Tragedy Looper - GAME 2 LOOP 1 DAY 3 - Thwart the Mastermind

Tragedy Looper - GAME 2 LOOP 1 DAY 3 - Thwart the Mastermind
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RE: Tragedy Looper - L2D0 - Thwart the Mastermind
Ok so I think I'm ready to jump into the next loop after we sort out one more thing: SK+KP movement!

Play order will be wM, a52, me. Between the three of us, we have three Forbid Movement cards (one per player per loop). The loop is 4 days long. Laser has one Diagonal Movement card to play this loop and can play as many Vertical+Horizontal movement cards as he pleases (although he physically only has one of each card; he can't play multiple Vertical movement cards on the one day).

We can also combine movement cards for the following results

Vertical+Vertical=vertical movement
Vertical+Horizontal=Diagonal movement
vertical+Diagonal=Horizontal movement

Horizontal+Horizontal=Horizontal movement
Horizontal+Diagonal=Vertical movement

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So! How I think this should work is thus: Our Forbid movement cards are the most powerful tool we have, so we can't waste 'em. We should choose an order to play them in, and I guess existing turn order makes the most sense? So on D1 wiltingMyosotis is in charge of countering Laser's attempts to move the SK and KP into position. However, If Laser plays no card on Key Person on D1, then obviously wM should play Move Horizontal on the KP so they're safe® in the City where the Shrine Maiden can't go.

wM is the only one who should play movement cards on the SK+KP until she is forced to play her Forbid Movement card (a52 and I can still play goodwill cards etc). As soon as wM plays Forbid Movement, I take over Movement duties for the next Day until I'm forced to play my Forbid Movement card. At that point, a52 is tasked with protecting the KP. This way, we won't accidentally stack movement cards.

Does that sound workable with you guys?
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RE: Tragedy Looper - L2D0 - Thwart the Mastermind - by Schazer - 09-18-2017, 01:39 AM