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Where the FAQ have you been?! image

Where the FAQ have you been?!

The BIG Unknown
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Contrary to popular belief, Truthi and Biggs live! And so does the ITU FAQ!

Transcript

Introduction and Podcast Overview

00:00:10
Speaker
Welcome to Blissfully Ignorant Gaming's Unknown Podcast, with your hosts Biggs and Truthiness.
00:00:31
Speaker
welcome to blissfully ignorant gaming's unknown podcast with your hosts bigs and truthiness Good evening, everyone. Welcome back to The Big Unknown. i am your host, Truthiness. And with me, as always, is our EMH, Biggs.
00:00:47
Speaker
Hey, it's me, Biggs. How are you doing, Truthiness? I don't know. How long it been? It's been too long. two We're not going to put time during into it.
00:01:00
Speaker
We've been a little bit on the busy side. Just a skosh. but Mostly with life stuff. ah how about yeah you and But we're here. We're here

FAQ Highlights and Key Changes

00:01:10
Speaker
now. And we're we're here to talk about Into the Unknown's relatively new FAQ, um something we probably should have talked about a couple weeks ago, but there's neither here nor there.
00:01:23
Speaker
yeah So um I think we're i going to generally talk about this as just kind of some, you know, we're going to pick and choose. We're not going to talk about the whole do nine pages of the document. A lot of it's, you know, fairly innocuous stuff. um So I think we're going to go with the I think we're going to call it the tier is stuff we knew that needed to be fixed and got fixed. And no real surprise there.
00:01:46
Speaker
The interesting tier where, you know, it's, that that's, that's interesting. That'd be something i I didn't really think about. um And, and maybe they'll find useful. And then the, whoa, that's a big change tier. I'm being super scientific here.
00:02:01
Speaker
um You know, as I'm sure you as a, as a, as a nurse pigs completely understands the scientific method. completely, the the sometimes the most scientific thing that you can do is base stuff on vibes oh boy vibes time okay uh where are gonna start uh well uh if we're going the duh tier let's go into the errata yeah a lot these are pretty uh pretty minor And let's take a look at that galaxy class star drive card.
00:02:35
Speaker
Yeah. The, the very obvious three should be two, three, two, as we all know. You want to try that again? Since you got the FAQ wrong too, just there.
00:02:47
Speaker
The sentence crew maximum status is three, three, three, three red, two, uh, yellow, three blue should instead read crew maximum statuses to red, three yellow, three blue.
00:03:02
Speaker
You said two science. Uh, did either? Yes, you did. Oh, well, no we're, we're two, three, three, two, three, three, not two, three, two. We're taking off in high gear. You can see we're totally conscious and focused.
00:03:17
Speaker
Yeah, I mean, this is when we I think everyone knew. um it's You just literally flip it to the other side of the card and it said something different. um and you know One of which was real and one of which was not. Yeah, so it's pretty easy to deduce just by process of elimination. One didn't exist on the Galaxy class ah ship card and the other one did.
00:03:42
Speaker
So pretty pretty easy determination there.

Game Mechanics and Rule Clarifications

00:03:45
Speaker
What we have after that? Danube class runabout card. It has TP instead of FP, indicating flex points. So, you know, easy fix there.
00:03:55
Speaker
um we also have the engineering teams. um At some point in testing, this was called engineering, I suspect. um And it should be mechanics. So the emergency repair action lists the engineering skill.
00:04:08
Speaker
This should be the mechanic skill, which, yeah. um Oops. Easy think. Something that people actually have. Yeah, yeah. Yeah, as opposed to, you know, what do we do? and But this is yet another thing that I think the community generally knew and figured out, and I think the developers have talked about um in various interviews. Here it is, in writing. Now everybody doesn't have to be confused.
00:04:32
Speaker
ya yay Moving on to Hales, you've got opening a Hales step four needs it to add a bullet point. If the answering unit is attached to a unit friendly to itself, like a team attached to a ship, that unit's player may choose to have the unit it's attached to become the answering unit instead.
00:04:54
Speaker
no heing no No hailing a single team with no officer attached on a much larger ship. Yeah, yeah, yeah. Let's hail that engineering team in engineering and completely bypass the bridge, which is where all the hails come in.
00:05:14
Speaker
Yes. So yeah, another one that, you know, just common sense fix. um I think can't remember who brought this one up. It was pretty funny description. Like, yeah, it doesn't make any sense. um Let's just, ah let's just fix that.
00:05:28
Speaker
I think we can skip the ah but campaign rules here. Yeah, like these are little minor tweaks, such as running out of ships. Anything with the team action that was really anything? Mm-hmm.
00:05:42
Speaker
Yeah, it just looks kind of like a reiteration to me. Tactical Extraction got slightly tweaked. And then the rest of these are just campaign mission updates.
00:05:52
Speaker
All just minor little wording tweaks. Nothing really huge there that I see. Anything else? No, that's pretty much it there. There's a couple cards that got that you can print out if you really desperately want to fix the cards that we've already talked about.
00:06:15
Speaker
Yeah, the Danube's there for print and play. The start the yeah Star Drive captain's chair is there. And both the damage control for Dominion and engineering team for Federation are there on the last page of the FAQ.
00:06:30
Speaker
If you really feel the need. Which I do not. But I know some people professionalists. I'd be curious to see if anybody just like runs these professional quality and just makes them like available for after sale or something like that. Mm-hmm.
00:06:45
Speaker
All right, so what's some intriguing ones you saw here that just didn't really come to your mind and kind of shifts a little bit at how you think about the game? um Well, continuing with the, ah well, no kidding.
00:07:04
Speaker
you're going stick with the duh? I'm going to stick with the duh just for a second here and reiterate that um A unit is both friendly and at range of itself.
00:07:16
Speaker
Yes, yes. That is a pretty classic Gerns-Brooks rules writing style. So, yeah, ah that's the thing.
00:07:29
Speaker
you've never played any X-Wing or Armada games, I can understand the question. But anybody who's familiar with these devs playing any of their games, that's pretty standard. We just assumed think we did just assume. I'm not sure it's actually spelled out. But I think it was like, yeah, of course you're arranging yourself.
00:07:44
Speaker
Oh, wait, how all games work like that? Oops. ah Well, oh let's see. here's Here's a fun one. um When giving a special priority order,
00:07:57
Speaker
Can a Commodore give an order to a station with a committed officer? No, it's got to be a station without a committed officer. Yeah, I think there can be an officer at that station, but that officer cannot be committed.
00:08:13
Speaker
Yeah, I think that is spelled on the rules, but I think it's worth reiterating for sure, because it's. I think the wording is says that without a committed officer, but you know yeah it's not going to hurt to reiterate, nope, you're committed, you can't do it, which you know makes you think about the timing of your Commodore, which generally means you're probably going to want them to do you know the Commodore action early, especially if you want to try and duplicate it with an officer at a station.
00:08:37
Speaker
So just a timing thing to think about. not a huge change how I think I generally play because I think I was already mostly doing this, but I can definitely see how it might, might mess.
00:08:48
Speaker
I can think of a few times the game where, um, just getting the order a little off definitely had a big impact on the game. Uh, so I, yeah, that's a good one.
00:09:01
Speaker
Um, um, Oh, and there's shut now yeah, here we go. There's the procedures with the shuttles. I think you mentioned this one before we started. When a unit launches an auxiliary unit, can the launch unit be placed in a different area of the sector than the unit is in?

Strategic Game Elements and Mechanics

00:09:18
Speaker
And the answer is yes.
00:09:20
Speaker
ah For example, if launching a unit in a system, the launch shuttle or auxiliary unit can be placed beyond the system boundary in deep space. That is intriguing for sure.
00:09:31
Speaker
Oh yeah. You killed federation can just do a drive by with your little shuttle and not have to enter the system. And that's one less warp maneuver you have to do.
00:09:43
Speaker
And you can also, for that matter, you can also punt a shuttle out into deep space. If you feel the need for some reason. Yeah. I'm trying to think if there's any other. This could theoretically also be used with saucer separation.
00:10:01
Speaker
to Yeah, that's a big one. either into a system or ah or out into deep space depending Yeah, that would be really huge for an escaping ship. I'm thinking of my last match with Minty in the World Cup.
00:10:20
Speaker
um If he had been closer to the system edge, he did separate the saucer to try and ah save some of his officers, um knowing that the main section, the star drive, was going to go down.
00:10:32
Speaker
um So he separated to evacuate and yeah I followed up and shot the thing down anyway, ah but if he'd been able to jump out of the system, suddenly it's not targetable, and I've got to take a warp action to try and go after it.
00:10:49
Speaker
So that's... Yeah, I like that separation idea. i don't know how often it'll come up. You've really got to think about it, because the range for launching the saucer is not big. No, but as long as you're overlapping the As long as you're overlapping the system or the, yeah, the system borders.
00:11:12
Speaker
Hmm. Yeah. no Yeah. Yeah. That one's, I think you're going get the most use out of the Uggs, like the shuttles and the like for, for fairly obvious reasons. Like you can, you can do a drive by pretty easily. The launch range on that ain't too bad. um and you can time your maneuvers to go by,
00:11:32
Speaker
fairly close to system edges just to dump the shuttle in. So I like that. It's yet another annoying advantage of silly hippie dippy Federation. But hey, you know, I'm not better.
00:11:45
Speaker
Not better. No, no, not at all. Well, here's a here's an interesting one. If you're getting assigned a damage card, but the damage deck contains no cards that meet the criteria for the attack,
00:11:59
Speaker
ah For example, attacking the aft, but already assigned all the aft and any damage cards. It just suffers whole damage as normal, but isn't assigned another damage card due to this attack. o I mean, that's got to be a pretty messed up ship to be at that point, but... I mean, that's that's ah not a bad perk for being so bad the damage. Yeah, but, you know, if you've only got really... I think it's the...
00:12:25
Speaker
I think it's the Jem'Hadar fighter only has one true aft damage card. It's a bad one. Yeah. But if you're just getting hammered from behind, I guess you got a busted warp core.
00:12:41
Speaker
Yeah. Another one is actually, ah think we didn't really have an intuitive answer to is where is the Defiant Class Escort's armor compromise damage card placed after it is assigned?
00:12:54
Speaker
And because armor compromise is not referred to being assigned to a specific station, it is placed above the ship display. Unlike the other damage cards, it does not disable a station. Like other damage cards, armor compromise is repaired at the station listed on the repair test.
00:13:09
Speaker
That... is yet another, think, checkmark for the Defiant being a really dang resilient ship. like Yeah. feel like most of its crits aren't too bad, and now you have another one that I think I had assumed to disable that station. I think it was, what, Engineering? i can't remember what the symbol is on it.
00:13:30
Speaker
ah But, like, it's another station that's free. um So, yeah, the Armor Compromised isn't a great crit to have, but... At the same time, is there any great crits to have? No, I mean, but it it's just what if I'm trying to remember what it is, it's just it's just loses the resilience value, right?
00:13:48
Speaker
Yeah, it's not a thing. Of all of them, that's probably the best one to top deck. Yeah, and now you don't have a station disabled? wo it's That's kind of going from maybe inch and beyond interesting to maybe pretty game-changing for me.
00:14:07
Speaker
i mean, i already love the Defiant, but you know. You've got to be both taking damage and top deck just the right card.
00:14:18
Speaker
Yeah. I mean, it's but still a little bit more resilience. i'm A modest amount of more resilience. I'm not going to mind it. I'm not going to mind it. I didn't mind that card. no um Now I really don't mind that card. I'm definitely not going to bother repairing that thing. ah Okay. um Well, i got um we've got what a torpedo launched with ah zero endurance does.
00:14:48
Speaker
Explodes immediately? when it Explodes. Well, when it comes time, it does not move and then explodes. Okay. Yeah. and Seems pretty intuitive.
00:14:59
Speaker
Okay. so this is this is a less straightforward. The one right below that is also kind of interesting. It isn't as straightforward of an answer as I would expect. Is a torpedo's detonation an aggressive or hostile act?
00:15:11
Speaker
And the answer is this depends on the unit the torpedo attacks. Is detonation attacked? targets at least one opposing ship, it's hostile. If the destination attack ah targets at least one opposing auxiliary unit or projectile unit, but no ships, it's an aggressive act.
00:15:28
Speaker
If a torpedo is removed because it has no remaining endurance and not because it is detonation keyword is triggered, it is neither a hostile nor aggressive act. I don't really know what I'd use that for.
00:15:40
Speaker
i mean, shooting a torpedo at a torpedo to stop the... That's... Yeah, and I guess ah the obviously the auxiliary unit thing makes a big difference. like You go attack a a shuttle without flipping hostile, which actually, yeah, I think I may have assumed it was the other way around.
00:16:00
Speaker
So I think that is that maybe gives Dominion a way to start clearing some of the Federation chaff that kind of starts infecting the board.
00:16:11
Speaker
like there's There's a much lower bar to me to try and get to an aggressive act instead of a hostile act. Mm-hmm. Yeah. i don I don't know if that goes with your experience, but I feel like i'm much more comfortable going with the aggressive act, especially knowing that, um you know, I can start getting certain teams going with the dominion and I can start getting those victory points back fairly quickly going after, ah teams and and the like.
00:16:36
Speaker
So, yeah, I think the main change there for me is, is what I can do to shut holes. Mm-hmm. Well, uh, other Other interesting things, torpedoes can cross system boundaries.
00:16:48
Speaker
Yeah. Yeah, that's right. Huh. So you launch it from one system to that, now it's assuming you have enough endurance. Mm-hmm. Probably doesn't have enough endurance to go from system to system, but you can easily lob one into deep space or you can lob one from deep space into a system.
00:17:09
Speaker
That's good for pursuing. I'm not really, that's, that's a little counterintuitive, but I don't really see another way to do it. Um, yeah I guess they did fire torpedoes at warp.
00:17:20
Speaker
I've seen, I think we've seen it before on screen, right? and Yeah. Am I losing my mind there? i feel like that is, I feel like there's been torpedoes launched while at warp. I feel like there has, don't know. Correct me. Correct me if I'm wrong.
00:17:37
Speaker
yeah Yeah, I'm sure we'll hear. oh sure I'm sure we'll hear. hear about it. Someone loves to correct us. sure. Yeah, I'm hinty.
00:17:47
Speaker
Every time. here's some Here's some fun bits. ah Can you, using a warp or impulse maneuver, move over solid objectives? Yes. Can you be placed on top of a solid objective?
00:18:00
Speaker
Also, yes.

Combat Mechanics and Strategies

00:18:01
Speaker
That one surprises me. I always thought we had to avoid those. It's like... um You're in three-dimensional space. You can cart due north or due south of a planet.
00:18:17
Speaker
Madness. but just Just madness. That can't make any sense. No, yeah, i I don't know why I thought I had to avoid solid job solid objects. like good I think I assumed gameplay upkeep reason, you know just don't want to obscure what's on the landing site. but But, I mean, yeah, it makes sense for me. What's the word I'm for here? Thematic?
00:18:45
Speaker
Yes, there we go. Thematic sense. like you know in You're in space. They're not. Yay. And finally, specifications on anomalies and making tests when the anomaly is exposed.
00:19:00
Speaker
if If you expose a ummin an anomaly because you did a mission action or warped over it, the officer leading that action also leads the required test.
00:19:12
Speaker
If it's exposed during the hazard phase,
00:19:17
Speaker
Nope. Too bad. So sad. Okay. Well, here's another one. I think I've been getting wrong. Uh, when does proportionate response, the Federation's hostile combat directive trigger proportionate response triggers after an attacker is old. If the opposing ship has the disabled status icon and not destroyed status icon, the Senate care for the fire weapon actions concluded.
00:19:40
Speaker
um, So I'm a little actually kind of confused by the answer here. um If you go by it, does not mean the Federation ship can disable enemy ship one attack, score victory points, then choose to make and subsequent that destroys the ship for the same action. However, the Federation player does not score an additional victory point for doing so.
00:19:59
Speaker
So is this saying that it's as long as you disabled? It's saying as long as you end attack, as opposed to ending the fire weapons action.
00:20:13
Speaker
If you end an attack and the opposing ship is disabled, you score the victory points. Yeah, yeah, yeah. Alright. So it's still the same problem with Breeze. If you are then, if you then still have additional fire weapons action, ah if you if your fire weapons action still has more potential attacks, you can take those additional attacks and finish them off. Right, okay, so my initial thought here was thinking about breach, because that has caused problems for the Federation in my games. Yeah, if you if like breach them and it doesn't show the disabled status.
00:20:54
Speaker
Yeah, because you still go straight past it to destroyed, and you don't, okay. Alright, so I was playing it right. here's Here's a question that I have. If, for whatever reason, you manage to reduce their ah the ship's ah crew dial so that it says disabled on the crew dial does proportionate response trigger yes because it does have a disabled status icon i'd say so and not a destroyed status icon yeah i'd say so that's a really hard thing to do and then you could theoretically continue to attack
00:21:34
Speaker
And score every single time that you're like, it's disabled. I attack it again. It's still disabled. I attack it again. It's still disabled. I think at that point you're going to be, i mean, that ship is going to be, you have to be so far ahead in combat to get to that point. I cut but i don't think that's going to come up.
00:21:56
Speaker
Funny if it does. It would be. It would be. um Right below that, um if an opposing ship is destroyed by a damaged card that was applied by a Dominion unit's earlier hostile attack, does make an example Dominion's hostile combat directive trigger?
00:22:11
Speaker
No. So yeah, you may have warp core breached, but ah too bad, buddy. You didn't actually do the damage that technically killed the ship. um Oh well.
00:22:22
Speaker
Ouch. Ouch. and that's that That hurts a little bit, but you know, should have shot it some more, I guess. You can't destroy me. I'll destroy myself.
00:22:34
Speaker
Oh, geez. and Okay. Okay. ah What else we got here? Uh... but I see no ordinance for torpedo attacks, which I think we kind of knew, but reiterated.
00:22:48
Speaker
you can't use officer and team skill ranks combined. It has to be, you know, other one or the other, probably whichever is higher.
00:23:00
Speaker
I mean, yeah, and I think, yeah, that makes perfect sense. Actually, honestly makes the teams like really good on their like most teams. I'm funny are really good on their own. The only time you really ever need the officers to just tell them to do the priority action. So I think it makes the teams a lot more flexible and who you can attach. You don't have to worry about the keywords as much.
00:23:22
Speaker
Mm hmm. You know, especially the Gemini Assault teams like, oh, my goodness, they do not need help.

Community Feedback and Rule Complexity

00:23:29
Speaker
um just send a random Vorta with them to tell them to go do a thing and they'll do the thing and things die.
00:23:36
Speaker
that Things die real fast. ah All right. Let's see, a reiteration that it's three total officers getting ready across the entire fleet.
00:23:51
Speaker
um Yeah, I think that's really kind of the big stuff I see. I don't think I really see anything mind-shattering like I kind of started with. So, sorry for the tease. Here's a good one.
00:24:03
Speaker
If a complication causes a solid objective to be removed, what happens to any personnel on that objective? um And it's attached to the closest friendly space unit With cap capacity.
00:24:17
Speaker
Hold on, you're forgetting you're forgetting the the shade part of there. Yeah. if As described on page 44 of the additional rules. If there is... all out of You need to read the rules.
00:24:29
Speaker
Hey, look. Look, okay. There's... That's page 44 of 100. Okay. she sp I just I think this is like the one.
00:24:41
Speaker
yeah Yeah, there's a few. But this one just feels like a particular like as described on page 44. Okay. Sorry, Max. Sorry, Mike. I didn't mean it good enough. I'm sorry. ah and it's good day Yeah, it's and's kind of the cleanest thing. Just think of it as like an emergency transport out, I guess.
00:25:00
Speaker
um The really long range emergency transport out in some cases if you're really far away, but hey, game's been a Note that it doesn't say ah it doesn't say in that system.
00:25:15
Speaker
Yeah. It says closest friendly space unit with capacity. Oops.
00:25:23
Speaker
Yeah, yeah, yeah, yeah. Yeah. Again, I don't I didn't see anything hugely mind blowing. Just some stuff that's a little interesting and stuff I was definitely playing wrong.
00:25:35
Speaker
ah Yeah, like I've been seeing some some Taron discord just complaining about the complication of the game lately. And yeah, that's fair. It is a quite a complex game.
00:25:47
Speaker
I think they did a really good job here addressing some of the stuff that I think a lot of us may have been getting wrong or overlooking or you know being a little confused about. So, you know, obviously, in my opinion, very solid first FAQ.
00:26:00
Speaker
I can't really think of anything huge that I think was missing. um Really? i mean i feel like they did a very good job going through the Discord questions.
00:26:14
Speaker
Well, and the the forum questions because Board Gaming Geek, I think, had a bunch of them as well. Yeah. um Yeah, they did a good job kind of sensing across as much as they could to to get an idea. And I think they i think they even posted like, hey, you know we're putting things together. Please post here. you know Let us know if there's anything um that's outstanding. So I think they did a great job going through here.
00:26:39
Speaker
I think the one thing that I wouldn't mind seeing in the future is maybe relooking... some of those complications that we've, I think, found that just kind of encourage sitting there and doing a good old farm.
00:26:55
Speaker
um well i can't What's the one that we keep doing that just is all farm city? Everybody just sits next to them and just keeps triggering over and over again?

World Cup Reflections and MOV Chart

00:27:04
Speaker
ah Yeah, that would be...
00:27:08
Speaker
Oh, crud, I don't have mine in front of me. premiere I feel like... you probably know the one. know the one. can probably go back to the World Cup and just find, like, hey, what was it? Where is the World Cup? The same one everyone did whenever it became available. because yeah see Let's see. I know it's a screenshot from Minty, almost certainly. Was it Battlefield Rescue? Yeah.
00:27:36
Speaker
ah No, no, it's not. It's not it.
00:27:43
Speaker
I was going to bug the hell on me now.
00:27:48
Speaker
Womp womp. Okay. Not contested territory. ah I know this makes for engaging listening of just having us mumble and bumble through like, oh, maybe it's a, yeah, I'm sorry. We should just edit all of this.
00:28:06
Speaker
Yeah, no, we're going do that. We don't do editing around here. That's just, that's no fun. Because then we don't get things like your Dead Space song.
00:28:16
Speaker
And ah we we got to have that. Got to, got to. Oh, I didn't get you this time. Cloak and dagger. Cloak and dagger. That's it. That's it. Oh, good old cloak and dagger. I knew it was a C and D. and feel like one out there well. I wouldn't mind seeing these take a look at because I feel like they meant to have them removed or have, you know have some some markers put down to stop the farming.
00:28:49
Speaker
Maybe like have it removed. I don't know. Like, some kind of counter on it. Like maybe, maybe an endurance counter that drops down every time. Something that's just something that'll something that'll clear it eventually. Farm, farm, farm, farm, farm.
00:29:05
Speaker
Yeah. It's just, it just doesn't feel great to have everyone just literally stop moving and just do nothing but roll dice with every single unit, every single team.
00:29:17
Speaker
um so I'd love to see that, that take look at maybe in another f FAQ, um, We'll see. um ah don't. And actually, you know, while we're talking about our experiences in the World Cup, do we actually ever talk about the finish?
00:29:36
Speaker
i don't know. Do we? don't remember. I don't know. It's been it's been a bit. It'd be about exactly a month ago that we finished it up.
00:29:48
Speaker
Yeah. I think, did we talk about it like lessons learned? I think we did talk a little bit about, you know, what we were learning as we were going through it. I think the big takeaway, I think, is we we've kind of been tweaking, at least for me, is is tweaking that MOV chart you've been working on. and Yeah.
00:30:06
Speaker
ah Because I think we we inadvertently ended up with ah pretty much, like, what to the final standings? Like, I think it was end up determined by MOV. 13, 12, and the... yeah the the The people that won, which was you and um Loki.
00:30:24
Speaker
I mean, Loki lost twice because he had two mutual wins. Mutual loss. Exactly. mutual Mutual loss avoidance. ah But but each person each person that won overall um got two fours and a five.
00:30:45
Speaker
And that was good enough, but it was very easy for some people to get good number of mutual wins. First through fifth both had at least one mutual win, and it's...
00:31:02
Speaker
first through fifth both head at least one mutual win and And everyone but you had two mutual wins in a three round Swiss. and Yeah, I don't do that. No, none of that nonsense.
00:31:15
Speaker
um Yeah. So I i had five over the course of the tournament. Good for you. You damn. So, yeah. The original chart you had here had basically for winner loser scenarios, three to winner, three to go to the loser for a stalemate. There is really no we loser there, I guess.
00:31:34
Speaker
And then four to two for a minor victory, which was one to two MOV. And then your major victory was five the winner, one the loser with three plus MOV.
00:31:44
Speaker
think if I remember it correctly, we all figured, I think the feedback was that that major victory threshold needed to be bumped up significantly. Yeah. Cause yeah, you, let's see, we, I think next so your next chart had six plus Victor MOV be the big win.
00:32:03
Speaker
um And then I think we also just added points here too. Yeah. Yeah. Because you went to the 3-3, you went 4-4 for the tie, 5-3 for the minor, which you expanded 1-2. We added a moderate category. That's what it was. So victory 3-5, MOV the winner, loser.
00:32:20
Speaker
And the major victory we defined as 6-plus would be 7 and a 2. And that's for... and that's for that's for making a joint solution. Oh, right. Sorry. Yeah. And you had a fairly similar chart for win lose. Um, but you just basically added a point for the quote unquote loser and a joint solution. there an incentive there to get an extra victory point, even if you're, you're down rather than just taking the whole process.
00:32:48
Speaker
There's a, there's a significant penalty. There's a significant penalty for the loser. yeah to not accept the joint solution. Yeah. think have at least ah one to two points difference for even the loser. Yeah. If it's a close game, it's a it's at least a two-point loss.
00:33:08
Speaker
So stalemate or a minor win, it's a two-point loss for not accepting a joint solution. And as you get to moderate and major, um it's a one-point loss.
00:33:21
Speaker
So... you know, maybe if the, if your opponent is blowing you out completely, you can just, maybe i wouldn't mind seeing a major winner as we go yeah it uh, the winner winning by six or more. I think maybe that should be a five instead of a four one.
00:33:39
Speaker
Yeah. You can make them have a four one instead of you getting uh, getting two points. You're like, okay, I'll get, I'll get one point, but, you don't get, you lose three points because you weren't willing to let me, you weren't willing to work together to keep it close. Okay. I still think that maybe it should be like a five because two point dip, just because your opponent doesn't want to play, I think is enough. if You don't need a three point dip.
00:34:07
Speaker
Yeah, maybe. But I mean, I think we're doing well. I'm definitely passing this on to to Mike and and and Max because I think this is a good starting point. I'll definitely be passing it on to Form as well. Forminder is running, I think, a small Nova tournament. He's going to at least try and run it. i can't remember what day. I want to say like Sunday.
00:34:27
Speaker
of Nova open. um So yeah, I mean, and this is this nice as you know, it's we're we're experimenting, we're finding what's working. um you know, it's kind of cool to kind of be given the initial feedback on what an organized play system could be like for this.

Future Plans and Community Engagement

00:34:43
Speaker
hmm. And the thing is, like, depending on the depending on how much you want to encourage cooperation versus competition. Yeah.
00:34:59
Speaker
You can tweak those, those scores to have a completely different mentality. Yeah.
00:35:10
Speaker
Going into it. Like the, the world cup, the mentality was, oh yeah. If we get a if we get a joint solution, heck yeah, we're gonna, we're gonna offer the joint solution result. And,
00:35:25
Speaker
get our four points and go on our merry way. That's pretty good. Yeah. And then you do something like this. Now there's, now there's more competition and hopefully still some cooperation to get more points out of it. Once the result is more certain, we'll call it. Um, but yeah, or you could, or you could do something that,
00:35:55
Speaker
really pushes people towards competition ah by tweaking the points even further and just saying like, okay, yeah, good luck.
00:36:07
Speaker
Or try to try to figure out a way to avoid joint solutions entirely if you're doing onto a good system. I think we just need a little more separation. i do like the idea of rewarding you know both players getting something out of that...
00:36:22
Speaker
ah joint We're going to actually wrap it here. We may have had a little more discussion, but we started having technical difficulties of some kind for the night. ah But that's a decent enough place to wrap it it up. So thank you for joining us again here on The Big Unknown. um Hopefully by next week, we'll start getting back into a regular rhythm.
00:36:42
Speaker
ah start up our campaign stream again. So please join us. ah Should hopefully be Wednesday evening at about, say, 8.30 Eastern, hopefully. ah So again, thanks for joining us. Have a good night.
00:36:59
Speaker
Thank you for joining us. If you want more of that sweet, sweet, big content, head over to our website at blissfullyignorantgaming.com and follow the links to our Discord. Until next time, this has been The Big Unknowing.
00:37:20
Speaker
I'm sorry.