Rogue Angels – Mission 2
It’s time to get back to the table and see what adventures await the Rogue Angels team. They made it out of the Hellfires base the first time, but will they be able to do it again? Or is their mission going to take them somewhere else? Catch up on Mission 1 here. Find out with me as I play through Rogue Angels scenario two on Malts and Meeples YouTube.
Rogue Angels – Action System
Let’s next talk about the card play system. I think for me, that’s one of the areas that Rogue Angels really shines in. The card play is simple and I mean that in the best way possible. It’s not that the card actions or choices are simple, it’s that how you play with the cards is simple.
Cards fall into specific slots on your cooldown track. And at the end of your turn they cool down. So something that is very good, it might land on the track at a four. Or something that is a bit more basic, quick movement, or further movement I should say, might be a two. So you get to do that extra movement more often.
Filled Slots
But the game also doesn’t let you do actions if you can’t place them. Now, it’s probably rare that you’d do it to yourself, but wounds take up spots on the action track as well. The more wounds you take, the more that they fill in. So it’s possible to have all four action spots completely filled. As a player you need to decide if you just compete with your basic action cards or you rest, and cool down other actions faster, or cool the wounds off of the track faster. The sooner they come off the track, the sooner you can play more cards.
Though, if there is still room on the track, you can always play a card in a slot higher than it should be. So a card that cools down at a two you can place up to the four if you want. This can be forced, if there is already a card in the two and three slot. Or it can happen if you choose as well. And you might choose because some cards, stealth for example, stay persistent while it’s in the track.
Basic Cards
Now, sometimes you just don’t have a card that works, or the one you want to use is further up the track. So the game never locks you out of actions. You always are able to play a basic interact and a basic move card. They both do a base of one, so they are worse than your other cards. But if you need to move twice and you’re cooling down your good move card, it is always an option.
And, like I said, you can always do it twice. Even the same action. They go into the zero slot for cooldown. The zero slot doesn’t actually exist. When something gets to zero it goes back to your hand. So in this case you play it and immediately get it back, no waiting for the end of the turn. I appreciate this element of the system as well because it means that you always can do something, which is important for a game.
Upcoming Streams
On Monday I stream at 9 PM Central. That is sometimes a bit hit or miss, but that’s the goal. And I do small solo game plays. That is going to be interspersed with learning to paint. I am not going to be teaching you how to paint, I’m going to be learning myself. So join me on Monday for solo gaming or painting.
On Wednesdays, well, I said that I plan to play at least 10 games of Rogue Angels. This is going to continue how I play my solo campaign games on the channel. We’ll see if I am able to get four different campaigns played at least 10 games this year. It’s tricky, but I think that I can do it. That is at 8 PM Central time for the campaign games. The next part of Rogue Angels can be found coming up here.
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