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Cheers
Thanks for your fast answer. Did not have much time in the last days and took me a while to figure out, what happens.
The first two playrounds with my brother and me - standard game, three stores, 2 people no aditional stuff - we had this issue, The next rounds not. After a few testings i could now reproduce it constantly.
If you select „lost vision” and then deselect it and start the game, lost vision still is in the deck despite the removed selection. I guess whe just should have been more sure about our wishes ;)
We encountered just one little flaw - we can't deactivate „lost vision”. If we leave it unchosen we still get lost vision on guard moves (not a big problem just a little irritating).
https://steamcommunity.com/sharedfiles/filedetails/?id=2428479948&searchtext=Burgle+Bro
I'm glad you're enjoying the Mod.
Selection criteria, 2 players, Generated, Fort Knox (5x5 grid, two floors)
Problem A: Revealing the safe places an incorrect amount of cracked safe tokens. The logic is placing 6 tokens based on 4x4 grid instead of 5x5 grid.
Problem B: Placing the sixth cracked token incorrectly bumps up the guards movement, additional tokens should be required to crack the safe on a 5x5 grid.
Problem A & B are related, which are the number of safe tokens required to resolve the safe. The Fort Knox variant requires 8 tokens, or possibly 7 if the open space is in line with the safe.
And the ease of setup and guard movement make this so much more fun to play!
"If Alarms are equally close, the players choose which Alarm the Guard moves towards first"
- So I stand by what I said before, if there are two alarms the same distance away, the player gets to choose where the guard goes first...
- Personally, I think this is a flaw in the rules, one I've exploited in the past. However if I was to program the movement for this case, I'd keep in line with the closest, most clockwise, alarm would be the guard's first destination and so on... but that isn't adhering to a strict interpretation of the rules.
Also not sure if you misread the rules or mistyped in your comment but guards always go to closest alarm.
However the scripting is wrong for alarmed guards. First of all a guard stepping on active alarm doesn't deactivate it. This should be a relatively easy fix. Harder part comes because a guard always need to investigate all alarms before getting back to their regular rounds. They always should go to the nearest alarm as well, instead of the newest. As it is now you do need to remember to move guard "die" before stepping on an active alarm tile so I would prefer if at least it didn't roll new destination immediately after entering his destination. Preferably only if there's an active alarm there.
Having said that I still prefer fixing this by hand and having everything else scripted. Especially love the flipping tiles while stepping on them mechanic. Removes the need to declare if you're peeking or moving!
Feel free to DM me if you'd like me to send you some of the Photoshop and Illustrator files I used to make elements like the board setup!