Armada is a great game. I've had problems with the rulebook, though- the 'learn to play' scenario is confusing and (apparently) different than the normal rules of the game. Has anyone made simplified rules lists or aids?
Rules Summary/Aids?
Not that I have seen yet. . . It is something to work on but beyond my capacity atm
Armada is a great game. I've had problems with the rulebook, though- the 'learn to play' scenario is confusing and (apparently) different than the normal rules of the game. Has anyone made simplified rules lists or aids?
FFG made a great one and included it in the core set. It's called the "Rules Reference" and it's nicely alphabetized by category, complete with citations for interacting rules.
Maybe if you explained what trouble you're having with the included rules? I've found that an answer is generally no more than a quick browse through the Rules Reference away.
Edited by TvayumatOhhh those look great!. . . leave it to you to make all the cool things. . .
Great stuff, err404. Thanks!
Armada is a great game. I've had problems with the rulebook, though- the 'learn to play' scenario is confusing and (apparently) different than the normal rules of the game. Has anyone made simplified rules lists or aids?
FFG made a great one and included it in the core set. It's called the "Rules Reference" and it's nicely alphabetized by category, complete with citations for interacting rules.
Maybe if you explained what trouble you're having with the included rules? I've found that an answer is generally no more than a quick browse through the Rules Reference away.
I think my main confusion was the differences between the 'learn to play' scenario- which is (to me) written more like a standard rulebook- and the 'rules reference,' which is a great reference but not designed to be read as a rules narrative. Since the learn to play scenario is not, in fact, following all of the standard rules, I feel like we don't have a proper rulebook for this game. This could be obtained by rearranging key items from the rules reference into a narrative form . . . which I hope to do at some point.
The learn-to-play is just that -- learning how to play, what you can do at certain times in the game, and so on.
The RRG however provides you with the nitty-gritty of everything in the game and is structured as a REFERENCE whereas the learn-to-play is more hand-holding. You'll notice the L2P even recommends what to set your dials at!
Yeah the "learning scenario" is pretty bad. It straight up gives Rebels first turn without explaining how it normally happens (though we just flip the init coin rather than count points anyway), doesnt bring in scenarios or debris to the picture which drastically change the game, and of course cards are not a thing.
The game is completely different once you add asteroids, cards, and scenarios.
Armada is a great game. I've had problems with the rulebook, though- the 'learn to play' scenario is confusing and (apparently) different than the normal rules of the game. Has anyone made simplified rules lists or aids?
FFG made a great one and included it in the core set. It's called the "Rules Reference" and it's nicely alphabetized by category, complete with citations for interacting rules.
Maybe if you explained what trouble you're having with the included rules? I've found that an answer is generally no more than a quick browse through the Rules Reference away.
I think my main confusion was the differences between the 'learn to play' scenario- which is (to me) written more like a standard rulebook- and the 'rules reference,' which is a great reference but not designed to be read as a rules narrative. Since the learn to play scenario is not, in fact, following all of the standard rules, I feel like we don't have a proper rulebook for this game. This could be obtained by rearranging key items from the rules reference into a narrative form . . . which I hope to do at some point.
This is a fairly common issue, unfortunately. The Learn-To-Play scenario hamstrings some of the more fiddly rules to make it easier to play, but it also causes a lot of confusion once you launch into the full game.
Armada has a bit of a learning curve to it.
It's one of those things. The only way to get over it is to throw yourself in to the fray and get things wrong until you get them right. Once you DO get them right, you'll be staggered by the nuance of the game.
I think the problem here lies in people's expectations. The Learn-to-Play booklet should not be a reference for rules, it is only a broad-strokes demonstration of how the game plays out. How the phases flow into each other. What steps there are. The new player should know that there are 4 phases, Command, Ship, Squadron, and Status. The new player should have a rough idea what he can do in those phases. Then he can go play the game. Lots of errors, lots of blunders, but that is because of how intricate the game is. To push the entire game, 100% complete, from the start will be like trying to eat an elephant in one bite.
I think the problem here lies in people's expectations. The Learn-to-Play booklet should not be a reference for rules, it is only a broad-strokes demonstration of how the game plays out. How the phases flow into each other. What steps there are. The new player should know that there are 4 phases, Command, Ship, Squadron, and Status. The new player should have a rough idea what he can do in those phases. Then he can go play the game. Lots of errors, lots of blunders, but that is because of how intricate the game is. To push the entire game, 100% complete, from the start will be like trying to eat an elephant in one bite.
It is the primer to get you started. Not the end all be all like the RRG is.
I think the problem here lies in people's expectations. The Learn-to-Play booklet should not be a reference for rules, it is only a broad-strokes demonstration of how the game plays out. How the phases flow into each other. What steps there are. The new player should know that there are 4 phases, Command, Ship, Squadron, and Status. The new player should have a rough idea what he can do in those phases. Then he can go play the game. Lots of errors, lots of blunders, but that is because of how intricate the game is. To push the entire game, 100% complete, from the start will be like trying to eat an elephant in one bite.
Well put!
1st time I have seen those, they are very nicely done and should prove very useful