Subject: Re: More Monsters Ravage America questions From: "J.C. Connors" These are my best guesses for now, but I'll talk with Ben Knight (the other designer) and see if we can't come up with some official errata. Well, as official as anything comes out of AH these days :-) Bruno Wolff III wrote in message <6rvsfc$p2d$1@uwm.edu>... >Can a "Kinda Friendly" monster be retreated on to National Guard units? Yes. Kinda Friendly monsters treat National Guard as they aren't there. >If there are multiple branches left when a monster is retreated, who gets >to do the retreat? The sides remaining must reach an agreement. >What happens if one of the units is a Guard unit and there is a Guard >Commander? The Guard Commander treats the Guards as if they were his units. So, if he was the only survivor, he decides the monster's retreat. Otherwise, he gets to put in his input with everyone else. >What happens if there are just Guard units left? We play it that the person who placed the guard gets to decide. If no one can remember, then the players who fought in the battle should come to an agreement. >What happens if Fay Wray is placed within legal movement range of a monster >on the player's turn, but is no longer reachable at the start of monster's >turn? This one is more problematic, as players have tried to block the monster with his own units. At Avaloncon, it was ruled that the Blonde Lure will stay on the board until the monster reaches her. If the monster, however, goes to Hollywood, she joins him there and has no further affect on the game. >Can the player responsible for the monster intentionally block it with his >armed forces? > >Can a unit move part of its movement, wait for another unit controlled by >the same player to move, and then finish its movement? Technically, units are moved one at a time, so you need to finish moving one before you move another. -J.C. Subject: [Fwd: Re: More Monsters Ravage America questions] J.C. Connors wrote: Bruno Wolff III wrote in message <6s02hq$v67$1@uwm.edu>... >From article , by "J.C. Connors" : >> These are my best guesses for now, but I'll talk with Ben Knight >> (the other designer) and see if we can't come up with some >> official errata. Well, as official as anything comes out of AH these >> days :-) >> > >If you are working on this can you answer my previous questions? > >I wanted to know how people handle Tomanaqi's movement. There are some >cases where he is mixing land and see movement in the same turn (including >switching coast in the same hex in Florida or Baja). It isn't clear how >to do movement for him. (If you need to stay on the same coast during a >turn what about between turns?) If you go from coast to coast, it counts as water. So, going from the Miami hex to the Everglades hex all counts as water. If you go inland at all, the first hex is a sea hex, the rest count normally. For example, if you start two hexes north of L.A. and attack Sacramento, it would cost you 3 movement. One point to go south into the coastal/ mountain hex, two points to enter the mountain hex that Sacramento is in. >Also can you clarify more on "Kinda Friendly". Can the monster still >attack the Guard? Can you stomp cities without killing any >defending Guard units? Yes, the monster can attack national guard, but they don't do any damage to him. But you can co-exist with them, thus stomping cities while they stand idly by. >I would suggest using a different system for resolving retreats in your >official errata. Remember it could be that the two forces involved belong >to the monster's owner and someone else who want totally opposite effects. >Making a deal under these circumstances would be hard. What I suggest is >going around the table clockwise starting with the player to the left of >the monster's owner and letting the first such player who has surviving >units (perhaps including the person who placed a surviving guard unit?). >This way it is clear who gets to do the retreat and the monster's owner >only gets to do the retreat if only his units survive the combat. We never had a problem deciding where to retreat the monster, but this sounds like a good solution. >On a similar note, you should specify the order that the armed forces >resolve their combats in. This can be important if there are weapons >that can cause mutations. Again I suggest clockwise starting to the left >of the monsters owner. That's fine, though research cards should always go first -- in particular, the molecular cannon (which can teleport the monster out of combat before it begins) and the rogue nuke (which destroys everything in that hex anyway). >This reminds me of another question. Monsters and Armed forces units all have >to shoot when possible (excepting "Kinda Friendly") don't they? Yes. -J.C.