According to the rulebook, overriding alerts applies to the new alert drawn at the end of your turn. So it was used wrong here, about 30 seconds in (I don't know how timestamps work). Although, the wording does say you draw an alert at the end of your turn, starting with the oldest face-up card. So, I guess Rahdo did use it correctly?
No... he was playing correctly... if you want to understand it better go back to the first video at around 4:35 to see the cards up close and to hear Richard's explanation of the card
At 1:09, he says he needs 1 more engineering to fix the jump core. The engineer's special ability is it reduces the cost to fix the core by 1. So he has the 4 he needs.
It reduces the _action_ cost to 1 instead of 2; he still needs three Engineering _cards_ in addition to the engineer's discount of two for a total of five engineering.
Caught a mistake that wasn't on the Klingon subtitle track. At (:04 you overpaid for repairing the jump core by 1 because of the chief engineer's ability.
Nope... what he did was totally correct... the Chief Engineer ability is to reduce the number of ACTIONS by one, so instead of needing 2 actions and 5 Engineering resources to repair the Core, he needs 1 Action and 5 Eng.Resources
I love your game reviews, you are so enthusiastic all the time keep up the good work !
Awesome game indeed.
At 8:52 you forgot to remove the torpedo fired by the battle plan card.
noted... thanks :)
According to the rulebook, overriding alerts applies to the new alert drawn at the end of your turn. So it was used wrong here, about 30 seconds in (I don't know how timestamps work). Although, the wording does say you draw an alert at the end of your turn, starting with the oldest face-up card. So, I guess Rahdo did use it correctly?
Yes, as long as external sensors are online, the card you "draw" is the one furthermost in the queue.
00:18 Aren't the command discounts used for drawing 2 battleplans? Or they work as "always on" and applies to every activity?
No... he was playing correctly... if you want to understand it better go back to the first video at around 4:35 to see the cards up close and to hear Richard's explanation of the card
At 1:09, he says he needs 1 more engineering to fix the jump core. The engineer's special ability is it reduces the cost to fix the core by 1. So he has the 4 he needs.
It reduces the _action_ cost to 1 instead of 2; he still needs three Engineering _cards_ in addition to the engineer's discount of two for a total of five engineering.
Caught a mistake that wasn't on the Klingon subtitle track. At (:04 you overpaid for repairing the jump core by 1 because of the chief engineer's ability.
Nope... what he did was totally correct... the Chief Engineer ability is to reduce the number of ACTIONS by one, so instead of needing 2 actions and 5 Engineering resources to repair the Core, he needs 1 Action and 5 Eng.Resources
@@PauloRenato23 ah my bad. I remembered her ability wrong
@@trueflightgaming9104 no problem :)
No full playthrough? You have wasted my time you sadist.
i am a monster! :)