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Oath on TTS
Power is section 7, and 7.1.1in both versions says:
"Access: You may only use a card's power if you rule the site or if your pawn is at the site with the card".
7.5.1 modifies that for Battle Plans with the "Added Use Limits" section about rule being required, not just presence.
7.1.4 on Global Powers (thick black-braided boxes that I don't think we saw one of) are just mandatory and apply to everyone everywhere.
7.6.1 on "Forced Citizenship" also confirms that we played that part correctly, as it says follow all the steps and skip the usual supply reset during Rest.
edit:
Classic Beta. The 3.1.1 rulebook Sax linked is named "3.1.1 Rulebook.pdf", but says "3.1.0 August 12, 2020" (ie yesterday) on the title page. The one I was reading is also 3.1.0, dated July 30, 2020.
So it probably was linked on an update mod yesterday. Ha. No idea what may have changed there.
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- Disgustipater
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I should also ps that all of us are super casual so going slow, discussing options, rolling back errors are all par for the course.
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I had my brother and 2 friends online with me last night--none of them had done more than power-skim the rules and playbook, and I was able to go over all the victory conditions, characteristics of sites, advisers, and all Major Actions except Campaign in barely over a half hour.Disgustipater wrote: This is definitely not a game that I can learn to play from the rules alone. I’ll just to have to struggle along and hopefully not bog you guys down too much.
I'm still not solid on Citizen stuff--mostly the combo of "when" and "why"--but Gary was helping me out last night and it makes considerably more sense now.
Despite the initial feeling of being lost because things don't obviously mentally map to other games, I think you can get up to speed fast. And there is absolutely no room for turtling or conflict-avoiders exploring the world without engaging other players--no one can stand on ceremony, with a max of 8 turns and potential for as few as just 5. Everyone has to commit to working towards a win condition or I expect it probably warps things badly.
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Having a board with 6 sites already ruled by the Chancellor and many cards controlled for drawing favor is savage at low player counts when you're playing an economy/favor efficiency game.
Saving grace is that each game took a little under an hour so not a big deal to lose decisively.
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It seems like winning as a solo exile takes a lot of luck and a willingness to fish the deck for a vision, because becoming Oathkeeper is a huge uphill climb. Your vision draws were pretty unlucky, especially in the second game.
It does go quickly with 2 players, but we should definitely switch sides next time.
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We should do a Chronicle together in this: www.boardgamegeek.com/thread/2488782/oat...-your-tts-chronicles when the final Oath version is ready to roll.
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