Tabletop Simulator

Tabletop Simulator

WHO GOES THERE? - Base Game (by Certifiable Studios) [EN/RU/DE]
 This topic has been pinned, so it's probably important
Replect  [developer] 5 Jul, 2018 @ 11:41pm
Rule questions? Just ask here and I help you out!
Hi guys,

since I got to play the mod before it went public dozens of times and also got supported by Certifiable Studios, there is pretty much 0 chances that I'm not able to answer any rule questions you might have!

So, if you are not fully sure on anything, just ask here and I get back to you! :)

Cheers,
Steven
< >
Showing 1-15 of 37 comments
DreamerPanda 6 Jul, 2018 @ 5:34am 
nevermind i find the answer, should have read a whole rulebook :)
Last edited by DreamerPanda; 6 Jul, 2018 @ 5:39am
Replect  [developer] 6 Jul, 2018 @ 5:40am 
Hey DreamerPanda,

you mean the green "Instant" Camp Events I guess?

That would be just crazy, putting 2 strikes on the boiler with each player turn! ;)

So, no, this will be taken care of before the first player takes the turn, once. It will be resolved during the pre-round sequence and then players don't have to worry about it anymore until the next Camp Event shows up...

It is in the rulebook, but I know it is a big one - to cover anything. It's on page 16:

"INSTANTS: Instant events are different from the others. When flipped, an Instant event is resolved immediately by following the directions on the card. This is done during the pre-round sequence before the first player begins their turn. Once the event is resolved, players no longer have to worry about a Camp Event during that round."


Instant (green): Once during the pre-round sequence. After that players don't have to worry about it during that round. (Neither cards nor locker die can be played to alter whatever happens here (unless a card specifically points out to be for any of these).

Attack/Setback: These one have to be taken care of by each player during their individual turns. If they fail or forget to take care of it before the next player player started his turn, the player suffers the penalty.

Does that help? :)
Last edited by Replect; 6 Jul, 2018 @ 5:43am
Replect  [developer] 6 Jul, 2018 @ 5:44am 
Originally posted by DreamerPanda:
nevermind i find the answer, should have read a whole rulebook :)

I see you found it already! Ha! :D
Kyzard0 10 Jul, 2018 @ 5:45pm 
How do you get the flamethrower, can't find any informations on how to build or get it
Replect  [developer] 11 Jul, 2018 @ 12:12am 
Flamethrower is a single card in Phase 2 deck outside. Only way and could potentially been discarded during setup when 5 random per deck will be taken out.
Technokrat[GER] 11 Jul, 2018 @ 8:30am 
I don't really get the Helicopter/End-Phase. Let's say I have 3 Humans on board, and 1 infected. How big of a Bonus do the Humans need to win? And does the Infected's Bonus count in the favor of the Humans?
Replect  [developer] 11 Jul, 2018 @ 12:37pm 
Each human, dead or alive, on board the helicopter or not, does count 6 points.
On top of that come the collected helicopter bonus and the bonus roll of each infected on board the helicopter (infected not on board don't count anything as a result).

So, if in a 4 player game there are 3 humans and 1 infected on board, the helicopter total the humans have to reach is 3 (humans) x 6 (points) + helicopter bonuses of infected + bonus roll of infected. If the infected has 4 helicopter bonuses and rolls a 3, that means 3 x 6 + 4 + 3 = 25 helicopter total to reach.

All helicopter bonuses collected by the humans on board then will be totalled, each human on board gets to roll the bonus roll (if it even matters) and that result will be added to the helicopter bonuses. If the sum of all these helicopter bonuses plus bonus roll is 25 or higher the humans made it and took care of the infected before they safely got back to civilization.

Does that make sense? :)
Last edited by Replect; 11 Jul, 2018 @ 12:39pm
Zeromus 12 Jul, 2018 @ 3:04pm 
I thought the rules said that the humans only get a single die roll as a team for the helicopter.
Replect  [developer] 12 Jul, 2018 @ 4:16pm 
Each player on board gets to roll the die once. Each roll from the humans is added to their helicopter bonuses, while each roll of the infected is added to the helicopter total the humans need to reach. Does that help? :)

If the humans work together throughout the game, they might just be able to not care about it, because they might have plenty of helicopter bonuses and with that not have to rely on that die at the end. :)
Last edited by Replect; 12 Jul, 2018 @ 4:19pm
Dilban 14 Jul, 2018 @ 8:39am 
I actually had a few questions on items:

-Does the lighter have infinite uses? (or does it become an empty lighter)
-Can the lighter be uses in place of matches for crafting as well as lighting bonfires?
-Do upgraded equipment carry the perks from previous items over?
Replect  [developer] 14 Jul, 2018 @ 8:51am 
Hi Dilban,

about your questions:

- He has indeed infinite uses! It's a lighter not from this world... xD
- Yes, both correct. Lighting the bonfire or as a replacement for matches to build, both valid options.
- No, if you upgrade an item you loose the benefit of the previous one. You always only have what your current equipped item has written on basically.

Does that answer your questions? :)
Dilban 14 Jul, 2018 @ 8:55am 
Yeah that should be good, thanks for the quick response!
Replect  [developer] 14 Jul, 2018 @ 10:23am 
You are welcome! Glad I could help! :)
jhonmalone 16 Jul, 2018 @ 6:07pm 
hi

in the rules of the books says that in the sleep rounds players must sleep in pairs.
in a 5-player game, how is the fifth player must sleep alone?
in a 4 player game, that one of them has died, the third player must sleep alone?
Replect  [developer] 16 Jul, 2018 @ 10:28pm 
Hey @jhonmalone,

that's all indeed correct.

In a 3- or 5-player game (the latter requires the expansion characters) one will have to bunk alone. In these games players should be aware of it and considering planning for it, means trying to get a Barricade built, which gives that person a 50/50 chance to have a safe night alone. If not, just like in even games, that person will be vulnerable.

It is also still the same in even games where someone died (which shouldn't happen really all that much once your group is familiar with it and remembers the "coop" part of the game), just that you are less prepared for it likely and maybe don't even have the time to get that Barricade built and just have to decide who is going to bunk alone.

(One of the expansion characters - Clark - has a dog he can unlock which also gives Clark a 50/50 chance to bunk alone safely. He can even upgrade that dog to not even have to roll if bunking alone and safe for sure.)

Overall, the uneven numbers, depending on the group, can have a very different interesting dynamic as a result of all that.
< >
Showing 1-15 of 37 comments
Per page: 1530 50