Questions so far... - Just to be clear, a command encounter is an encounter with the word COMMAND in the title, yes? - If your second column contract is Headhunter Mission and you successfully complete said contract, do you score bonus Rep and C-Bills if you locked command encounters on the first contract or only the second? - If the Waco Rangers start the turn with the Censure Token, can they still use it to re-roll 4 dice, or does the taking it from another player trigger the ability?
Great questions! 1.) Yes 2.) Headhunter (or Clan Hunter) Contracts will only score extra Rep/C-Bills for that contract. So you won't score extra for any Command Encounters you defeated in Column 1's completed contract, or any subsequent contracts, only for those you defeated during the execution of the Headhunter Mission. 3.) The Waco Rangers Command Card specifically states that the ability can only be used "If you do not have the Censure token". Therefore, if they began the turn with the token, the ability would be unavailable to them until it were passed. Wherever the token is at the time the ability is used, it goes to the Ranger player for one full turn. It does not have to be in the possession of another player to be "taken".
It looks more complicated than I imagined but I’m sure it’ll be easier to learn while playing. Thanks for the vid, BattleBound. I look forward to getting mine in the KickStarter👍
With moral quandry you have to lock as many dice you have available up to four. So if its the first one you flip over you have to either default or lock four dice. If you only have 1 2 or 3 dice available you lock them and complete the contract. You take the censure token if you lock dice instead of just defaulting
At the time of production, the rules made no indication that this is correct. Though, it could be. The wording on the card being "up to four", any time I've ever seen "up to" used this way, it's indicated that any number between one and the specified number is an acceptable choice.
Also, as an addendum - the Equipment cards that allow you to affect multiple dice are all "up to", as well (raw). So I wouldn't understand why "up to" means what it normally means in those cases, but changes meaning when Moral Quandary is revealed. 🤔
This sounds great as a foundation or add on to a different game. The only interaction players seem to have is through the Black Market, taking away something somebody else wants, and with no ability to directly respond this feels like it would just lead to everybody groaning when the turn is passed because nobody is going to get the equipment they need or want. I wouldn't count stealing contracts as interaction, since you only get the opportunity when the turn is passed to you anyway. Like I said, this feels better as part of a larger game, it mostly involves sitting around waiting for your turn to come, watching other people do things in the meantime. If there was something else to occupy your attention or a larger game plan you had to account for, it might be more engaging.
Been thinking for a bit on how to reply to this. I don't agree, and here's why: If you see the end bit where we are playing, you can see how a player who knows what they're doing can score fat Rep in a single turn. That one play alone put him from 3 Rep, no C-Bills to 7 Rep/2 C-Bills. He won the game on his next turn. Now if everyone at the table were like me in that situation, and knew what was going on when it was happening - IE: paying attention to the game state - they would be doing exactly what I was: watching the outcome of Will's rolls to see what happened. Alternatively, you can play co-op instead of playing to beat everyone else. Like, someone rolls dice and everyone gets in on it to help that person see if they can solve the puzzle - can this roll defeat the Encounter? Look at Equipment, etc. It's a party game after all, not a competitive CCG. The goal is to have a good time, not spank everyone at the table as fast as you can. 😂
One thing I will add to this is that I would like to see expansions made, and in such an expansion I would be a fan of cards that you could use on an opponent's turn, ala Munchkin. But then it would just be Munchkin with extra steps. 😂😂
What I would like to see done is for them to make expansions to the game ala Munchkin. Able to be played separately or combined with the base game. In RE: Core game, I feel like it's similar in the way that "it looks more complicated than it really is once you get the hang of it". 😂🫡
When taking over a contract how are you replacing a locked white die? It says to replace a locked colored die with a white or your colored. Not the other way around. Nothing about replacing a white. Also what is a bonus die? If my company has a yellow die, and I add 2 from a card, roll all 3 and lock one - how do I know if the locked one was a bonus or was the starting colored die. What IS a bonus die?
Are you supposed to be discarding the contract and encounter cards for completed, cashed out, or defaulted (and not stolen) contracts ? Are you supposed to be holding onto these "spent" cards all game?
Once you cash out (or default and no one wants to steal), all Encounters and Contracts are discarded. When you run out of cards in these decks, recycle the discard pile and continue playing.
Hey, got a question. could you eventually make a video on how to use Battletech as a RPG? not including the MW RPG Lines? I've been playing the wargame for some time now but I think it would be fascinating too see discussion on how to use Btech classic as RPG without using any fiddly side books for support
It's an interesting video idea! If I were to do this (and it's something I'd be interested in doing), I'd have to use Mechwarrior Destiny, because the only one I know how to play prior to that would be Mechwarrior 2nd Edition. I don't imagine anyone wants to track down a secondhand OOP set of books (you really want the companion book with MW 2nd lol). You would need a second book if you wanted a set of RULES that governed how you played. Are you talking about how to RP Battletech without any ancillary book purchases? 🤔
I’d love to see a retro how to play for Mechwarrior 2nd edition 🙋♂️ Even a Tuck Davion play though of a classic 2nd Ed module like Bloodright, Unbound, Null Set, Royalty and Rogues, Living Legends (yes they’re in chronological order)
@@BattleBound Sorry for such a late reply, for some reason I havent been getting notifications. specifically, I am interested in trying to bring potential roleplayability through a battletech campaign without using side material to actually bring roleplay out. I am running a destiny game myself, and probably will have too backport the characters too second edition because of the elements I find lacking myself. but I wanna know how possible it would be to bring a full roleplay campaing using only the core book of Total Warfare of the classic ruleset
It's an interesting idea, but the rules are a bit too fiddly. Maybe it's me, but card games aren't my thing. Give me minis and maps and a whole lot of charts anyday.
I'm sure it does, but like I said, TCGs aren't really my speed. I prefer tabletop, where I can take time to strategize, create my own merc company, get under the hood on my mechs, and not have to speed things up. Maybe this would appeal to the short attention span crowd (as most TCGs do), but like I said, it's just not my flavor of Battletech. It's a neat idea, though.
I don't know that I necessarily like the "short attention span" verbiage here. What I like so much about this game is the fact that it's short, and I play Classic Battletech for fun lol. So if I only have 30 minutes for a lunch break and I don't want to stare at my phone, I can play a single player game of this and get some Battletech in my life to get my mind off of work for awhile, where I normally would have nothing or just doom scrolling my phone. Pull this and my brown bag lunch out of my work locker, could be entertained up to an hour lol. See if I can get to 10 Rep before my break is up.
@@BattleBound I didn't mean any personal slight toward you, Tuck. I refer to any card game as a "Short attention span game", due to the popularity of those games with the middle school and high school crowd, who comprise the majority of players of those games. I wasn't trying to be mean.
Oh my goodness. I don't know what it is about this game, but the four page rule book is absolute garbage and even with your very helpful explanation, I still cannot wrap my head around certain aspects of this game. I'm so confused about what stays and what gets discarded from turn to turn.
I admit it was difficult at first - I count myself fortunate to have been shown at Kerensky Con firsthand, and I wanted to pass that knowledge down if I could. I appreciate you watching - I hope you find a way to play the game that is both fun for you and makes sense. 🙂
Questions so far...
- Just to be clear, a command encounter is an encounter with the word COMMAND in the title, yes?
- If your second column contract is Headhunter Mission and you successfully complete said contract, do you score bonus Rep and C-Bills if you locked command encounters on the first contract or only the second?
- If the Waco Rangers start the turn with the Censure Token, can they still use it to re-roll 4 dice, or does the taking it from another player trigger the ability?
Great questions!
1.) Yes
2.) Headhunter (or Clan Hunter) Contracts will only score extra Rep/C-Bills for that contract. So you won't score extra for any Command Encounters you defeated in Column 1's completed contract, or any subsequent contracts, only for those you defeated during the execution of the Headhunter Mission.
3.) The Waco Rangers Command Card specifically states that the ability can only be used "If you do not have the Censure token". Therefore, if they began the turn with the token, the ability would be unavailable to them until it were passed. Wherever the token is at the time the ability is used, it goes to the Ranger player for one full turn. It does not have to be in the possession of another player to be "taken".
It looks more complicated than I imagined but I’m sure it’ll be easier to learn while playing. Thanks for the vid, BattleBound. I look forward to getting mine in the KickStarter👍
Thanks for the inclusion! 😁. Great tutorial, looks like a fun game!
I appreciate you stopping by!
Good video! I'm waiting until mine comes in the Kickstarter to play this, but it was nice to see it out in the wild and a review of how it plays!
We will be doing a full review soon!
@@BattleBound Looking forward to it!!!!
With moral quandry you have to lock as many dice you have available up to four. So if its the first one you flip over you have to either default or lock four dice. If you only have 1 2 or 3 dice available you lock them and complete the contract. You take the censure token if you lock dice instead of just defaulting
At the time of production, the rules made no indication that this is correct. Though, it could be. The wording on the card being "up to four", any time I've ever seen "up to" used this way, it's indicated that any number between one and the specified number is an acceptable choice.
Also, as an addendum - the Equipment cards that allow you to affect multiple dice are all "up to", as well (raw). So I wouldn't understand why "up to" means what it normally means in those cases, but changes meaning when Moral Quandary is revealed. 🤔
This sounds great as a foundation or add on to a different game. The only interaction players seem to have is through the Black Market, taking away something somebody else wants, and with no ability to directly respond this feels like it would just lead to everybody groaning when the turn is passed because nobody is going to get the equipment they need or want. I wouldn't count stealing contracts as interaction, since you only get the opportunity when the turn is passed to you anyway.
Like I said, this feels better as part of a larger game, it mostly involves sitting around waiting for your turn to come, watching other people do things in the meantime. If there was something else to occupy your attention or a larger game plan you had to account for, it might be more engaging.
Been thinking for a bit on how to reply to this.
I don't agree, and here's why:
If you see the end bit where we are playing, you can see how a player who knows what they're doing can score fat Rep in a single turn. That one play alone put him from 3 Rep, no C-Bills to 7 Rep/2 C-Bills. He won the game on his next turn.
Now if everyone at the table were like me in that situation, and knew what was going on when it was happening - IE: paying attention to the game state - they would be doing exactly what I was: watching the outcome of Will's rolls to see what happened.
Alternatively, you can play co-op instead of playing to beat everyone else. Like, someone rolls dice and everyone gets in on it to help that person see if they can solve the puzzle - can this roll defeat the Encounter? Look at Equipment, etc.
It's a party game after all, not a competitive CCG. The goal is to have a good time, not spank everyone at the table as fast as you can. 😂
One thing I will add to this is that I would like to see expansions made, and in such an expansion I would be a fan of cards that you could use on an opponent's turn, ala Munchkin. But then it would just be Munchkin with extra steps. 😂😂
This is a fun game within the system but completely different from the core game.
I am interested in trying it and also on where they will take it.
What I would like to see done is for them to make expansions to the game ala Munchkin. Able to be played separately or combined with the base game.
In RE: Core game, I feel like it's similar in the way that "it looks more complicated than it really is once you get the hang of it". 😂🫡
I'd be very interested in seeing a demonstration game of Encounters!
Didja see the bit at the end? Or did you mean like a full game between a few people?
@@BattleBound I did, but a full game would be awesome! It did clear things up a bit tor me.
When taking over a contract how are you replacing a locked white die? It says to replace a locked colored die with a white or your colored. Not the other way around. Nothing about replacing a white.
Also what is a bonus die? If my company has a yellow die, and I add 2 from a card, roll all 3 and lock one - how do I know if the locked one was a bonus or was the starting colored die.
What IS a bonus die?
[Response Under Construction]
Are you supposed to be discarding the contract and encounter cards for completed, cashed out, or defaulted (and not stolen) contracts ? Are you supposed to be holding onto these "spent" cards all game?
Once you cash out (or default and no one wants to steal), all Encounters and Contracts are discarded. When you run out of cards in these decks, recycle the discard pile and continue playing.
@@BattleBound that does make sense. It just doesn't actually say that anyplace
Thank you for asking the question!
Hey, got a question. could you eventually make a video on how to use Battletech as a RPG? not including the MW RPG Lines? I've been playing the wargame for some time now but I think it would be fascinating too see discussion on how to use Btech classic as RPG without using any fiddly side books for support
It's an interesting video idea! If I were to do this (and it's something I'd be interested in doing), I'd have to use Mechwarrior Destiny, because the only one I know how to play prior to that would be Mechwarrior 2nd Edition. I don't imagine anyone wants to track down a secondhand OOP set of books (you really want the companion book with MW 2nd lol).
You would need a second book if you wanted a set of RULES that governed how you played. Are you talking about how to RP Battletech without any ancillary book purchases? 🤔
I’d love to see a retro how to play for Mechwarrior 2nd edition 🙋♂️
Even a Tuck Davion play though of a classic 2nd Ed module like Bloodright, Unbound, Null Set, Royalty and Rogues, Living Legends (yes they’re in chronological order)
@jamessmith5666 this sounds INSANELY fun.
@@BattleBound Sorry for such a late reply, for some reason I havent been getting notifications.
specifically, I am interested in trying to bring potential roleplayability through a battletech campaign without using side material to actually bring roleplay out. I am running a destiny game myself, and probably will have too backport the characters too second edition because of the elements I find lacking myself. but I wanna know how possible it would be to bring a full roleplay campaing using only the core book of Total Warfare of the classic ruleset
It's an interesting idea, but the rules are a bit too fiddly. Maybe it's me, but card games aren't my thing. Give me minis and maps and a whole lot of charts anyday.
Once you get the hang of it, it goes really fast!
I'm sure it does, but like I said, TCGs aren't really my speed. I prefer tabletop, where I can take time to strategize, create my own merc company, get under the hood on my mechs, and not have to speed things up. Maybe this would appeal to the short attention span crowd (as most TCGs do), but like I said, it's just not my flavor of Battletech. It's a neat idea, though.
I don't know that I necessarily like the "short attention span" verbiage here. What I like so much about this game is the fact that it's short, and I play Classic Battletech for fun lol. So if I only have 30 minutes for a lunch break and I don't want to stare at my phone, I can play a single player game of this and get some Battletech in my life to get my mind off of work for awhile, where I normally would have nothing or just doom scrolling my phone. Pull this and my brown bag lunch out of my work locker, could be entertained up to an hour lol. See if I can get to 10 Rep before my break is up.
@@BattleBound I didn't mean any personal slight toward you, Tuck. I refer to any card game as a "Short attention span game", due to the popularity of those games with the middle school and high school crowd, who comprise the majority of players of those games. I wasn't trying to be mean.
This isnt a tcg. Its a dice game despite using cards. The focus is on the dice
Oh my goodness. I don't know what it is about this game, but the four page rule book is absolute garbage and even with your very helpful explanation, I still cannot wrap my head around certain aspects of this game. I'm so confused about what stays and what gets discarded from turn to turn.
I admit it was difficult at first - I count myself fortunate to have been shown at Kerensky Con firsthand, and I wanted to pass that knowledge down if I could. I appreciate you watching - I hope you find a way to play the game that is both fun for you and makes sense. 🙂
Ask any question you like though!