chap 2 book page 72 condition 2 states the fleeing character can use it’s moves. What about the brawler attack? Do they just flee and not attack?
  19. Jan3: Missing: Chap 2 book page 75 lower green manipulation section: It does not say what to do with the O1 Sentinel … is it removed from the game board? (this seems to apply to the upper red section of the page as well). Page 77 map is using O1 for Ronin so it seems like the O1 Sentinel has to be removed (but the book should state this)
  20. Jan5: Clarify: When painting a legacy relationship marker, what happens if you are supposed to paint one and every white mark has already been painted? Example: for ABESC I had every positive white mark painted… then was told to paint two more. I wrote +2 at the edge. What is supposed to happen? (it should be stated someplace)
  21. Jan5: Typo: Chap 2 pg 84 Trigger 3) Turns spend should be Turns spent [still a typo]
  22. Jan5: Missing: Chap 2 pg 84 map looks like we are to overlay the ship map on top of the top left of the game board map (but it doesn’t say to do so). The next page references the ship, therefore someplace on page 84 it should be noted to place our ship there (or that the illustration of the ship on the game board IS the ship).
  23. Jan5: Unknown Icon: Chap 2 pg 84 map has a red icon near the top right that is not on the large game play map nor is it mentioned to add it
  24. Jan5: Missing: Chap 2 pg 85: Now Trigger 2 mentions that the enemy can enter our ship … there the instructions MUST include placing our ship up at the top right of the game board.
  25. Jan6: Ambiguous: Chap 2 pg 109 (and likely pg 97): Can jumpers jump over the piles of snow? Also, can jumpers jump over places where an avalanche blocks a path? I would guess YES, but in any case it should be noted somehow on the page.
  26. Jan7: Typo: Assembly Evac Protocol action card: Blue token should read “gain” not “gains”
  27. Jan10: Colors: It is VERY difficult for me to tell the difference between “green” and “blue” in the quadrants because your green has blue mixed in with it. This is a big pet peeve of mine. Several other games I had to take a silver narrow point marker and write a letter on cards / maps specifying what “color” things were because it was so hard to tell.
  28. Jan10: Missing Instructions: Chap 2 pg109: The instructions do not say what to do if a white token is drawn!
  29. Jan10: Typo: Chap 2 pg110: Condition 3) Extreme weather… the word “spend” should be “spent
  30. Jan10: Typo: Chap 2 pg111: Near top, Settlement Leader’s third sentence missing the word “the” … should read: “We should be able to last the next several months…” [still a typo]
  31. Jan10: Unclear: Chap 2 pg111: Action 2. makes no sense at the end of the line!
    => ends with “…but they cannot perform the 2. action.”
    Either the English is bad or what it is saying is garbled. Maybe it should end “cannot perform the 2nd action” but that sentence is part of the 2nd action, so it can’t negate itself. I have no idea what it is telling me to do.
  32. Jan10: Missing: Chap 2 pg117: Top of page instructions do not specify the Map Number! The map number should be in the black bar at the top of the page.
  33. Jan10: Grammar: Chap 2 pg117: Conditions 1) reword the first sentence to be this:
    “Place each token drawn, regardless of color, on an empty adjacent square of your choice.”
  34. Jan10: Typo: Chap 2 pg117: Conditions 3) Freezing – the word “spend” should be “spentPLUS 3a) should end with “ignore and discard it” (not discards) [first still a typo, second is done]
  35. Jan10: Typo: Chap 2 pg 117: Conditions 2) Blizzard – the word “cost” should be “costs” PLUS “in the end” should be “at the end” [still typos]
  36. Jan10: Typo: Chap 2 pg118: end of Action 1) should be “ignore and discard it” (not discards) [still a typo]
  37. Jan10: Important Viewpoint: Chap 2 pg 118: My comments here are mine, but I saw them echoed many times when people posted their feelings about one of the missions in ISS Vanguard. I never posted MY true feelings about that mission (didn’t want to start arguments, debates and worse) but I will refer to them here now because this item in my notes is all about a Game Designer (or a Game Designer Team). First the background for this comes from a book by Sid Meier… the guy who created the fantastic famous video game “Civilization”. I bought and played the original… then bought and played every new iteration of it (Civ 2, Civ 3, Civ 4, Civ 5, Civ 6 and somewhere in there CivNet). His game was one of those games where it is LATE but you say to yourself “just one more turn” … then THREE HOURS LATER you finally have to stop (to get maybe 4 hours sleep:). Well, he wrote about about his life developing and designing computer games (which I bought and read and highly recommend) … and two pages in the book really stick out … they are part of an article I wrote for MyISSVanguard over two years ago here:
    => What Makes A Game Fun?
    Sid Meier’s story about the PROCESS of designing a GOOD game is intriguing!
    And here are the two pages that seem to have great insight:


    The key insight here is a warning to game designers. Yes, a game designer can do something really clever… but it has irritating consequences on the game player who did everything “right” but still that bad thing happened… then the game isn’t fun any more. That is a pitfall that ISS Vanguard fell into. One mission in the middle of the campaign had the enemy board the main ship (which wasn’t supposed to be part of the game) and start killing all the crewmembers (there were dozens of crewmembers and most were killed) … the game DESIGN was that the game player could risk up to 4 crewmembers OF THEIR CHOICE for each mission. This broke the game for me. I was so upset with what used to be my favorite game of all time that I went and changed my rating of it on BGG to 5. I played I think 2 more missions, but those missions were NOT fun either … it was like a new game designer took charge who wanted to be CLEVER and made things extremely puzzly. I think I spent 10 hours trying to figure out one mission (I didn’t want to just give up and have my ship go adrift). I never finished the game.
    Pages 118-119 for Mission C27B Update 6 & 7 is starting to become “clever” doing things that I (the gamer) could not forsee nor mitigate. However, with Mission C27B update 5 it was fine … and even update 6 was mostly fine … it just presented what for me seemed like my most dangerous and likely to not succeed mission (I really don’t have much fire-power … Vera is a runner, not a fighter). I will be playing it today or tomorrow and will see how it goes [I just finished and SUCCESS! The key was enemies moving toward the hero with least damage cards – they kept moving like that and then were out of range for both my heroes many times … so it really looked hopeless (to me anyway, because I play super cautious… played Civilization trying for the peaceful win all the time]. Meanwhile, I thought it worthwhile to pass along what I consider a GEM from a fantastic game designer, Sid Meier. Here is the book if you are interested:
  38. Jan11: Typo / Wrong Text: Chap2 pg 119 1st line in white under the banner:
    4. Remember: if an enemy is behind red lines/walls, they are treated as not being there on the enemy’s turn.
    HUH?
    First … I had expected that line to provide a reminder that the enemy goes first after a mission update
    Second … it is the first line, but it is numbered 4.
    Third … it is reminding us about some criteria with red lines/walls … but there are no red lines and no walls on the new map [a new bubble text explains that snow cliffs are treated as walls/red lines]
    Fourth … it claims to be a reminder, but I don’t remember ever hearing that “rule” before
    However … I did find this on page 34 of the rulebook as an italic “note”:

    *Inaccessible enemies behind doors/blocked paths are treated
    as not being there.

    This seems to be a variation on the “rule” that was only a “side note” in the rulebook. It originally was “behind doors/blocked paths” and now it has become “behind red lines/walls”
    At this point, I must confess, I am totally confused. There are many examples in the rulebook where an enemy is “behind a red line/wall” yet was totally active on the enemies turn. EXAMPLE on the very next page 35 for the 2nd enemy shows that it is indeed “behind a red line/wall” to Vera … but “it moves towards” … ie, it is NOT treated as not being there!

  39. Jan12: Typo: Chap 2 pg120 2nd orange text: “ascent” should be “ascend” ALSO next orange text “1 1/2 day later” should be “days later” [still a typo]
  40. Jan12: Suggestion: have the square tiles be slightly smaller than the actual squares on the game board maps so that they can be placed and removed / flipped easily
  41. Jan12: Unclear: Chap 3 pg 9: Condition 3) – I have no idea what the Stone Boar will do during the enemy turn. The red movement icon for damage makes it even more confusing.
  42. Jan13: Clarify: Chap 3 pg 9 Condition 3) – clarify that after the Stone Boar moves, it attacks and deals damage equal to the number of squares it moved… THEN it moves back to starting location
  43. Jan13: YAY plus TYPO: Chap 3 pg 11 Action 1: the fuel barrels explode … but you followed Sid Meier’s advice and specified that no character would go unconscious!! QUOTE: If a player draws a damage card that would make them unconscious, they ignore it and discard it. (TYPO – it should be discard and NOT discards)
  44. Jan13: Typo: Chap 3 pg 17: Tessa 2nd last sentence change “I’ll reroute the call the A7” to be “I’ll reroute the call to A7″ OR “to the A7″ [done]
    ALSO: the first Ayenni: should she refer to “44-A7” as just “A7” based on her previous conversation where she wanted to use something other than “44-A7”
    Also see my next note!
  45. Jan13: Ah ha! Chap 3 pg 16 end mission C31: This is where 44-A7 is given the nickname A7. But if players can play the missions in any order and do not play C31 first, they won’t know about the A7 nickname as used in mission C32 by Tessa.
  46. Jan13: Incorrect: Chap 3 pg 18 Condition 4 Security Officer: The reference is to “enemies” but there are NO enemies (yet). The previous page in this mission on page 17 the last speech by 44-A7 middle of it is this: “The Mauraders are allies, not enemies”. The Mission needs to refer to them as “allies” (following EBC Systematic Patrolling) until they are within LoS at which point they can become enemies.
  47. [see also Note#113] Jan13: Specify: Chap 3 pg 18 EBC Systematic Patrolling (top of page): Rulebook pg 34 says that Y2 Security Officer is “inaccessible” behind a wall so they are considered not there. In real life a Security Officer would be patrolling even when theoretically noone else is around. Please specify for this mission if Y2 Security Officer is moving when both doors are blocked. NEXT … if Y2 **IS** patrolling, the EBC doesn’t make sense since he doesn’t know where any of the heroes are.
  48. Jan13: Clarify: Chap 3 pg 18: Security Officers cannot see heroes standing on a forest square. Does their “problem” with forest squares mean that forest squares block their line of sight too?
  49. Jan13: Switch Two success links: Chap 3 pg 18: The two links to pages for the two kinds of success at the page bottom are in the wrong order. The first one says that if the mission was a success to leave the page (to #1A). Since you no longer are ON the page you will never read the next line! That is the whole point in a choose your own adventure … at times you are told to jump to another page so you CEASE reading where you are and continue at the specified page. Since the final Success link MUST be considered, then it MUST be presented before the general Success link! SWITCH THEM. Check for link to #1B first, then present the link to #1A
  50. Jan13: Problem: Chap 3 pg 18: If a hero stands on a forest square the Security Officer does not see them. If all heroes are standing on a forest square, how will the ECB work since it directs the Security Officer to move towards the most distant player… but there are NO players that he is aware of!
    This clarification should be included somehow in the mission briefing (per Emil email)
    I am trying to interpret it here:
    a) A Security Officer can’t “see” you on a forest square, but does walk towards your location if at least one of the blocked doors is open OR he is on the same side of the dividing wall with both doors blocked (though he can walk through blocked doors)
    b) Forest squares also block Line Of Sight for Security Officers (not for heroes) … this is important since once they get within LOS range of 3 to a hero it triggers the appearance of Mechs!
  51. Jan13: Problem: Rogue Angels is excellent to play solo… ie, with one player! This presents a problem with wording throughout the game (which you may not wish to spend time correcting). In my previous note … while I am playing solo, I am the only “player”. What the ECB should refer to is the nearest, furthest, last activated HERO (not player, because I am the player, but the standees/miniatures on the board are NOT players, they are heroes. Right? Likewise with instructions on the mission pages … they refer to a 1 extra movement cost for a “player” but really it is 1 extra movement for a Hero on the game board :)
  52. Jan15: Suggestion: You likely already thought of this (and don’t spoil it if you did:) but you could have a special mission with the map book fully open and use the two displayed maps as one huge map! Yes, this would take up more table space and I (you) could measure to see if things would fit on a typical table. For me a typical table is a card table (34 inch square) or a kitchen table (slightly bigger) or a dining room table (maybe 36×68 inches). Possible standard sizing:
  53. Jan15: Unclear: Chap 3 pg 32 end of Condition 4: Not sure what this phrase means: “the damage card drawn is treated as 1 cooldown more severe“. Likewise with same phrase on next page Condition 3.
  54. Jan15: Incorrect: Chap 3 pg 34 sidebar and header: says to remove 1 blocked door. PROBLEM is that there is NO blocked door there (the regular door standee got moved in update 1A.
  55. Jan15: Incorrect sidebar and header: Chap 3 pg 37: The header should state “Remove 2 Consoles and 1 Door” ALSO the sidebar should have red outline and a red arrow pointing right.
  56. Jan15: Unclear: Chap 3 pgs 32,33,34,37,38: Melting Pot ends with this phrase in parentheses: “(not voluntarily)”.  Honest! I have no idea what that means. Does it mean that if I VOLUNTARILY step into (or cause myself to be moved into) the melting pot that I get NO damage? Only if not voluntarily?)
  57. Jan15: Typo: Chap 3 pg 44 Ayeni 2nd sentence: “Not many knows” should be “Not many know” PLUS last word in her 3rd sentence: “present” should be “presence“. PLUS her last sentence: “since there are no opposition” should be “since there IS no opposition” [still are typos]
  58. Jan15: Typo: Chap 3 pg 49: Header: Says 1 Console … should say 2 Consoles [still a typo]
  59. Jan15: Suggestion: Chap 3 Mission C34 update #4 pg 51 asks players to compare how many reavers they each destroyed. I wasn’t counting!! Need to ask players to count how many they destroy right at the very beginning of the mission!
  60. Jan15: Error?: Chap 3 pg 55: Action 1: We are told to paint beyond the end of the white marks for ABESC. There are only 7 white marks. In order to start the mission you need at least 6 of them painted. Action 1 tells us to paint 2, but there is only 1 left (at the most). [in my case I am already +6 beyond the end of those 7 white marks]. Granted, it is fine to say that you just paint till you hit the end of the white marks … but it is not nice to grant a reward that is impossible to “cash in fully” :)
  61. Jan15: Companion Cards: Rulebook page 12 states the companion cards MUST be distributed with max 1 per player. However, now (as of mission C35) I have 3 companion cards and only two heroes so it is impossible to distribute them all with a limit of 1 per hero. ALSO see rulebook pg 44 which states: “You must bring the companion(s) with you on missions, unless stated otherwise by the mission.” This rule is impossible to follow with two heroes and 3 companions.
  62. ===: I was “on break” playing Flash Point Fire Rescue and working on my Word On Fire Bible art index for a month :===
  63. Mar1: Missing Instruction: Campaign1 pg39: 2nd Action on the page states:
    “Ayeni Inaru has joined your team as a companion”
    PROBLEM! It does NOT say to find her companion card and add it to the game!
  64. Mar1: Clarify Tutorial Wise: Campaign1 pg 41 Mission C5A: Since this will be the first time a Companion will be joining the mission, there should be a note in the campaign book referencing the rulebook pg 12 how the Companion card must be given to ONE of the Heroes and cannot be swapped to another Hero during the entire mission.
  65. Mar6: Misleading Map Graphic: Campaign 1 Map #004 … the graphic on grid 4×4 is nearly filled with trees/vines/etc that everywhere else signify a blocked map square (ie, not accessible). I played the map thinking that square 4×4 was inaccessible and thought it was a fantastic map design on your part. It made a choke point / bottleneck that was not obvious just glancing at the map. And I was able to situate my two heroes at both sides of that choke point so the two enemies with a range of 1 would stack up and the second enemy would not be able to attack one of my heroes without going all the way around the section of trees/forest! Now I am preparing to do a video about the excellent strategic design of the maps using that exact spot on that specific map … and I see that there actually are no red lines around that square! I suggest adding red lines around the edge of that square (would be an easier fix) or to change the graphic image on that square to not completely fill the square implying it was inaccessible. (and now I have to figure out how to do my video ending which was going to be that particular map section!)
  66. Mar7: Inconsistent formatting: Rulebook pg 36: Standards places a period after items 1 and 2 while Priorities places a parentheses after 1 and 2 … should pick one way and stick with it (through the whole rule book and campaign books).
  67. Mar13: Never Defined: Range is never defined (I did a search through the rulebook).There should be a glossary or something that defines significant words such as Range, Line of Sight, Adjacent, TS (team size), how to determine range to a door.
  68. Mar15: Forgot to specify placing the POI: Campaign 1 pg50: Header does not state to place the POI marker.
  69. Mar15: Missing Enemy First Reminder: Campaign 1 pg 50: should remind players that the enemy goes first after this mission update.
  70. Mar15: Windows: Campaign 1 pg62: I can’t find an explanation of what a “window” is. Perhaps include phrase “yellow dashed lines”.
    PLUS the Conditions state “can interact through a window” … but then it talks about attacks … just in Mission C5A it used the word “attack” as trigger #1 (implying different than “interact”). However, the Basic Interact card does include both attack and interact as well as heal. Hmmm. I take it that the new condition would then also include HEAL through a window?
  71. Mar15: Walls: Rulebook: There is a definition with illustrations on page 47 but it does not include an explanation of diagonal walls (that is only side note on page 24 and maybe should be included on page 47)
  72. May16: Extremely Important: This could solve two issues at once! Provide a way to reference each individual square on a map via a letter/number reference PLUS indicate if that particular map edge is blocked (ie, wall or equivalent for times characters are pushed there). This grid reference would provide a way for gamers to reference what specific square (or map area) they are talking about PLUS allow people (ie, developers and other games) to reference certain squares in their articles, comments and answers. The bonus is that it also would provide a simple and easy way to indicate which map edges are “blocked” for times a character is pushed against that map edge! The columns on a map should be labeled (top and bottom) with letters (such as with a spreadsheet) A  B  C  D  E  F  G  H  I  J  K  L  M and the sides with numbers 1  2  3  4  5  6  7  8. This would allow anyone to refer to the third square from the top in the second row as simply B3. If that edge was blocked (ie, wall, etc) then it could be UNDERLINED (to indicate the wall) or could have a box around it (to show it is boxed in). This could be accomplished in a fairly unobtrusive manner just like there are ways to “mark” cards to show they are part of an expansion via a symbol. Two examples of map edges that obviously SHOULD be a blocked edge but does not have a “red line” there:
    3D perspective of the bottom left corner of a room with walls on each edge

    An obvious section (top middle) of the map edge that is blocked by jungle growth
  73. May16: Enemies First after Mission Update: Remember the visual aid on top of applicable map/mission updates :)
  74. May16: Swarming Attack EBC: It confused me. Maybe change it to list all the three colors or add a phrase in the rulebook that at times the alternating red then yellow then red can be supplemented by even more enemies activated in the same or other colors.
  75. May16: Nearest Player EBC directive: Nearest means the least squares (shortest route) NOT how many squares the enemy actually will move. See=> https://myrogueangels.com/2024/05/16/enemy-movement-toward-nearest-hero-explained/
  76. May16: Diagonal Walls: needs more explanation, such as looking for the small dot in the center of the square that shows that the square can be occupied by a character (or object such as oil barrel), and that Line of Sight can go through the open half of that square. So far it is only in a caption on page 24!
  77. May16: Same Trumps Nearest: When the EBC indicates that an enemy attacks the “same or nearest”, same will always be chosen first but ONLY if it has an ATTACKABLE target. This is not clear in the rules (it was so unclear that I played an entire prototype campaign wrong).
  78. May16: Enemy Info Card: I highly recommend including an Enemy INFO Card (same size as an EBC) with the standards and priorities on one side and helpful info on how enemies behave on the other side. You have permission to my card (adapted to your look) but you might have a nicer way to do it! See=> https://myrogueangels.com/2024/03/08/enemy-behavior-info-card/
  79. May16: TS R5-Y6: Need an explanation on how to actually place enemies with a team size of two … ie, R5 and R6 only (all red come first) … or R5 and Y5 (one of each color)
  80. May17: Jamming Attack EBC: The (!) should be change to 2 squares rather than range of 2 not requiring LoS. Why? Because Range is number of squares plus LoS … if you remove LoS, then you are left with just the number of squares … so you might as well say so to begin with (though you might still need to specify LoS not required to be clear to the gamers … hmmm??)
  81. May17: Mission C9AB: The failure condition only has you fail for not accomplishing Success #1 … it seems that Success #2 is thus optional so why not put [optional] at the beginning of Success #2 criteria (or at the end of that line).
  82. May18: Mission C9AB:  Success #1 is defined like this:
    (TS) Reaver Siege Breakers must explode inside the server room to the south
    The meaning of Success #1 is very unclear BECAUSE a Siege Breaker will respawn one time. So, what is the actual way to accomplish this (example with team size 2)? I think it should be item 1 below, but item 2 could be an interpretation of that Success statement too (but NOT item 3 below):

    1. With TS=2, Have two Siege Breakers explode within the server room (the same one after respawning can count as the second explosion) – the TS is met by a Siege Breaker exploding TS times in the server room
    2. Have EVERY Siege Breaker explode within the server room at least one time – the TS is met by having each initial Siege Breaker explode at least one of it’s two times in the server room
    3. Have EVERY Siege Breaker explode within the server room both times (so they all must always be in the server room when they explode) – I can’t justify the “TS” in the Success statement for this way of explaining it
  83. May24: C10B pg 151: There is lots of extra empty space at the bottom of the page.
    => Success references tracking the health of the ship. I assume that since there are no “turns” to track that we should use the turn tracker for this. But I think it needs to be stated on the page somewhere! (I missed it because it wasn’t actually on the mission layout page but two pages back on page 149) => perhaps there would be a way to refer back to that on the mission layout page?
    => Trigger/Condition #1 is unclear. Does a Reaver Crawler damage the ship -1 every time they are activated or every enemy turn (even if it is a yellow turn) or only when they spawn? (I assume every red enemy turn, but I think it should be stated since if yellow is on the map red only goes every other turn)
    => Trigger/Condition #2 is unclear. When an enemy spawns, do they immediately activate? How does this work if both red and yellow are spawning and there is an EBC that specifies which color enemy is active. Also, it would be nice to specify what happens if there is a hero or other enemy on the spawning square (ie, blocking it)! Do they spawn adjacent to it or do we move the enemy / hero to an adjacent square to make room for the spawning enemy?
    => Trigger/Condition #4 & 5 – is this move of a card in addition to the normal movement of cards with a free rest action? It seems to be assumed, but since there is room on the page and this is an out of the ordinary procedure I think it should be stated (maybe just adding a couple words to be like this=> “after moving all cards to the left for your free rest action”)
    => Trigger/Condition #4 & 5 – not necessary IF it is clearly in the rulebook (it isn’t yet) but since things will be quite congested in this mission, maybe it should be clearly stated what happens if trying to move/slide a card one slot to the right and there already is a card in that slot (blocked?). (I think the rulebook states that you then cannot slide the card at all, so most likely we’d be sliding cards from slot 1 off the track!)
  84. May25: C10B Update 1: Success refers to the ship health needing to be at least 1 … however, the mission does not state what health the ship starts at when the mission begins! I can see two ways to start the mission (I think the first is likely the right one):
    • Ship Health starts at where it was at the end of the prior mission (which is fine with me since it is still at 15 because I destroyed the red enemies the same turn they activated so none were there when the next spawning took place)
    • Specify a starting ship health for this mission (like it was stated for the prior mission …  but that was stated a couple pages before the mission layout so maybe this is not the way to do it?)
    • IMPORTANT: something SHOULD be stated on the Update 1 page about this, one way or another!!
  85. May25: C10B Update 1: UNCLEAR: Trigger 2 Reaver Siege Breaker – what does “it will self detonate after the action damaging it” mean?
    • Self Destruct causes it to no longer function and “damaging it” has no apparent meaning
    • After the hero’s attack, The enemy unit takes one damage hit point and if above 0 continues functioning
    • IMPORTANT … I now see how that phrase is AMBIGUOUS … please reword it to be something like this:
      “after it is attacked it will self destruct.”
  86. May25: C10B Update 1: IMPORTANT to put a reminder at the top of the page!!! Since an update begins with the enemies turn … there are ZERO enemies on the map when their turn starts so nothing happens. Spawning new enemies onto the map happens DURING a mission check and that won’t happen until the first hero ends their turn! So basically… one hero can take their turn BEFORE any enemies are spawned!
  87. May25: C10B Update 1: Since you flip the EBC at the start of the enemies turn … and there is no enemy on the map when the mission starts, the EBC remains RED side up. Then after a hero ends their turn, the card is flipped to the Yellow side before the first spawned enemies take their turn … you may wish to put a note that after the first hero’s turn is over to first spawn the first enemies and then to flip the EBC to yellow and then begin their turn.
  88. May25: page153 C10B Update 2A: TYPO: Camreal’s second statement – “descent” should be “descend” [still a typo page 156]
  89. May25: page170 C11B: very top add to the instructions for placing the heroes. Add this phrase: “there must be at least one hero in each of the two teams”
  90. May25: Page170 C11B: TYPO: Trigger#2 should be “While there is no EBC…” [now page 173 [still a typo]
  91. May25: Page172 C11B update 2A: TYPO: top line in orange: the word is “emerge” not “emerges” – it should read:
    “… a few wounded mech-operators emerge from their ruined mech-suits” [still a typo]
  92. May25: Page173 C11B update 3A: TYPO: top line in orange: change “are” to be “is”:
    “until there is no one left” [still a typo]
  93. May25: Page173 C11B update 3A: Suggestion: Pradus first speech, second sentence: remove “more than”
    “I have a bad feeling about staying here any longer”
  94. May26: Page208 C12BAA: please fix (it is important to the story and how players make their strategy and tactics plans!!)
    Please state that the POI is marking where crewmember Gunner is located! I did not realize this until the mission ended and the update started! It would have affected my plans!
  95. May26: Page209 C12BAA update 1: Success #1: I have no idea what the gray text box “with Ayeni and Gwendar” means. I have Ayeni card but she is not on the map. I do not have the Gwendar card yet (unless I missed something).
  96. May26: Page209 C12BAA update 1: Success #1: REWORD: “where both team members” because that assumes only a 2 player game … if there are 3 or 4 players it makes no sense (so maybe change it to “where two team members”
  97. May26: Page209 C12BAA update 1: Be consistent! At the start of a mission (or update) always specify the placement of enemy units in the same manner. (or maybe you have a reason behind which you specify first, and then just ignore this suggestion)
    First specify placing RED (if any)
    Second specify placing YELLOW (if any)
    Third specify placing ORANGE (if any)
    These missions have the enemy units placed in an inconsistent order:

    • C1 Update 3
    • C5A
    • C6AA update 4
    • C6AB update 3
    • C4B update 1
    • C9C
    • C9D
    • C12AAA
    • C12AAA update 1
    • C12BAA update 1
    • did not check missions after this :)
  98. May26: Page96 C7B update 1: should fix the placement of Red enemies to not split the enemy numbers onto two different lines (ie, keep “R1-4” all on the same line)
  99. May26: Page212 C12BA update 2A: last sentence in orange “kicks” should be “kick”
    “you feel the FTL-jump kick in as Camreal sets the course for Kyzar”
  100. NOW ON CHAPTER 2 OF THE CAMPAIGN (second time – first was with Vera and Qorox – this time with Laelia and Memnon)

  101. May26: Page6 C20: bottom two legacy spot checks state GW1W but it should be CG1H
  102. May26: Page6: TYPO: last line in orange change “you mind” to be “your mind” [still a typo]
  103. May26: Page6: QUESTION: the last words Camreal says are: “in 15 min.”  Do you think you should spell out the word “minutes”?
  104. May26: Page9: TYPO: Ayeni’s second speech ends with a question mark (?) but she is NOT asking a question, but making an emphatic statement … so change the ? to be ! [still a typo]
  105. May26: Laelia STICKERS: last one is “Advance medic stims” … the word “Advance” should be “Advanced“. However … even more important: the Action card has a different name! “Advanced drone medic”. You need to settle on one name to use in both places.
  106. May26: Memnon STICKERS: last one’s name does not match the Action card:
    Power Shield is the sticker name … but Enhanced Power Core is the name on the Action card.
  107. May26: Page11 C20A update 4: TYPO: second orange line change “docks” to be “dock” [still a typo]
  108. May26: Page12 C20A: Trigger/ condition 3: Suggestion: change “her after” to be “then
  109. May28: Rulebook page33: Range definition is inaccurate. It specifies the number of squares but does not include that it also must be within LoS !!!
  110. May28: Player Reference Card: Range should add this=> (within Line of Sight)
  111. May29: C20A update 3A: Trigger/Condition 2: It is UNCLEAR. Is a Thug considered a YELLOW enemy or a “no color” enemy that moves each turn?
    => I treated Thugs as colorless and since there were no other Yellow enemies, the Red enemies moved after every hero.
  112. May29: IMPORTANT LOGICAL POINT: You define what Success is (top of Mission parameters). LOGIC states that if you do not succeed, you fail (at least in a game with only two options: success/failure. Therefore, you should theoretically never specify a “failure” criteria (either we already succeeded or we automatically have failed).
  113. May29: C20A Update 3A: There is no mention of what happens if the turn limit hits zero.
  114. May29: C20A Update 3A: probably just me but I got all confused trying to figure out how to play this mission.
  115. May29: C20A Update 3A: CONUNDRUM: As timer hit ZERO all players were conscious.  There was only one door missing. I had my two heroes totally blocking the entry to that room. The Thugs could only get to be adjacent to my heroes but could not enter the room. So, I did NOT meet the two FAILURE conditions! Therefore, I must have succeeded. However I did not destroy all the enemies, therefore I did not meet Success #2 and must have failed. However, I did not meet the FAILURE condition, so I must have succeeded. (endless loop).
    I just declared that I succeeded because I didn’t fail :)
  116. May29: C20A Update 5A pg 17:
    When ready, continue to CMD1 – Assembly Business
    Extremely frustrating trying to find where in the Campaign book this was. Couldn’t find it. Tried looking in Campaign book 3. Nope. Tried searching my EMails to see if I had asked about this during my first time through the campaign. Nope. Tried looking through my TEAM notes … found a reference with a page number … wrong page! But it led me to the point in the book that I could just go back two pages and there it was.
    Since CMD1 is NOT a standard “Mission” heading, you really really need a better way to specify where in the book it is!!! Perhaps add this phrase: “Immediately following Mission C21”.
  117. May29: SUGGESTION: Put the CMD1 Mission Directory on the inside back cover!!! That way we can find it EASILY.
  118. May29: QUESTION: Why is CMD1 Mission Directory called CMD1-2 Mission Directory?
    => It is the MAIN MENU so just called it CMD1 Mission Directory. The way it is now it is like you are referring to it as both 1 and 2 (ie, pages 1-2 means BOTH pages 1 and 2).
  119. May29: SUGGESTION: The CMD section of the Campaign chapter 2 book begins:
    CMD1 – Assembly Business
    Have the Main Menu follow this type of heading:
    CMD1 – Mission Directory
    Have the two other introductory pages referred to as
    CMD1 Update 1
    CMD1 Update 2
  120. May29: CMD1-1A: Suggestion: Tessa has 4 paragraphs
    Put at the end of paragraph 2 a note in orange: “See this mission list on the inside of the back cover“.
  121. May29: Chapter 1C11AB update 1B: Grammar error:
    As Gunner and Gwendar heads back to the ship
    It should be “head” not “heads
  122. June30: C22 Mission Layout pg42 – Trigger 1 – “cost +1 cool down max 4” makes no sense. There is lots of room on the page – can you add a few more words to explain what it means and what I am supposed to be doing during the mission? Do I just add one to the the number that specifies where the card played goes on the cool down track? Does this mean that the 0 Basic Interaction is no longer a card that can be used anytime regardless of the cool down track being full?
  123. June30: IMPORTANT – the character sheets (with the cooldown track) … can the cooldown track card slots indicators (1 2 3 4) be spaced apart a bit more please … I am highly recommending that people sleeve their cards and with the sleeve the cards are a bit wider and keep bumping into each other or overlapping each other – needs a little more room for the cards on each slot.
    UPDATE: NOT that important – can just put the cards where we want, overlapped and off the edge more so it is not that important really (my updated thoughts the next day)
  124. June30: C22 Update #3 pg46: there are four yellow arrows on the map that seem to show how the first moves of the crate should go … actually, it is missing the “first” arrow showing that the crate must first move UP one square.
  125. June30: C22 Update #3 pg46: Trigger 1 Drone Controls … should specifically state if diagonal moves are allowed or not. The yellow arrows seem to imply that diagonal moves are not allowed when going “around” a container but this is not stated. ALSO once you get near the top of the map you can move the crate diagonally 3 times where there are no containers blocking the path.
  126. June30: C22 Update #3: Where is the platform? is it just the ONE square next to the two blue star squares or is it the FOUR squares there? Should specify this in the Success 1) line.
  127. June30: C22 Update #4: Page bottom – “through” can mean everything before it and up to it including it (“I am done with all the missions through 21). In the FAILURE text it seems to use “through” to mean “because of” or “due to” … maybe change the wording to that/

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