Tabletop Simulator

Tabletop Simulator

Dark Wall Destiny - Deck Building Game
Kaas Chuig 4 Apr, 2016 @ 10:04am
Rule Clarification
Crazy weekend but finally sitting down to teach myself this game... and right from the get-go found some things I want to verify.

(1) Is there a limit to the number of cards that can be seeded under a specific ship/planet. And is there a limit to how many can be seeded per turn?

(2) Also if players reset at the end of their turn, then how does the defense on Command cards work if they can't be in their sector during the System Spin?

(3) I suspect I know the answer to this, but when one has to burn from their draw deck due to damage, but has no draw deck (but still a discard pile), would they have to shuffle their discard pile at this point? And on damage, if they have no deck or discard pile when they take enough damage, are they eliminated?

(4) Finally (hopefully), could you explain the game term "Active"?

(5) Unfortunately found another question: After a card(s) have been seeded under a ship, and the ship gets burned, are all cards seeded under that card burned as well, or discarded?
Last edited by Kaas Chuig; 4 Apr, 2016 @ 10:23am
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Kaas Chuig 4 Apr, 2016 @ 10:38am 
At this point I've decided to give up as I have tried two games and neither went well... the second game I believe I was taken 6 damage regularly (meaning every turn I had no hand, was losing a card in my deck, and couldn't do anything except wait until cryoship in System was burned.
Big Daddy Goose  [developer] 4 Apr, 2016 @ 3:47pm 
Kaas, I believe some of your confussion is my fault. The cards in the mod are updated while the rules are not. I honestly did not expect someone to test this, but I wanted to post it anyway.

The fact that you have put this much effort into testing is very encouraging. I will get to work on updating the rules and let you know when a more test-worthy version is available.

Thank you for trying so hard.
Kaas Chuig 23 Apr, 2016 @ 5:48pm 
Looking at the rules at the moment I think there is a detail in SETUP that should probably be adjusted... or perhaps you changed the rule so that initial setup doesn't include a cryoship until after the first spin. Just checking.
Big Daddy Goose  [developer] 23 Apr, 2016 @ 5:56pm 
Yes, in the final version, the Cryoships do not begin to enter the system until all players have had one full turn.
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