View Full Version : Water Movement (Swimming?)
Gimoo
May 20th, 2006, 07:35 AM
I know the rules for getting in and out of water, but what is the rule for moving THROUGH water once you're in it? I've always assumed it's just normal movement. Is this correct?
Agent Minivann
May 20th, 2006, 07:59 AM
It is still the same for getting in. Unless a special ability makes it otherwise, your move stops, or in other words, 1 move hex per turn.
netherspirit
May 20th, 2006, 07:59 AM
Nope you've been playing it wrong. As was I for a long time.
To quote the 2nd edition rulebook
Moving into water: When you move onto a water space from any other space (even from another water space), you must end your move there....
So you have to stop on ever water space. Unless your figure has slither or some other ignore water ability :)
Gimoo
May 20th, 2006, 10:54 AM
So water is sludge, got it. Did they not mention this in the first edition rules maybe?
Gimoo
May 20th, 2006, 10:55 AM
While I'm here...turns DO alternate between right? I mean, you don't take three turns in a row and then switchito the other player...which would actually be very cool :)
netherspirit
May 20th, 2006, 10:56 AM
While I'm here, turns do ALTERNATE BETWEEN PLAYERS right? As opposed to taking three turns in a row and then switching to the other player, which would actually be very cool :)
Correct, tuns alternate between players.
sigmazero13
May 22nd, 2006, 10:23 AM
To expand on netherspirit's comment, basically by "alternate", it means that every player takes a turn with their #1 marker before the first player takes a turn with the #2 marker. The turn order for the round is determined by the initiative roll.
maxdemian30
May 22nd, 2006, 12:21 PM
Swimming is what Vipers do, that's why they don't have to stop after entering each water space.
Agent Minivann
May 23rd, 2006, 03:32 AM
Swimming is what Vipers do, that's why they don't have to stop after entering each water space.
I thought about making a map with swimming in mind. The vipers would have a big advantage there. It would have a lone water hex in the middle of a bunch of rock (a water cave) then somewhere else there would be a line of water spaces that represent the length of the cave. Then there is a separate cave map that the water leads to. It is still accessible by everyone else, just swimmers get there fast.
The stop when you move to a water space even from another water space is in the first edition rules, but if you are like me, you just read that you have to stop when you first get in. I didn't realize that it says when you go into any water space, not just the initial splash.
oogiezone
May 23rd, 2006, 11:39 AM
That's how we were playing it too. Needless to say, once we learned we were incorrect, we started drafting more of the Vipers and MicroCorp Agents!
Jaz1597
May 23rd, 2006, 11:29 PM
I don't know...this seemed very clear to me even from the beginning. But the 2nd edition rules are even clearer.
oogiezone
May 24th, 2006, 02:14 AM
Granted, we should have realized this too. That is, of course, if we had properly read the rules, instead of mostly skimming over them because we were anxious to just play.
But, really, no matter what game we are playing, it seems like we always go back to the rules and find something that we were doing wrong the whole time.
maxdemian30
May 24th, 2006, 06:56 AM
Actually, I think to reread the rulebook and find new meanings for the rules is part of the fun.
KaimasterJoe
November 22nd, 2006, 05:24 AM
Is there a post your not in?
Cavalier
November 22nd, 2006, 09:38 AM
Is there a post your not in?To whom do you refer?
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