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Topics - Whaleyland

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16
News and Events / New Expansion: German Monasteries Second Edition
« on: October 10, 2018, 03:02:53 PM »
A re-release of Klöster in Deutschland (German Monasteries) has been announced prior to Essen Spiel. This will feature the original six monasteries in new art from Anne Pätzke. The number of tiles and watermark remains the same. No further information is available at this time.

17
News and Events / New Expansion: Die Badehäuser
« on: October 10, 2018, 02:59:32 PM »
A new mini expansion has been announced just prior to Essen Spiel entitled Die Badehäuser (The Bathouses). It includes six tiles with two 3s, 4s, and 5s printed on flags above buildings. The watermark for the expansion is a wooden bucket. No other information is available at this time.

18
Other Games / Saboteur: Das Duell (Schnupperspiel) English Rules
« on: October 09, 2018, 01:53:10 AM »
As one of the other promos included in Spiel DOCH! Winter 2018, a copy of Saboteur: The Duel (Trial Edition) was included. These are a close approximation of the rules, as mostly translated using Google Translate. Feel free to make recommendations regarding the translation if something is not clear. I have not yet played this game nor ever played Saboteur or Saboteur: The Duel.

By Frederic Moyersoen with illustrations by Andrea Boekhoff

Players: 2 People
Age: 8 or older
Duration: Approximately 10 minutes
Components: 31 game tiles, 3 dwarf markers, 2 keys
Goal: The player who has found the most gold in the end wins!

[The original game has 74 tiles – with trolls, ladders, and much more gold – can be found in game stores.]

Game Preparation
One player receives the green dwarf tile and the other player the blue dwarf tile.

The three target cards (red-brown back) are mixed face down and placed on the table together with the two starting cards (ladders) as shown in the picture.

All path and action cards are shuffled. Each player gets face down five cards on the hand. The cards are prepared as a hidden draw pile. In addition to the draw pile, a discard pile will be needed during the game.

The dwarf tokens and keys are laid out.

Gameplay
The younger player starts, then it continues alternately. In their turn, the player performs one of the following actions:
  • a. Play a route map
  • b. Play an action card
  • c. Discard two cards and remove a sabotage card
  • d. Pass and discard a card
After the action, the player must draw one card from the draw pile into their hand.

Attention: If the draw pile is used up, it is no longer necessary to draw.

a. Play a map tile
With these cards, a path is created between the starting tile and the target tiles. A new map tile must be placed beside an existing route card or a start card. All map tiles on all sides have to fit exactly to each other and the maps tiles must not be laid in a different direction (see picture).

Attention: Newly laid out map tiles must always have an uninterrupted connection to their own start tile at the moment it is placed.

Destination Tiles
If a player creates a connection from one of the starting cards to a hidden target tile, they turn over this target tile and place it at this place appropriate to the adjacent map tiles.

Attention: It may happen that a target tile is uncovered so that it does not fit between the existing map tiles. Only in this case may the target tile be placed incorrectly.

Map tiles with doors
Doors represent blockages. A path with a blue or green door may only be used by the dwarf of the corresponding color. A door will only be passable to the other dwarf if they have used a key to open it (see "Play an Action Card").

Secure Gold
If a player makes an uninterrupted connection from their starting tile to gold on a target tile, they take a dwarf marker from the supply and place it face-up on the gold.

Attention: If a player with a map tile does not connect to their starting tile but instead to that of their teammate, then that player immediately places a marker on the gold.

b. Play an Action Card
A sabotage card (red icon) is placed in front of the other player. As long as the card is there in front of them, they cannot play a route card, they may only play one action card, discard two cards, or pass.

Each player must have only one sabotage card in front of each player.

With a repair card (green icon), a player can remove a sabotage card in front of them and show the same icon. Both cards are then placed on the discard pile.

The treasure tiles allow the player playing them to look at one of the face-down target tiles. They then place the target tile face down in its place. The treasure tile is placed on the discard pile.

With the key card, a player can open a door of the opposing colour. They take a key and place it on the affected door. This is passable to the end of the game for the player. The key card is placed on the discard pile.

Attention: By playing a key card, the player can reach gold on a target card that has not yet been occupied by a dwarf. In this case, the player picks up a dwarf marker and places it face up on the gold.

c. Discard Two Cards and Remove a Sabotage Card
Dropping any two cards on the discard pile allows a player to remove any sabotage card in front of them. The player also draws only one card in this case. They, therefore, play for the rest of the game with one less hand card.

d. Pass and Discard a Card
If a player cannot or does not want to play a card, they must pass. They put a card from their hand facedown on the discard pile.

Game End
The game ends when...
  • ...all three target tiles are revealed and all three dwarf tokens are used
    or
  • ...the draw pile is used up and both players have no more cards left.
The player who has more gold with their dwarf marker wins. If there is a tie, another game is played immediately.

19
General / Multi-Expansion Expansions
« on: September 25, 2018, 01:07:20 AM »
A comment about the new Spiel DOCH! Expansion got me thinking: there are now a number of multi-expansion expansions that have been released for Carcassonne and I feel they should be listed somewhere. The qualifications for this are simple: any expansion in the same art style with a watermark shared by another expansion is a multi-expansion expansion.

Using this basic definition, we have:

The Corn Circles:
  • Die Kornkreise (The Corn Circles I)
  • The Corn Circles II

The Bonus Tiles:
  • Spiel 2014
  • Spiel 2015
  • Spiel 2016
  • Spiel 2017

The Monasteries:
  • Die Deutschen Klöster (The German Monasteries)
  • Die Kloosters (The Dutch Monasteries)

The Spielbox Expansion:
  • Die Kultstätte (The Cult Places)
  • Der Tunnel (The Tunnel)
  • Die Pest (The Plague)
  • Halb so wild (The Halflings (I))

The Spiel DOCH! Expansion:
  • Das Labyrinth (The Labyrinth – New Art)
  • Spiel DOCH! Mini Expansion

The Hobby World Expansion:
  • Bogatyr' na rasput'ye & Izbushka (Hero at the Crossroads & Baba Yaga)
  • Солове́й-Разбо́йник & Водяной (Solovei Razboynik and Vodyanoy)

Have you played any of these multi-expansion expansions? How have the different components interacted? Were there any obvious problems? Was there anything surprising? Share your stories!

20
Anything Else / Complaints about Star Wars
« on: May 28, 2018, 06:29:11 PM »
After dinner we watched Rogue One, after watching this film 3 times I'm still enjoying it, the same cannot be said for Solo after a single watching ;(
The Star Wars Anthology films just aren't doing it for me. Rogue One was the first SW film I didn't re-watch in theatres. Solo will be the second. I would have skipped a re-watch of Last Jedi also, but I saw it apart from my partner and she wanted to complain about it together, so we re-watched it when I got back to New Zealand.

I really hope Episode 9 is a good send-off for the franchise and that they just take a break after whatever Anthology #3 is going to be (sounds like Boba Fett or Obi-Wan). I know the LJ director has some contract to do a new trilogy but I hope it gets cancelled. Focus on television for a while — let the movies rest.

21
Reviews & Session Reports / The Barbarian Report: Carcassonne The Discovery
« on: December 02, 2017, 12:38:57 AM »
Carcassonne spin-offs are always a bit of a wildcard with some much more exciting and thematic than others. However, one of the first in the long chain of endless stand-alone Carcassonne games was The Discovery, released only four years after the original game. It adopted the basic Carcassonne mechanics but altered almost every aspect of the game. That may not have been such a good idea...

Floating Adrift
 :-\ Keep the Art Submerged - The first thing anybody who buys this game notices is the relatively horrendous, child-like artwork that permeates this game. From the cartoony castles to the coloured-pencil mountains, grasslands, and oceans, everything seems both too neat and too fake to enjoy. If you feel art does not make or break a game, then you have not played The Discovery. The artwork is so simplistic, that it really makes the game feel longer than it actually plays. The only good aspect of it is that the features are all well-defined.
 :@ Take Two - Once a game is begun, however, it quickly becomes clear that the rules are really the thing that will throw you for a loop. All three of the scoreable features score like a hybrid of cities and farms from the original Carcassonne game. More annoyingly, features score different points depending on whether they are 'complete' or 'incomplete.' To help players with this, a language-independent scoring card is included for each player, which does help but also underlines the needless complexity of this game.
 :-X Backed Into Corners - For a game that really rewards players who create large features, there is a remarkably high number of tiles that create small, often pointless features. While this may create strategic situations for experienced and skilful players, new and casual players just get frustrated that their features are constantly small and insubstantial.

A Creative Twist
 ??? Voluntary Abandonment - The most unique feature in this game is that scoring is always voluntary. Players only use four followers and must choose each turn whether they place a follower or score for a feature. It creates an interesting balance that requires strategies unknown elsewhere in Carcassonne. Sometimes the hardest decision to make is whether you claim a valuable feature you just expanded (or created) or score for something before it's too late. Near the end of the game, this becomes even more pronounced since any completed feature with a follower on it receives points as if it were incomplete during final scoring. Thus, balancing placement and scoring is a constant struggle that greatly enhances the strategy in the game.
 O0 The Art of Expansion - Continuing on from the facts above, the complicated rules of this game do provide numerous opportunities for strategy unknown in other Carcassonne games. Each feature has a similar but slightly different niche. Grasslands score only for grasslands, mountains score only for adjacent fortresses, and oceans score for ocean and fortresses. Thus, there is a continuity between them. While the technicalities of these rules are difficult to remember, they do provide many very interesting opportunities for competition. And since players can choose when to score for features, there is no guarantee that two players who happen to sit upon the same feature will receive the same amount of points. One may leave before that feature is completed and receive partial points, while another may wait and score a far greater amount.
 C:-) Branching Out - It must be said that this was the only Carcassonne until 2013's South Seas that had a nautical theme. The real-life city of Carcassonne sits on a river but the Mediterranean is not far and this game does fit more or less with that theme, despite its non-thematic name. A reprint of this game with superior artwork and perhaps a more streamlined scoring mechanic could prove popular, and it could even be possible to create in this an expansion to the base game rather than a spin-off. The idea, if not the implementation, of a coastal Carcassonne expansion continues to elude Hans im Glück and concepts could certainly be gleaned from this stand-alone game.

Inconclusion
Carcassonne: The Discovery is undeniably a flawed game. Lacking in visual appeal and needlessly complex, it sits near the bottom of Carcassonne spin-offs and will certainly not appeal to everybody. This is probably one of the reasons why it has been discontinued by Hans im Glück and why Z-Man Games has not released their own version of it. It feels outdated – like a 1990s Eurogame before the craze hit America. While some of the mechanics are certainly interesting and this is arguably the most strategic of all the Carcassonne spin-offs, it simply is not that appealing. Stick to the original game or Hunters & Gatherers.

SCORES
Playability: B
Affordability (Obtainability): B (second-hand)
Aethetics: F
Learning Curve: C
FINAL GRADE: C

22
Other Games / Abacusspiele Shipping Help?
« on: November 10, 2017, 10:59:12 PM »
Apparently Abacusspiele only ships items from their website to locations within Germany. I, regrettably, do not live within Germany so cannot, therefore, get these items sent to me. Does anybody live in Germany who would be willing to forward these items to me in California? I can pay for the shipping from Germany to here via PayPal. Please let me know if you can help out. It is for a few Zooloretto promos I don't currently have but would like to add to my collection. Cheers!

23
News and Events / Carcassonne for 2 Spin-off
« on: June 29, 2017, 12:47:16 AM »
Information has leaked of a new travel edition of Carcassonne called "Carcassonne, Für 2 ("Carcassonne for 2"). It will come in a small travel tin (11.4 cm x 18.5 cm x 3.8 cm).

Information comes from the website https://www.bonifatius-buchhandlung.de/produkt-1996/carcassonne_fuer_2_spiel/9837953.

CarcC user BigBoss has added that it will include 48 tiles, 12 meeples, and a rules booklet.

No release date has been given.

24
General / Element of the Week #63 – The Ringmaster
« on: June 03, 2017, 07:58:59 PM »
ELEMENT OF THE WEEK: THE RINGMASTER

Note: This will be the last Element of the Week for a while since there are no new elements to discuss after this one. But stay tuned, more elements will inevitably be released and all the old Element of the Week threads are there for discussion. Remember, these threads are an opportunity for you, Carcassonne's biggest English-language fans, to discuss strategies and problems you have encountered through the years regarding specific expansion elements. All forms of critique – from the most joyous to the most scathing – are encouraged.

This week's element is THE RINGMASTER (from Expansion 10: Under the Big Top). The Ringmaster for all intents and purposes is your ordinary Follower/Meeple. It can be placed almost anywhere a normal meeple can (except as an Acrobat, because its hat gets in the way) and generally scores exactly the same as a normal meeple would. The only exception to this, and the thing that really makes the Ringmaster shine, is when it is placed adjacent to a Big Top tile (a Tent or Acrobat tile). The Ringmaster ALWAYS scores some points if it is beside Big Top tiles, even if it does not score for the feature it is on. It is a very simple 2-points-per-Big-Top-tile formula. So, if a Ringmaster were surrounded on all sides by such tiles AND was on such a tile, then it could score 18 points in addition to any points scored for the feature it is on. This bonus is not given at the end of the game if the Ringmaster's feature is incomplete (although presumably the player would get the bonus if they used the Ringmaster as a Farmer).

Obviously this element is virtually worthless without the Big Top expansion's tiles and equally grossly unprofitably if playing a mega game of any sort of game with multiple large expansions. Such is the issue, though, with many elements – they become watered down as more expansions are included in the mix. When played only with Under the Big Top elements, though, the Ringmaster can prove quite a powerful point earner and can be put to very strategic uses. The fact that it scores even if it loses the battle for the feature it is on means that linking it to another player's feature is not entirely a detrimental strategy. This figure also unifies the three elements of Under the Big Top together in a way that many previous expansions were not linked.

Discuss your relationship with The Ringmaster, as well as your strategies for taking advantage of this element.

25
General / Element of the Week #62 – The Tents
« on: May 27, 2017, 03:35:17 PM »
ELEMENT OF THE WEEK: THE TENTS

Each week, a specific element from an expansion is chosen for deeper discussion. This is an opportunity for you, Carcassonne's biggest English-language fans, to discuss strategies and problems you have encountered through the years regarding specific expansion elements. All forms of critique – from the most joyous to the most scathing – are encouraged.

This week's element is THE TENTS (from Expansion 10: Under the Big Top). This is the core component of Under the Big Top and it is the element that will most shake up your games form the expansion. There are 12 new Tent tiles included in the expansion, as well as a travelling Circus Tent figure that will visit each of these tiles throughout the course of the game. When a Tent tile is places, an Animal token is drawn and placed face-down (unseen) on the tile. The Circus Tent is then moved on top of that tile, revealing the previously-placed Animal token, which is then revealed. All meeples in the 8-tile radius (plus the Tent tile itself) score however many points are noted on the Animal tile. These numbers range from 1 to 7 (except 2), with a higher concentration of tokens in the less-valuable numbers.

The Tents draw crowds, essentially, meaning that meeples placed near them will score bonus points. That also means that meeples on the new Acrobat tiles can really benefit from being near an active Tent. But older elements can benefit too. Monasteries placed near tents will score some easy bonus points. Cities and Roads obviously can score points from such an arrangement, as well, although perhaps not as many points. Played with Towers, those stranded Guards may finally get a few points for their vigilance. The Tents are a game-changer, for sure, with Carcassonne and something that works very well and functions simply without any of the controversies that often accompany new expansions.

Discuss your relationship with The Tents, as well as your strategies for taking advantage of this element.

Next Week's Topic: The Ringmaster      :white-meeple:      C:-)

26
ELEMENT OF THE WEEK: THE CHAPELS (from The Castle)

Each week, a specific element from an expansion is chosen for deeper discussion. This is an opportunity for you, Carcassonne's biggest English-language fans, to discuss strategies and problems you have encountered through the years regarding specific expansion elements. All forms of critique – from the most joyous to the most scathing – are encouraged.

This week's element is THE CHAPELS (from Carcassonne: The Castle – Falcon Expansion). Unlike the more complex Falcon aeries and the rules related to them, the Chapels introduced to The Castle a much simpler concept: stackable bonuses. When a Chapel is placed on the board, a player may claim it converting their follower into a Preacher. The value of the Chapel increases via triangular numbers, so they do not increase in value at a regular rate, but rather increase at a quite fast rate. If one player gets most of the Chapels and is able to connect them, they can earn 36 points or more. More troubleling for the opponent, many Chapel tiles include Aeries, so that player may also be collecting a lot of bonus points from Aerie tokens. The only thing that may stop the player's progress are Gates along the scoreboard, that (if playing with the recommended variant) stop a player from earning more points for their currently-scored feature.

All-in-all, there are 15 new tiles featuring Chapels, plus 2 Chapels appear on the new Gate tiles, thus there are plenty of opportunities to try out Chapels and see how they work and interact with the other features on the board.

Discuss your relationship with The Chapels, as well as your strategies for taking advantage of this element.

Next Week's Topic: The Tents   :red-meeple:   :yellow-meeple:   :red-meeple:

27
General / Element of the Week #60 – The Acrobats
« on: May 13, 2017, 06:36:39 PM »
ELEMENT OF THE WEEK: THE ACROBATS

Each week, a specific element from an expansion is chosen for deeper discussion. This is an opportunity for you, Carcassonne's biggest English-language fans, to discuss strategies and problems you have encountered through the years regarding specific expansion elements. All forms of critique – from the most joyous to the most scathing – are encouraged.

This week's element is THE ACROBATS (from Expansion 10: Under the Big Top). The basic premise of this element is that players like to play with their meeples between turns and one of the main things they do is stack them in pyramids. This has become such a time-honoured tradition that there have even been meeple stacking competitions and games built off the concept. With the tenth Carcassonne expansion, Hans im Glück decided to bring that idea directly to the Carcassonne landscape with the introduction of eight Acrobat tiles upon which three meeples can be deployed. When a player places an Acrobat tile, they may claim one of the two Acrobat spaces on that tile. On later turns, players placing adjacent to the tile may add an additional meeple (any player can add to the feature). When there are three meeples on the pyramid, the feature is completed. However, it is not scored immediately. During a later turn, rather than placing a meeple, a player may score the Acrobat feature, scoring 5 points per meeple in the feature. Any player can prompt the scoring of an Acrobat feature, although it is unclear why anybody not invested in it would bother. Scored Acrobat tiles may also be reused, although the risk of trapping the meeples becomes much higher. Unfinished Acrobat tiles still score 5 points per meeple at the end of the game.

Functionally, this feature, then, served two purposes. If placed far out from the central board, it can be an easy way to earn up to 15 points. If placed near the centre of the board, it can be a good way to attempt to trap another players' meeple. But the rewards are low and the risk is high. The cooperative aspect of the element certainly appears more in high player-count games, making this a less useful expansion with only 2 players (much like the Bazaars). While it certainly holds strategic value, it also seems like a desperate attempt at a mechanic that can be loosely linked to the expansions' theme.

Discuss your relationship with The Acrobats, as well as your strategies for taking advantage of this element.

Next Week's Topic: The Chapels (from The Castle)    :white-meeple:   O:-)

28
ELEMENT OF THE WEEK: SOLOVEI RAZBOYNIK & VODYANOY

Each week, a specific element from an expansion or spin-off is chosen for deeper discussion. This is an opportunity for you, Carcassonne's biggest English-language fans, to discuss strategies and problems you have encountered through the years regarding specific expansion elements. All forms of critique – from the most joyous to the most scathing – are encouraged.

This week's element is SOLOVEI RAZBOYNIK & VODYANOY. In the word of the weird, most gamers did not expect a Russian Carcassonne distributor to double as an expansion designer, but with Solovei Razboynik and Vodyanoy, they have now released two (okay, "officially" one) expansion that is entirely unique to Hobby World. These are in fact two separate elements, but for the sake of avoiding confusion, they are discussed together. Whenever a player finds their Follower on a Road connected to the Solovei Razboynik (the tree) tile, they must move their Follower to the tree. As an action on a later turn, a player may return a Follower from the tree rather than "move wood". Thus Solovei Razboynik acts as a meeple magnet, and is definitely more of a weapon than your usual tile. Similarly, when a player places the Vodyanoy (the lake) tile, all Followers on the eight adjacent tiles are pulled into the lake permanently until the end of the game. Just to make things worse: each Follower earns -2 points at game end. Trust the Russians to remind us of the brutality of life.

Clearly these are aggressive tiles unlike any others in Carcassonne. The fact that they are also one-shot tiles means that luck is everything with them – once a tile is out, nobody else will get that advantage. But could they serve other purposes too? Could they be used to block people from claiming advantageous features? These are mean tiles, but also strategic tiles.

Discuss your relationship with The Solovei Razboynik and Vodyanoy, as well as your strategies for taking advantage of this element.

Next Week's Topic: The Acrobats   :@   ;)

29
General / Element of the Week #58 – The Watchtowers
« on: April 29, 2017, 10:01:28 PM »
ELEMENT OF THE WEEK: THE WATCHTOWERS

Each week, a specific element from an expansion or spin-off is chosen for deeper discussion. This is an opportunity for you, Carcassonne's biggest English-language fans, to discuss strategies and problems you have encountered through the years regarding specific expansion elements. All forms of critique – from the most joyous to the most scathing – are encouraged.

This week's element is THE WATCHTOWERS. If first impressions were everything, this expansion would have two things working against it: first, it looks a lot like the Messengers expansion and, second, the rules are written pretty terribly compared to other expansions in the Carcassonne 2.0 line. But once those issues are overcome, the expansion itself proves to be quite unique in many ways. The basic premise is (or seems to be) that any meeple placed on a tile with a Watchtower gets to collect that Watchtower's bonus when their feature is completed (even if they do not score for the feature itself). The Watchtower bonus only applies to the eight surrounding tiles and the Watchtower tile itself (like a Monastery). There are five different bonuses, not all of which correspond to the Messenger expansions' bonuses. These include scoring bonus points for Road segments, meeples, Monasteries, coats of arms, and City segments.

In an ideal world, any of these bonuses could score up to essentially the value of a Monastery (although it is possible, albeit unlikely, that more points could be scored). But, since the meeple may also score for their completed feature, this ends up just being sheer bonus points, which is kind of nice. Despite being in the new art, the Watchtowers changes up Carcassonne by giving potentially valuable incentives for taking risks. It also introduces 12 new tiles, some of which have odd configurations (which is usually a good thing), and the element does not necessarily take a meeple away from doing something else. But good luck can mean one or two players may monopolise the tiles, while bad luck may mean that players are incapable of really taking advantage of the potential of the Watchtowers.

Discuss your relationship with The Watchtowers, as well as your strategies for taking advantage of this element.

Next Week's Topic: Solovei Razboynik & Vodyanoy       :o      O:-)

30
General / Element of the Week #57 – Equipment (from Star Wars)
« on: April 22, 2017, 03:08:32 PM »
ELEMENT OF THE WEEK: EQUIPMENT (from Star Wars Carcassonne)

Each week, a specific element from an expansion or spin-off is chosen for deeper discussion. This is an opportunity for you, Carcassonne's biggest English-language fans, to discuss strategies and problems you have encountered through the years regarding specific expansion elements. All forms of critique – from the most joyous to the most scathing – are encouraged.

This week's element is EQUIPMENT (from Star Wars Carcassonne: Expansion 1). When news of a special Star Wars edition of Carcassonne released in 2015, everybody was rather shocked and most assumed that it was a one-and-done short run product. A few months later, though, word leaked of an uncreatively-named "Expansion 1", which not only meant that the spin-off still had life in it, but implicitly meant an "Expansion 2" would come at some point in the (still yet-to-be-announced) future.

The main new concept introduced in this expansion is Equipment, i.e., a Blaster and a Lightsaber, elements that, while technically separate, are really two slices from the same pie. Each player receives one of each at the start of the game. When a player places a meeple, they may also give it one piece of Equipment (and only one). The lightsaber is the simpler concept – whenever a meeple with a lightsaber is in a battle, they add +1 to their highest die roll. Let us say it gives the player the high ground.  >:D Meanwhile, the blaster is a bit more of a wildcard. A meeple with a blaster will roll a special yellow die for one of their dice rather than the usual die when battling. This custom die begins at 3 and goes up to 8, so the average number sits at 5/6 rather than the usual 3/4. It is meant to give you a slight edge, but not so much that you are guaranteed a win. Basically, you can still shoot like a stormtrooper or with the precision of Obi-Wan Kenobi. If you somehow manage to merge your features together and both a blaster and lightsaber are on the same feature, the equipment stacks and players can achieve total die rolls of up to 9! It is a veritable Death Star of power!

Obviously, this mechanic can really change up games, but it can also be easily countered by opponents strategically using the same tactics. But since combat is a key aspect of the Star Wars game, this will definitely change things up. The fact that the term used is "Equipment" suggests that the mechanic may be (and probably should be) used again in future expansions, with other creative weapons and tools to modify aspects of the game. Who knows!?

Discuss your relationship with Equipment, as well as your strategies for taking advantage of this element.

Next Week's Topic: The Watchtowers       :-\    :-X    ???

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