Welcome to Talking Time's third iteration! If you would like to register for an account, or have already registered but have not yet been confirmed, please read the following:
Once you have completed these steps, Moderation Staff will be able to get your account approved.
#1
|
|||
|
|||
IT IS THE FUTURE. Let's Play Android
Android In the future criminal future justice system, the future people are represented by two separate yet equally important future groups: the future police who investigate future crime and the future district attorneys who prosecute the future offenders. These are their future stories. (But only if you're future police.) DUN DUN A future crime has been committed! Your job, as a future detective, is to travel around future New Angeles, following up leads and planting evidence on the suspect you think is guilty all while making sure your life doesn’t spiral out of control. Yes, future detectives are all corrupt and they have horrible lives. The Day During each round (day), each player takes a turn spending a certain amount of time, then any end of day events occur.Actions that cost 1 Time: Move to a New Location
I’m working on how to show each detective’s move limit. Follow Up a Lead
Placing Evidence
Uncovering the Conspiracy The player may choose one of these 2 options:
Draw or Discard a Twilight Card A player with fewer than 6 twilight cards (or fewer than 7, in Raymond’s case) may draw either one light card from his light deck or one dark card from any other player’s dark deck. Alternatively, a player may discard a light or dark card to the bottom of its deck without playing it. If a player draws the last facedown card in a deck, shuffle the discarded cards to create a new facedown deck. Play a Light Card A player may play a light card from his hand, but must still pay the usual twilight cost. Dark cards do not cost Time to play, since they are played during another player’s turn. Get a Jump on the Case If a player is in the same location as the scene of the crime marker, he may remove the hero marker there and replace it with one of his own. If it is still in place at the end of the phase, he becomes the new first player. Actions costing variable Time: Use a Location Ability If a player is in a major location, he may use that location’s ability, also spending additional costs if required. A player may only use a given location’s ability once per round. Event-Based Actions Some event cards grant temporary abilities to certain places on the map, though often these are only available to the first player to use, after which they expire. Last edited by sraymonds; 06-21-2012 at 08:00 AM. |
#2
|
|||
|
|||
Playing Dark Twilight Cards Other players may also play a given detective’s dark cards during that player’s turn, in response to his actions. It costs a player 0 Time to play a dark card, but the card’s twilight cost and any conditions listed on the card must still be met. Twilight Cost When a player wishes to play one of his light cards, he must dark shift by the number of spaces shown in the card’s upper left corner. Similarly, when he wants to play another detective’s dark card, he must light shift by the number of spaces shown in the card’s upper left corner. If a player wants to play a card for which he cannot afford the twilight cost, or if he wants to get rid of excess cards, he may discard twilight cards (of any type) in order to reduce the card’s twilight cost. For every discarded card, the played card’s cost is reduced by one (0 minimum). Players may not discard cards to reduce the cost of a card being played by another player. When a light or dark card whose color matches the target detective’s current plot is played, the player playing the card may either increase or decrease its twilight cost by one. Cards Only one dark card and one light card may be played in response to a single event. If multiple players wish to play cards, first determine who plays a dark card; the first player has priority, followed by players clockwise. After the dark card has been resolved, the active player may then play his light card. Plots Plots are problems that spring up in the detective’s personal life while he’s investigating the murder. Each detective must deal with one plot each week (except Raymond, whose plots take 2 weeks to resolve). Each plot is comprised of a single-sided start card, a double sided crossroads card, and 2 double-sided ending cards (with VP on them). At the start of each week, a random plot is selected for each detective, and its start card is put into play. Emotional Baggage Plots accumulate emotional baggage over the course of the week, which determines how they resolve. Each start and/or crossroads card has a good baggage section (orange) and a bad baggage (grey) section. If a player’s plot has more good baggage than bad baggage, it resolves positively. He looks finds the plot card named in the good baggage section of the card and puts it into play, then discards the old card, along with all of the baggage on it. If a player’s plot has as much or more bad baggage than good baggage (or none at all), it resolves negatively. A player who gains conditional baggage must look at his current plot card (his current start or crossroads card, not any previous ending card). If the conditional baggage is listed in the good baggage section of the card, he gains good baggage equal to the amount of conditional baggage he gained. If the conditional baggage is listed in the bad baggage section of the card, he gains bad baggage equal to the amount of conditional baggage he gained. If the conditional baggage is listed in neither section, he gains neither good or bad baggage. Turn Example We're going to use Caprice as an example. Her Sanity is at normal, so she has 6 Time for this round.
If at any point another player has a Dark Card that they can play, state at what point you play your Dark Card. Dark Card Interrupt Falselogic: As Caprice enters Levy University, I play Psychics are Phoneys. Remember, if you want to lower the Twilight cost of a card, you can discard cards from your hand. Also, only one dark card and one light card can be played in response to a single event. Hypothetically, yes, if everyone had a dark card that corresponded to each of Caprice's actions, six Dark Cards could be played against her. If everyone had a Dark Card that dealt with her entering Levy University, then only one person can play that Dark Card. If no one can agree to who plays it, then priority goes from the first player all the way down to the fifth player. Last edited by sraymonds; 06-26-2012 at 10:20 AM. |
#3
|
|||
|
|||
Lucas - Caprice Nisei
The Giant Head - Louis Blaine Falselogic - Floyd 2X3A7C Sarcasmorator - Raymond Flint Mogri - Rachel Beckmann Scene of the Crime <---- Caprice Nisei Last edited by sraymonds; 06-25-2012 at 07:25 PM. |
#4
|
|||
|
|||
The future looks complicated!
|
#5
|
|||
|
|||
Does a future detective investigate THE FUTURE?
|
#6
|
|||
|
|||
So, going by what you've said so far, this game takes place in the Wild West, right? No? Well I'm out of ideas, then...
(I won't be participating in the game proper, but I will watch from the sidelines.) |
#7
|
|||
|
|||
Are you looking for players? I own the game and am familiar with the rules, but have never gotten a chance to play it in a group...
|
#8
|
|||
|
|||
Sorry for the late reply, gog, but I've already got five players for Android.
|
#9
|
|||
|
|||
I've uploaded the correct board. If anyone wants to double check it, feel free.
Re: vehicle movement, I can either get the scale of the vehicle rulers to the board and post it, or the players can post a location and I can tell you how many turns it will take to get there. I think once we get that, we can start. |