good work on the neutrals!
the beacon bonus wording is vague and can be interpreted in several ways. in particular, it is far from obvious that, by holding all 12 beacons, a player receives a +10 bonus. this can be solved be including
each combination of 3 consecutive in the bonus description.
it is not intuitive that a closed beacon cannot attack (or, using the legend's terminology, be seen by) the surrounding region. this ought to be mentioned.
remove the solid black arrow in the beacon movement section, to stop players from looking for such arrows when there aren't any.
is
são bernado supposed to be
são bernardo?
to avoid the confusion caused by having, for each commander, a
command ship, which is sometimes called the
commander's ship (u have explained that this is necessary), is it permissible to replace
command ship by
flagship and
commander's ship by
commander's flagship wherever these appear in the legend?
so that players do not interpret the command ships as being treasury regions (since they are described as being not non-treasury regions), why not remove
are not part of the non-treasury region from the legend?
the losing condition ought to read:
if a player holds only treasury regions, the player will be eliminated.
the maximum starting
positions is 3 (3 positions of 3 regions each); the maximum starting
regions is 9.
codierose wrote:hell this map makes my head spin. just one small thing Plymouth, Truro and the eddystone not really in the right places
if u wish to retain the eddystone name on the mainland, even though it's only a collection of rocks several miles off the coast, then we cannot move it; otherwise, we can rename it as truro. as for
truro lb, which was named as such on my suggestion,
barnstaple lb (or
barnstable lb, to use the spelling in vogue at the time) appears to be a worthy successor, having supplied 5 ships to fight the armada.
http://www.barnstaple.co.uk/what-have-w ... /heritage/ian.