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[RF] Roter November

Regelfragen und Varianten: Wie geht Spiel XY?
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Hubert
Spielkind
Beiträge: 6

[RF] Roter November

Beitragvon Hubert » 8. Januar 2009, 09:27

Hallo, wir haben am WE Roter November 2x gespielt, dabei sind einige Regelfragen aufgekommen, vielleicht kann mir jmd. weiterhelfen.

1. Was passiert mit einem Gnom, der ohnmächtig in einem Raum mit niedrigem Wasserstand liegt?
Stirbt er?
Überlebt er bis zu seinem nächsten Zug?
Alternative? (Nächster Spieler muß Wasser abpumpen?)

2. Was passiert wenn bei einem Gnom Hochwasser eintritt?
In der Regel steht er kann nur Aktion: "Warten" wählen und es wird auf den Löffel abgeben verwiesen. Dort bezieht man sich aber nur auf ohnmächtige Gnome.
Stirbt der Gnom? Wenn ja - wann? (Wir haben es so gespielt, dass der nächste Spieler noch die Möglichkeit hatte das Wasser abfliesen zu lassen. Wenn dieser es nicht geschafft hat ist der Gnom gestorben).

3. Was passiert wenn bei einem Gnom Feuer ausbricht?
Stirbt der Gnom? Wenn ja - wann?
Hat er Zeit bis zu seinem nächsten Zug und kann dann nur die Aktion Feuer löschen wählen? (Steht so glaube ich in der Regel - habe diese gerade nicht zur Hand).

Trotz der Unklarheiten hat uns das Spiel Spaß gemacht, obwohl wir immer nach der Hälfte der Zeit gestorben sind.
Vielleicht kommen wir ja mit den klargestellten Regeln etwas weiter - werden es auf alle Fälle noch öfter probieren.
Danke vorab für die Antworten - Gruß Hubert

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ErichZann
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Wohnort: Münster
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Re: [RF] Roter November

Beitragvon ErichZann » 8. Januar 2009, 13:22

Hier ein FAQ des Autors...da dürfte so gut wie alles drinstehen:

RED NOVEMBER FAQ
(From Bruno Faidutti Website www.faidutti.com)
Red November is a chaotic game, strongly themed, with lots of different actions and events - in short, an "american style" boardgame. Like with many such games, the rather long rules don't cover every possible game situation. Common sense is usually enough to solve most problems, the good rules being the one that creates the most fun and challenging game situations, or the one that makes the most sense in the storyline. Nevertheless, if only to make sure all gamers play the same game, here are some "official" answers to some rules questions I have been asked.
Q : Can Red November be played with two players?
A : Not with the rules as written. The game works very well with two players, however, if each player controls two gnomes and the "abandon comrades" rule is ignored.
Q : Are item tiles kept face up or face down?
A : We made all the tests with cards and not tiles, and these cards were naturally kept hidden in hand, though we tried once or twice to play with open hands. Hidden cards make for a stronger ambiance, with more suspicion and paranoia, but means you often have to explain to other players what you can or cannot do. Open hands make for a more trustful and truly cooperative experience, and makes the game a bit faster. You can Red November the way you prefer.
Q : Is using an item an action?
A : No, it isn't.
Q : Can you use an item out of turn?
A : No, you can't
Q : Can you play several items in your turn and add up the bonuses ?
A : Yes, you can, even with identical items. If you use two grogs in your turn, your intoxication level is increased by 2, but you make only one faint check at the end of your turn.
Q : Do all the gnomes have to make a faint check after the Heat event card is drawn ?
A : We forgot to specify this in the rules, mostly because this card was a last minute idea and was not as tested as most others. Anyway, it's more simple to have no faint check, since the card is already really handicapping for the doomed gnomes.
Q : When does one advance the marker on the oxygen track ?
A : When a fire starts in a room, advance the oxygen track.
When a fire spreads to another room, advance the oxygen track.
If a fire is declared in an already-flaming room, advance the oxygen track.
For all else, leave the oxygen track alone.
Q : Does a gnome in a room on fire die if he fails to extinguish the fire ?
A : The active gnome dies if he is in a room on fire (or in a room at high water) at the beginning of his updates phase, which means if he failed to extinguish the fire and could not leave the room.
The usual rule is "movement, then action", but there is an exception for a gnome who failed to extinguish a fire and has one minute to leave the room after his action failed, before the updates phase. This means a gnome in a room on fire, or in a room at high water, dies only if he cannot leave the room, because the neighboring room are in the same situation, or because the hatches are blocked. Hatches cannot be unblocked from a room on fire or from a room at high water.
On the other hand, a fainted gnome immediately dies,, even out of turn, if the room he is in is on fire or at high water.
Q : A gnome is in a room at high water. the hatch to a neighboring room at low water is not blocked. Can he open the hatch, with water not flowing, move to the room at low water and survive ?
A : Yes.
Q : A gnome is in a room on fire. Can he open the hatch to a neighboring room at high water so that the water flows in his room and extinguish the fire?
A : Yes.
Q : Let's say a timed destruction event is pending, and the room where the gnomes must act to prevent it is on fire.
Can the active gnome use time that will move his time marker past the destruction event to extinguish the fire, so as to let another gnome extinguish the fire without moving his marker pas the destruction event?
A : It doesn't sound very logical, but as rules are written, it works. we must imagine the gnome extinguishing the fire mostly worked in protecting the gnome fixing the timed event, firing his extinguisher around him.
Q : When a timed destruction event is fixed, is the corresponding disaster tarck marker also moved back ?
A : Yes. If you fix the engine, you both remove the engine down timed event and move the pressure marker down to the next reset star.
Q : Is it possible to move a disaster track which already passed the reset point back before this reset point?
A : It's possible, but you need some luck. You need to fix the problem once, to move the marker back to the reset point, and then to fix it again before any event moved it up again.
Q : When you draw an even that correlates with a timed Destruction Token when exactly does the +10/+15 start from? The current time the event happened or the Ghost Time Marker?
A : From the time space where the event happened.
Q : You need a grog or extinguisher to enter a room on fire. If you are in a room when it takes fire, can you try to extinguish the fire with your bare hands, without grog or extinguisher?
A : Yes, you can
Q : Can a gnome use a grog or fire extinguisher to enter a room on fire and there make an action other than extinguishing the fire, such as stopping the missile countdown or fixing the engine?
A : Yes, he can, but this means the heroic gnome will die in the fire immediately after his action succeeded - or failed. That's not exactly what the rules state, but we think such a heroic death is true to the game's logic, so it must be legal.
Q : Can a gnome use a grog or fire extinguisher to move through a room on fire without stopping in it?
A : Yes, he can.
Q : Can you drink vodka and coffee in the same round, and not make a faint check?
A : Yes, you can .
Q : When a gnome faints, are event cards (and item tiles) drawn for all the spaces over which the ghost marker is moved due to his fainting?
A : Yes. It can be deadly.
Q : Does water flow between a room at high water and a room at low water, or between a room at low water and a room with no water?
A : No.
Water flows only between when a hatch is opened between a room at high water and the other has no water at all. In this case, both room are now at low water.
Nothing happens when a hatch is opened between a room at high water and a room at low water. Nothing happens when a hatch is opened between a room at low water and a room with no water.
Q : Can you open a non blocked hatch from a room on fire or a room at high water?
A : Yes, you can. Opening a hatch is done during movement phase, and is not an action. Unblocking a blocked hatch, on the other hand, is an action, so this would not be possible.
Q : Can a gnome with an intoxication level of 4 drink more grogs ?
A : Yes. There's no limit to the number of grog you drink. Once your intoxication level is at 4, it can't move farther, but you still make a faintcheck every time you drink.
Q : Does a gnome who faints outside the sub die?
A : Yes..
Q : Who wins if the sub is saved, all gnomes or only the surviving ones?
A : This is not a rule question, it's a moral question. I've already troubles with the grounds of human morals, and I don't much about gnome ones.
Nazi Punks Fuck Off!!


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