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A Magnificent Compromise  image

A Magnificent Compromise

The BIG Unknown
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47 Plays11 days ago

Biggs and Truthi discuss the single most important thing in all of Star Trek: talking!

Transcript

Introduction to The Big Unknown Podcast

00:00:38
Truthiness
Hi, and welcome back to The Big Unknown. I'm your host, Truthiness, and with me, as always, is our friendly neighborhood EMH, Biggs.

Game Mechanics: Directives and Hails

00:00:46
Biggs
Hi there! This is the second one we're recording on the same day because Biggs is bad at scheduling.
00:00:52
Truthiness
Why, why did you, no, no, you could have made him seem like we were, ah made it seem like we just, a why do you spill in the beans?
00:01:01
Biggs
also Also, it turns out that when you try to hit record after we've recorded, it puns me out and then I have to come back in.
00:01:02
Truthiness
ah
00:01:10
Truthiness
No, it's not like what happened. Anyway, tonight, good night.
00:01:23
Truthiness
All right, so tonight we are talking about directives and hails, the not so sexy compromise part of the game.
00:01:31
Biggs
Ooh, compromise. Everyone's favorite

Correcting Past Errors

00:01:35
Biggs
mechanic.
00:01:36
Truthiness
yep yep yep and this is definitely where we found another recording we need to start using more often and this is definitely where the game starts to get uh well
00:01:50
Biggs
ah We're going to get so much use out of that.
00:01:55
Truthiness
Oh my God, are we? We were talking about that off off off a recording. I think that thing, that quote right there could be used pretty much in every episode we've done so

Understanding Directive Types

00:02:05
Truthiness
far because this game's got a steep learning curve. It's so much fun when you get into it, but stick with it. That's why we're doing these Evergreen episodes to try and help everybody get acclimated to the game and just kind of kind of learn as you go.
00:02:21
Biggs
Speaking of evergreen episodes, I think we need to issue a correction.
00:02:27
Truthiness
Oh, yeah, we'll get to that. We'll get to that when we get to hostile acts and aggressive acts. We'll get to that. Shush, shush, shush. I wasn't wrong. I was wrong.
00:02:36
Biggs
Shushing now.
00:02:37
Truthiness
I was wrong. sir Anywho,

Combat Directives: Control and Correction

00:02:40
Truthiness
um so today we're going to start with directives. So you got three directives. You got your combat, you got your diplomacy, and you got your exploration. um You don't use these in the demo games that were out, but these are integral to balancing um as part of the campaign and part of incidents missions.
00:02:58
Truthiness
um So they they add quite a bit of complexity in just playing, like they seem fairly simple just to look at. um But once you try and get into balancing these things,
00:03:09
Truthiness
um it can it it can lead to some interesting gameplay restrictions, which makes it feel very trick. So we're going to talk about first the combat directives, and we're going to just kind of talk through um what they are, how they trigger, um and then we'll talk through the different ones for Federation and Dominion right now. um So the first one first thing, combat directive, this thing is all about controlling hostile acts. And the correction we need to get to is the sensor lock action um is not a hostile or an aggressive act. I kind of took a while for my member to jog, but that's the reason you do it, is it

Federation's Non-aggression Approach

00:03:50
Truthiness
doesn't trigger hostile action and you can basically prep for combat by doing a sensor lock. It's not an aggressive act, not a hostile act, there's your correction, whoop-a-dee-doo. So, combat directive,
00:04:01
Truthiness
is all about controlling your hostile acts. So the Federation, being the hippies they are, the Federation holds non-aggression as a core ideal. Starfleet officers are willing to risk their lives to uphold it. So all this really does is penalize you for shooting first for the Federation. um After one of your units performs a hostile act, score two negative victory points and set this directive to hostile. After an opposing unit performs a hostile act, you may set this directive to hostile. um And then the flip side of that is that once it has turned hostile, ah the Federation now proportional response
00:04:42
Truthiness
start for you is prepared to fight in self-defense if necessary, but always values preserving life. After an opposing ship is disabled, but not destroyed by your hostile axe, score a victory point. If it was a capital ship disabled in this way, score two victory points. So the Federation is all about responding to hostile axe as opposed to conducting hostile axe.
00:05:02
Biggs
So the most important thing to is ah don't be launching those torpedoes with that can knock them well beyond disabled willy-nilly.

Dominion's Strategy and Penalties

00:05:17
Truthiness
Yeah, it's, you really gotta, you really gotta weigh the negatives and the positives for the Federation. um It's just such a, two victory tokens is a huge, huge penalty um that can be very hard to overcome.
00:05:32
Truthiness
Like most of the scores I think I've generally tend to see are like, what, maybe six to 10?
00:05:39
Biggs
9.6 points somewhere around there.
00:05:42
Truthiness
yeah Yeah, I think I've seen some upward in like the 12 or 14s, but like those are those are usually the blowout games. um So like a lot of close games get to be decided by those two points very easily. um So on the flip side, you have the Dominion. The Dominion is more to give voice to the founders' demands and seek to avoid unnecessary regrettable violence. So they have the same penalty as the Federation. They lose two victory points if they themselves do the hostile act.
00:06:13
Truthiness
um And in return, if an opponent choose first, they get to flip this directive to hostile. Now, the catch is, during the hail phase, if you are trailing by two or more victory points, you may set this directive to hostile. um At the end of the game, however, if this um you score a negative victory point, if one or more Changeling Officers are incapacitated or lost, friendly or opposing, um that makes Dominion on Dominion fights interesting.
00:06:43
Truthiness
ah but
00:06:43
Biggs
It also makes Odo interesting.
00:06:46
Truthiness
Yes, it does. odo yeah Yeah, I've forgotten about Odo. and then that that the Yeah, and that little traitor. I'm not Dominion biased, no. So on the flip side, so make an example is the flip side for the Dominion combat directive, ah those who refuse the founder's demands are met by the gem hadar, then they die.
00:07:09
Truthiness
That's very blunt. um After an opposing ship is destroyed by your hostile act, score a victory point. If a capital ship was destroyed this way, score two victory points. so um It's a bit easier for the the Dominion to flip their combat directive hostile, um but it actually takes an extra layer of damage to get the bonus victory points from ships. um And then the same changeling officer penalty is on this side of the card as well. So doesn't really matter which side you end up on at the end of the game, you're going to have problems if you've incapacitated any changelings. So don't do that. Or, you know, do ah depends on what you need. I don't know.
00:07:52
Biggs
Well, there's yeah, don't don't just shoot unprovoked there are ways to become provoked Where you can the the Dominion has a much easier time justifying getting into a fight and ah that Yeah, and that and that ah that hail that hail that lets them that lets them flip it is only one of
00:08:09
Truthiness
and I think it almost makes them want to play from behind. we as
00:08:21
Biggs
several ways.
00:08:24
Truthiness
Yeah, because you can also get directives flipped um just by the the but complication in and of itself. um So you really got to think very hard about if you want to deal with that penalty.
00:08:36
Truthiness
um of engaging hostilities first. The Dominion have that extra flexibility to maybe, if they're down early, they can flip to combat um and start hostilities in a way that

Exploration Directives: Team Management

00:08:50
Truthiness
favors them. um You don't even actually necessarily have to shoot first. You can just flip the directive and then just kind of maneuver your way around to see when it might be a good time to shoot. Maybe you'll get your opponent to raise their alert a little bit.
00:09:03
Truthiness
um to before before they're ready to actually be at those higher alerts and it might inhibit their objective gathering stuff. I think there's a lot of mind games that can be played in there.
00:09:17
Biggs
Yeah, so that brings us to the next one. And do we want to talk about diplomacy or exploration first?
00:09:27
Truthiness
um you know Let's start with exploration, because I think the that diplomacy feeds really well into hails, which we want to talk about later. so um your ah Your exploration directive mainly manages your teams. um so this is Every single one of these cards tells you exactly ah what the teams for that directive can be. um so On the column side, this tends to be the more peaceful and objective-oriented or the, you know, scan science-heavy, diplomacy-heavy objectives. So you got survey teams, engineering teams. um For the the Federation, they can only actually have one security team out um during the calm objective. And then, let's see, after one of your auxiliary units, ah

Hostile vs Aggressive Acts

00:10:20
Truthiness
teams or probe units succeeds,
00:10:22
Truthiness
at a objective test or exposes a hazard score, one victory point, and you can score a maximum of two victory points this way. So very much incentivizes the use of teams and probes and auxiliaries as opposed to your capital ships to do these things. It's a good way to rack up victory points as a federation by doing these tests.
00:10:43
Truthiness
um However, this one is the one that penalizes you for aggressive acts. This is a much, this is, I won't say much lesser, but it does feel quite a bit less severe than the combat directive. um So after one of your, one of, more of your units does an aggressive act, score one negative at your point, set the directive to hostile. If your opponent performs an aggressive act, you may set this directive to hostile.
00:11:08
Truthiness
um so It's really important to understand the difference between hostile acts and aggressive acts. So hostile acts are the straight up shoot at stuff. You get shot at ship to ship, that's fine. um that's That's a hostile act. Aggressive acts are the stuff that's a little lesser. um So an attack performed by an auxiliary or um or a team,
00:11:33
Truthiness
um is only an aggressive act. Capturing officers is only an aggressive act. Refusing a hail is an aggressive act. Performing a raid against a space unit. And transporting a unit transports an opposing unit to a location in a friendly unit. um So, say you transport On to the defiant with a gem of art strike team. That's an aggressive act, not a hostile act. So you're basically everything short of just straight up warfare.
00:12:07
Biggs
the The rule of thumb seems to be if it's messing with a ship, it's in ah it's a hostile act. If it's messing with something that is in a ship, it's an aggressive act.
00:12:20
Truthiness
Not not quite, because you can you can beam onto an enemy ship incapacitates officers and beam back. And that will pretty well cripple a ship. You got no officers left on it. um And it's you you're left with standby actions. um So you're still messing with the ship. I see what you mean. Not quite directly trying to destroy it.
00:12:45
Truthiness
So, um, and then the flip side of that for the Federation, once you get into the aggressive, uh, or the, the hostile side of this, um, is the right self-determination. Basically every team becomes an option for a security team. You can keep a couple survey teams and the engineering and one engineering team. Um, and then you get the same bonuses to objectives that were on the other side of the card.
00:13:11
Truthiness
um and after your opposing unit performs a grass track, one of your units or ships at calm range to that opposing unit, you may set your direct to your combat directive to hostile. um So if you're already on this side,
00:13:26
Truthiness
you can basically, you can escalate an aggressive act into flipping your combat directive hostile. So it's kind of proportional response. So say somebody decides to do an aggressive act, deals with the negative victory point to try and basically capture a bunch of officers on one of your ships. um You basically get to flip their directive here. um And after you do that, after that happens, you can kind of flip to hot hostile on your combat directive.
00:13:56
Truthiness
I didn't explain that very well, did I?
00:13:58
Biggs
so you basically when they do the first aggressive act you're flipping you're flipping the exploration one and then when they do the next aggressive act then then you're like oh okay they mean it we can now now the ships can start shooting back
00:14:11
Truthiness
Yeah, that's right. It's game time.
00:14:23
Truthiness
Yeah, or or say the the complication flips the exploration objective and then you can immediately flip your combat objective.
00:14:32
Truthiness
All right.
00:14:33
Biggs
But on the other hand, but on the other hand you can you can play the game as well where, oh, ah I know that they can flip their combat to hostile if I do another aggressive act.
00:14:52
Biggs
So I'm going to play nice for a bit.
00:14:56
Truthiness
Yeah, just for a little bit.
00:14:57
Biggs
Mm-hmm.
00:14:58
Truthiness
Okay. So the Dominion here on this one, um, it's pretty much the exact same thing. Um, actually, you know, they get less. Do they get less feature points on this?
00:15:09
Truthiness
They do.
00:15:09
Biggs
they They do have less so they can score a maximum of one victory point per round when when their opponent fails a test with their auxiliary units.
00:15:14
Truthiness
Yeah.
00:15:19
Truthiness
Oh, that's right. I suppose I should actually read the whole thing. um So the basic teams are the assault team or the envoy, then the diplomatic envoy, and the damage control team are your three three options. um So you don't really have options on the beta or the gamma. um Your alpha just is the only one that gets the choice from the assault and diplomatic.
00:15:41
Truthiness
um After you're posing, auxiliary team or team fails an objective test. If you have an auxiliary or team at two inches of that objective, score a victory point for a maximum of one victory point per round this way. And then same triggers for hostile going to hostile.
00:15:59
Truthiness
And then on the flip side sees control it becomes options on all three for assault teams And then you retain diplomatic invoice on alpha and beta and then a damage control team on gamma I love just going full ham on assault teams with the Dominion um and then This one you can really rack up victory points on after a friendly team inflicts health damage to an opposing unit score a victory point, score an action of one victory point per round on this way. So this really rewards you to just go ham on the assault teams with the Geminar. um Just do damage wherever you can on whatever you can. Raid ships, shoot stuff, all good. Just yeah get basically get rewarded immediately um for doing that boarding action. You like you do the boarding action, and
00:16:50
Truthiness
yeah you succeed, you flip the card, and you do another attack, and, oh, hey, look, it paid for itself. Yay. um And then after opposing team for his gross actions, same thing. um If one of your ships was a comms range that opposing you, you may set your combat directive to hostile.
00:17:07
Truthiness
So this one's the lesser penalty. And I think this is the one I think a lot harder about flipping. Like the comment directive, I pretty much just, I don't like to take that penalty. I don't think I've ever come across situations so far where I wanna do that.
00:17:23
Truthiness
um The exploration directive, I'm much more keen to try and try and use. I feel like if I can get a team on board of another ship and cripple it early in the game, that is worth the smaller victory token penalty.
00:17:38
Truthiness
Or say there's an objective.
00:17:38
Biggs
or or just being able to score being able to potentially score three tokens for the cost of one negative token.
00:17:50
Truthiness
Yeah. Yeah, I feel like there's so many more opportunities with the exploration objective to just go ham with teams, which honestly, I feel like that is perfectly in line with Trek.
00:18:01
Truthiness
Like, I feel like there's ground skirmishes all the time, but it's only a big deal when the big ships start shooting big guns at each other. Did that seem, that seemed fair

Diplomacy Directives and Hails

00:18:10
Biggs
Yeah, the big ships can the big ships can sit there and stare at each other for a while while all the ground teams do.
00:18:10
Truthiness
to you?
00:18:16
Truthiness
Red shirts, red shirts, just go do your thing.
00:18:22
Truthiness
I'm sure nothing terrible will happen.
00:18:25
Biggs
What could possibly go wrong?
00:18:27
Truthiness
and What could possibly go wrong? Okay, so that leads us to the diplomacy directive. And this will kind of feed into hails a little bit. um And we're probably going to spend our a good amount of time talking about hails, because that's the one that's not in the demo kits and is not
00:18:47
Biggs
It eventually got into the demo kits, but who, ah if you are a person who is listening to this and you had access to a demo kit and you downloaded the print and play expansion to the demo kit and messed around with hails, let us know.
00:19:06
Truthiness
Well, there you go.
00:19:08
Biggs
You are probably the first one.
00:19:08
Truthiness
yeah
00:19:12
Truthiness
Okay, so to this is the one that determines hails and the different things you can just do baseline with hails. So objectives often have hail stuff to go along with it, um but there's always some kind of bonus you can get um out of the hails. So for the Federation, seek out new life and new civilizations.
00:19:34
Truthiness
um If they are persuasive, um they test trust, the highest trust, we'll get into that in a second, um plus the highest command value of its officer leading it, and the difficulty is three. If you succeed, the pervasive, persuasive player chooses a unit controlled by each participating player, then adds two advantage tokens to each of those units. The pervasive player may remove, ah for the credit for the breakthrough successes, ah the persuasive player may remove two um ah Advantage tokens from a friendly unit to score a victory point um So you're basically in a kind of a win-win here um If you're on the losing side of this Federation Hill, right, you know, you get to advantage tokens Even if they you know are persuasive like it feels very Federation into me like yeah Yeah, you know you we both win here um except I win a little more if I roll some breakthrough successes and
00:20:33
Biggs
Yeah, pretty much. And it's not only is it a way to score additional victory points with the breakthrough successes, but it also has the ah what is it called inspiration,
00:20:47
Biggs
the little symbol that moves the influence marker often.
00:20:49
Truthiness
Yeah, it's I think all the like the captains and Picard, I think was the intrepid captain. I think they all have inspiring on command actions, um which you know works with this test greatly.
00:21:05
Biggs
That's spectacular.
00:21:06
Truthiness
Yeah, yeah. good toug it The Federation's really good at talking to the people. Okay, so this becomes hostile um if you refuse a hail. So again, remember, refusing hail is an aggressive action. um So you will get a penalty on your exploration objective, as that's calm already.
00:21:24
Truthiness
um So on the hostile side for the Federation, to protect Federation interests, you cannot open hails, but you can answer hails. After one of your units captures an opposing officer, score a victory point, score a maximum one victory point per round this way. um After you refuse a hail, the opponent who opened it may set their direct, their combat directed to hostile. um Yeah. So this, this is a good way to escalate things.
00:21:52
Truthiness
um Yeah. I mean, capturing officers and ain't the easiest thing to do, but that's not a terrible way to score in victory points.
00:22:01
Biggs
i suppose I mean, it's yet another way to score victory points, and any way to score victory points are victory points.
00:22:08
Truthiness
There are so many, so many ways to score victory points, man.
00:22:09
Biggs
And there's not a lot to go there's not a lot to go around.
00:22:15
Truthiness
I mean, we've talked about how many different ways so far.
00:22:24
Truthiness
ah Okay, so over over to over to the Dominion again. So spread the founder's influence is their calm side. um Their hail is political pressure. Their persuasive unit tests difficulty three of trust plus the highest command bay, the leading officer.
00:22:40
Truthiness
On a success, the pervasive player chooses a unit controlled by each participating player, then adds two, I forget, these are hazard tokens, right? That's what they're called.
00:22:49
Biggs
Yeah, hazards.
00:22:50
Truthiness
To each of these units, it's the little negative sign. Breakthrough success is basically just total inverse of the Federation. The preparation player may remove two disadvantage tokens for up to two opposing units to score a victory token per unit with two removed in this way. It's the total inverse. It's the Dominion taking a disadvantage to try and score.
00:23:14
Truthiness
um this is This is kind of a, where if the Federation's is a mutual win, this feels like a mutual loss.
00:23:23
Biggs
it's ah It's taking a temporary disadvantage to gain an advantage somewhere else.
00:23:31
Truthiness
yep Yeah, and that works perfectly for the Dominion and the type but the name of the action, political pressure. So same thing on the hostility side. If you refuse a hail, you set the directive to hostile and which at which point it becomes
00:23:46
Truthiness
Seed doubt. You cannot open hails, but you can answer hails. After one of your units captures an opposing officer, score one victory point. Score a maximum of two victory points per round this way. um So a little bit better than the Federation's. And then the same thing, if you refuse a hail, the opponent who opened it may set their directive to hostile.
00:24:06
Biggs
So basically, if you refuse two hails, that's a sign that it's okay to for your opponent to start shooting.
00:24:15
Truthiness
Yeah, so t I think take a look at seize control and see doubt together and look at how many victory points you can rack up if you kill teams and capture officers. Like if you are doing that every turn, it's three per turn. Like it, I know I've already said this, but I feel like the Dominion loves doing team actions.

Hail Action: A Blind Bidding Process

00:24:41
Biggs
It sure seems that way.
00:24:43
Truthiness
Nothing else to add Bueller Bueller We didn't we didn't quite get into your dead air song space.
00:24:46
Biggs
not not Not really, not really, just...
00:24:51
Truthiness
Did we?
00:24:52
Biggs
ah I am having trouble pressing the button to unmute my microphone.
00:24:56
Truthiness
yeah
00:25:00
Truthiness
Okay, so we should probably get into the actual hail action now All right, so hails this is um this is I don't know why I found this one so odd to get my hand head around, because it's really, at the end of the day, not all that terribly complicated. It's almost like a blind bidding process. um So during the hail phase, players are all in the following steps. So first, you can open a hail. And it starts the player with priority. If they don't want to open a hail, then the standby player gets to open a hail. If neither player opens a hail, it just gets over. If hail phase is done, do your hail phase actions and whip to do.
00:25:42
Truthiness
To resolve a hail, um you use the trush tokens. So you get four of these, and they are numbered one through four. um And they are basically you you put them face down. ah Each player basically takes them, puts it face down, and flips the number open. um And then the player um basically you open the hail, and it's whoever has the highest number that they bid wins the hail. If they're tied, it comes down to who's leading the action. So to do a hail in the first place, you have to basically pick an officer to lead the hail. This doesn't force them to be um to be spent. um You're just basically saying, you pick a unit at comms range and hail them.
00:26:37
Truthiness
Um, so it's, it's a real advantage of being the priority player here because you get to pick, you get the first dibs. Um, so you get pit the officer and you basically get to pick your target.
00:26:47
Truthiness
Um, so you can start the entire hail phase with the officer with the highest diplomacy value and.
00:26:54
Biggs
And it has to be someone at comms range, correct?
00:26:57
Truthiness
Yep. Yep. So you can go, you got your, you got your Picard and you, you know, you hail the closest guy. It's some dweeb who's got no, uh, no diplomacy experience whatsoever. And you're basically got a huge advantage going into that. Um, so whoever is opening the hail automatically has that, that pretty significant advantage. Um, that making sense so far?
00:27:25
Biggs
Making sense to me.
00:27:26
Truthiness
Okay. All right. So and let me actually read through the steps. So, hailing player chooses unit to conduct the hail. The hailing player chooses a ready to officer attached to the hailing unit to lead the hail. If the bridge has a if it you own it has a bridge section, the officer must be in that section. Then the hailing player chooses a hail available to them.
00:27:45
Truthiness
These include faction hails and mission hails. The hailing player chooses which opposing units received the hail. hail answer The the hail in a manner determined during the resolved hail below. So the opposing unit must be a comm range of the hailing unit. The hailing player must choose a maximum of one unit per opposing player. The hailing player must choose at least one opposing unit this way. If they don't, this process ends in the next player in order may open a hail.
00:28:15
Truthiness
For each opposing player the hailing player may choose up to one of the opponent the players units to receive the hail So that's kind of language in there for like three four player games as well um So each player who's gonna answer the hail may choose an officer attached to that unit to lead the hail If the unit has a bridge section the officer must be in that section. So notice there's a bit of a difference there so the hailing player has to have a ready to observe the ah the answering player does not It can have an officer you can officer lead their side of the hill that is not readied. It's kind of mitigating a little bit of that priority player thing.
00:28:54
Truthiness
um So resolving the hail you each like I said pick a number um The highest number reflects a high do degree of trust and commitment to working together blah blah blah both players reveal their tokens um If the player who is entering hail reveals their refusal, which is the one which is the number one has a star um This opts them out of further participation the hail hail ends and that also triggers your hail refusal on the directives and um If you're the hailing player and you use the one, it just counts as a one. Like, you can't open a hail and then refuse it. Makes sense?
00:29:29
Biggs
Makes sense.
00:29:30
Truthiness
All right, so players determine which player is the most persuasive. The player who revealed the highest number on their trust token is persuasive. All other players are accommodating. If two or more players reveal the same number, the tied player whose unit has the higher diplomas value is persuasive.
00:29:46
Truthiness
If a of ah leading officer was chosen, the unit can use the officer's diplomacy skill instead of his own. um if the kill And this is actually probably the most important part I've found. If the diplomacy skill of units is tied, the tied player who is the highest in player order is persuasive. So what does that mean? The priority player has a huge advantage when winning a hill.
00:30:12
Truthiness
If you have not started a hail in a term and you have a bunch of diplomacy to officers on the table, when you are the priority player, it is a huge advantage for you to open a hail as the priority player, because if there's nobody, the only one who can beat Everybody in the game right now is Captain Picard. He's got diplomacy three because he's a super persuasive Englishman. Well, wait, he's technically French, I guess. Frenchmen with a British accent. That totally makes sense.
00:30:45
Biggs
Maybe from Brittany or something.
00:30:47
Truthiness
yeah um So he is the only one who has the diplomacy three value. Everybody else I think maxes out at two. So a lot of times when you know you're tied with anybody you might be hailing or need to hail on a given turn, you really want to do it as a priority player. It is a absolute huge advantage because you can just shove your four down and you know you win.
00:31:11
Biggs
So what's to keep someone from shoving a four down every turn?
00:31:15
Truthiness
Well, that's the thing. These tokens are only used once until they're refreshed. And to refresh them, you have to have only one remaining at the end of the hail phase. So once you put that four down, it doesn't come back until you've used your you're three and your two, or your one and your three, or your one and your two. Basically, you only get to use it once every e three charts.
00:31:43
Truthiness
So basically you have to put it down once and you have to have two turns where you're not using it. So it comes back on the fourth term.
00:31:50
Biggs
Makes sense?
00:31:51
Truthiness
Yeah, so that's a long way to talk. um And a lot of these tests are basically, you're using the highest trust or the lowest trust value on,
00:32:04
Truthiness
um
00:32:07
Truthiness
in the negotiation. That's another way you can sabotage this, is if you know, as the accommodating player, you're not gonna win the hail, you can pretty well screw over the test that somebody is trying to take with the hail by throwing that low number in. um Because that's what you roll for the challenge. So like, we'll take the standards um as an example of the test. So these are difficulty three.
00:32:32
Truthiness
um And that if you throw in your, say, your two as the accommodating player, you don't want to reserve, you don't want to refuse the hail because you don't want to take the penalty, but you don't really, really want to help them out. You throw that two in there and it makes the the the test just that much more difficult. um It makes it a lot harder to get that that victory point bonus that somebody is trying to go for.
00:32:58
Truthiness
um So like if you you yeah you see all of the the tokens out, and these are public knowledge once they're spent or unspent, so you you know you don't you don't get to just magically forget which one somebody spent. like No, it's public knowledge you spent your for there.
00:33:15
Truthiness
If you are the the standby player and you've got all the tokens out, it makes sense for you to play your two when somebody else has got all of their fours available and you don't have an officer that could potentially do this.
00:33:30
Truthiness
So, I mean, yeah, hailing.

Strategic Importance of Hailing and Future Content

00:33:33
Truthiness
It that may not sound sexy. It may not be the ship-to-ship combat you want, but it is a very important part of the game. A lot of the complications have hails as part of their objectives. um You've got their directives. And I know for a fact there is a character coming that hailing is a huge part of, and I freaking love it. um It's really honestly the card that got me to actually pay attention to hails.
00:33:58
Truthiness
and and enjoy them ah because because you can do some silly things with it.
00:34:00
Biggs
but
00:34:03
Truthiness
ah yeah um I can't wait to talk about that character, but sadly, I am currently bound by an NBA.
00:34:11
Truthiness
ah All right.
00:34:11
Biggs
Sounds like fun! ah So, that that gives us kind of an overview of hails, and more importantly, like some of the very basic strategies around how you would use how you would use the hails.
00:34:13
Truthiness
Yeah.
00:34:31
Truthiness
and All right, well, I think we have officially reached an exceptional compromise.
00:34:44
Truthiness
All right, I think that's all I have for tonight. How about you?
00:34:48
Biggs
Yeah, that's about it for me as well. Until next time.