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Made in fk
Longtime Dakkanaut





Wishing I was back at the South Atlantic, closer to ice than the sun

Okay, while a ship is working a job with the heavy load rule it has to burn more fuel, but if someone then pirates the ship and steals the cargo, who then has the heavy load rule applied?

The pirate isn't working the job, but has the cargo and the victim is working the job, but has no cargo.. Who pays the extra fuel to move?

Nothing in the FaQ clears it up, and I don't fancy registering on BGG just to ask the question.

Does anyone know?

Cheers

Andrew

I don't care what the flag says, I'm SCOTTISH!!!

Best definition of the word Battleship?
Mr Nobody wrote:
Does a canoe with a machine gun count?
 
   
Made in us
Combat Jumping Rasyat





Palitine Il

Knowing absolutely nothing about the system I'd say the pirate now has to deal with the heavy load and pay the extra fuel and the victim drops back to normal fuel consumption rate.
   
Made in fk
Longtime Dakkanaut





Wishing I was back at the South Atlantic, closer to ice than the sun

Beginning to think that no one had noticed this question. Normally I would agree with you, however the heavy load rule takes effect from the job card not the cargo. When a player pirates another player he may steal items from them, but the job cards are unaffected, they stay in play.

Which I suppose answers my question. The victim not only loses his cargo, but his ship remains overloaded and has to pay extra fuel to move until such time as he can obtain more cargo to complete the job.

That's nasty!

Cheers

Andrew

I don't care what the flag says, I'm SCOTTISH!!!

Best definition of the word Battleship?
Mr Nobody wrote:
Does a canoe with a machine gun count?
 
   
Made in ca
Regular Dakkanaut




Being a huge Firefly fan, I think this is a great game overall. However this very issue was one of the things I didn't like. None of the cargo or passengers are keyed to the jobs. Everything is generic. So according to the rules if someone steals your cargo then you have to find replacement cargo to complete your job. Since the "Heavy Load" rules are linked to the job itself (which you cannot get rid of) then the rules still apply to you regardless of the absense of any cargo.

We eventually adopted a house rule allowing players to quit jobs but suffer a minor penalty. This does open up a possible abuse whereby a player could can take on a job and load the required cargo/passegners/contraband. Then immediatly quit the job and sell the good somewhere nearby for some quick easy profit (ie: accepting goods with no interntion of ever completing the jobs). I believe this is what the original rules are trying to prevent. What you need need is a system in place where players can elect to quit jobs if it becomes unreasonable for them to complete said job, but have a harsh enough penalty in place so that players are discouraged from doing so unless they really need to.

If I remember correctly, our rule was something like this: A player can elect to voluntarily quit a job. This will count as failing the job and the player will lose reputation with the employer (ie: will lose a solid). If still in their possesion, the player must jettison all cargo, contraband and/or disembark all passengers accosiated with the job (no spacing folks now). If the player does not have said items there is no further penalty.
   
 
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