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		<title><![CDATA[Dark Nebula Games - All Forums]]></title>
		<link>http://forum.cyprianrift.com/</link>
		<description><![CDATA[Dark Nebula Games - http://forum.cyprianrift.com]]></description>
		<pubDate>Mon, 21 May 2012 03:16:54 +0000</pubDate>
		<generator>MyBB</generator>
		<item>
			<title><![CDATA[PhantasyIV Battle Report Log]]></title>
			<link>http://forum.cyprianrift.com/showthread.php?tid=79</link>
			<pubDate>Tue, 24 Apr 2012 00:17:14 -0700</pubDate>
			<guid isPermaLink="false">http://forum.cyprianrift.com/showthread.php?tid=79</guid>
			<description><![CDATA[I say down and did a runthrough just to see how successfully the rules translated.<br />
<br />
First I would like to say that the Opportunity Cards need to be revised for their effect text.  On a bunch of them I had to take some logical leaps as to what they meant (during my next test I will note specifically which ones I encounter).<br />
<br />
Next, I would like to say that the damage explanations need to be elaborated on.  It took re-reading the explanation for "shearing" damage multiple times and staring at the quick reference sheet's depiction of damage until I (think I) figured out what I was supposed to do.  Also as a sub note, I would like to know what damaging certain systems does.  I found myself in a situation where both sensor arrays were knocked out, and wondered if any penalty existed.  Additionally, how does damaging a weapon affect the use of that weapon?<br />
<br />
Third, I found the use of Modules and Hard Points a bit convoluted.  To have a Modular System installed, do I have to remove an Ordinance equipment?  And are there any free spaces for modular items?<br />
<br />
My last critique on this report is to determine the rules for moving through an occupied hex, or even ship collisions if so desired.<br />
<br />
<br />
As far as things I enjoyed, once I got a rhythm going, the combat went rather well.  The scenario involved a Destroyer and two Corvettes against an Assault Frigate and two Patrol Frigates (which brings me to the question of ship values, but I digress).  In short, putting a +3 GUN on the Destroyer turned everything into Swiss Cheese - especially with two widow maker bombs.  The Corvettes were good for a little distraction but ultimately the whole thing turned into a dogpile rather quickly.   <br />
<br />
While I do like the variety of terrain rules, it was just easier to never go into it because all terrain has a negative effect to be in, but o positive.  The only one with any cursory effects is the gravity well because of the range issue.]]></description>
			<content:encoded><![CDATA[I say down and did a runthrough just to see how successfully the rules translated.<br />
<br />
First I would like to say that the Opportunity Cards need to be revised for their effect text.  On a bunch of them I had to take some logical leaps as to what they meant (during my next test I will note specifically which ones I encounter).<br />
<br />
Next, I would like to say that the damage explanations need to be elaborated on.  It took re-reading the explanation for "shearing" damage multiple times and staring at the quick reference sheet's depiction of damage until I (think I) figured out what I was supposed to do.  Also as a sub note, I would like to know what damaging certain systems does.  I found myself in a situation where both sensor arrays were knocked out, and wondered if any penalty existed.  Additionally, how does damaging a weapon affect the use of that weapon?<br />
<br />
Third, I found the use of Modules and Hard Points a bit convoluted.  To have a Modular System installed, do I have to remove an Ordinance equipment?  And are there any free spaces for modular items?<br />
<br />
My last critique on this report is to determine the rules for moving through an occupied hex, or even ship collisions if so desired.<br />
<br />
<br />
As far as things I enjoyed, once I got a rhythm going, the combat went rather well.  The scenario involved a Destroyer and two Corvettes against an Assault Frigate and two Patrol Frigates (which brings me to the question of ship values, but I digress).  In short, putting a +3 GUN on the Destroyer turned everything into Swiss Cheese - especially with two widow maker bombs.  The Corvettes were good for a little distraction but ultimately the whole thing turned into a dogpile rather quickly.   <br />
<br />
While I do like the variety of terrain rules, it was just easier to never go into it because all terrain has a negative effect to be in, but o positive.  The only one with any cursory effects is the gravity well because of the range issue.]]></content:encoded>
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			<title><![CDATA[Fleet Stacking]]></title>
			<link>http://forum.cyprianrift.com/showthread.php?tid=78</link>
			<pubDate>Sat, 07 Apr 2012 20:22:26 -0700</pubDate>
			<guid isPermaLink="false">http://forum.cyprianrift.com/showthread.php?tid=78</guid>
			<description><![CDATA[Since a given hex is supposed to represent a certain (undefined) expanse of space, is there a possibility of having a fleet marker - probably the largest ship in the stack - and a small card with a roster.  This can lead to the entire fleet moving at once and possibly converging fire.  For example, having three Cutters supporting a Frigate (Light) and using a combined Solid State Laser blast.]]></description>
			<content:encoded><![CDATA[Since a given hex is supposed to represent a certain (undefined) expanse of space, is there a possibility of having a fleet marker - probably the largest ship in the stack - and a small card with a roster.  This can lead to the entire fleet moving at once and possibly converging fire.  For example, having three Cutters supporting a Frigate (Light) and using a combined Solid State Laser blast.]]></content:encoded>
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			<title><![CDATA[Inspiration]]></title>
			<link>http://forum.cyprianrift.com/showthread.php?tid=77</link>
			<pubDate>Wed, 04 Apr 2012 09:55:29 -0700</pubDate>
			<guid isPermaLink="false">http://forum.cyprianrift.com/showthread.php?tid=77</guid>
			<description><![CDATA[I am reading through the rules before taking an inaugural run and am wondering if you draw inspiration from FASA's rules for Battletech/AeroTech/Etc.<hr />
Add'l: For all of the materials needed to run even one session, will any be provided for the average playtester?]]></description>
			<content:encoded><![CDATA[I am reading through the rules before taking an inaugural run and am wondering if you draw inspiration from FASA's rules for Battletech/AeroTech/Etc.<hr />
Add'l: For all of the materials needed to run even one session, will any be provided for the average playtester?]]></content:encoded>
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			<title><![CDATA[Cyprian Rift: Warships- Mini Madness!!!]]></title>
			<link>http://forum.cyprianrift.com/showthread.php?tid=76</link>
			<pubDate>Sun, 25 Mar 2012 21:23:56 -0700</pubDate>
			<guid isPermaLink="false">http://forum.cyprianrift.com/showthread.php?tid=76</guid>
			<description><![CDATA[The flagship game, Cyprian Rift: Warships, a sci-fi miniatures game is finally ready to be released. The Obsidian Confederate Warships miniatures are available for sale at the DNG eStore (<a href="http://shop.darknebulagames.com/)" target="_blank">http://shop.darknebulagames.com/)</a>  <br />
<br />
The Cyprian Rift: Warship rules are in Alpha also in the eStore for everyone to purchase.  If you wish to become a please inquire within!  This is for those who do not wish to be a playtester.  If you decide to become a playtester then you can get a credit towards the completed and final rule set.]]></description>
			<content:encoded><![CDATA[The flagship game, Cyprian Rift: Warships, a sci-fi miniatures game is finally ready to be released. The Obsidian Confederate Warships miniatures are available for sale at the DNG eStore (<a href="http://shop.darknebulagames.com/)" target="_blank">http://shop.darknebulagames.com/)</a>  <br />
<br />
The Cyprian Rift: Warship rules are in Alpha also in the eStore for everyone to purchase.  If you wish to become a please inquire within!  This is for those who do not wish to be a playtester.  If you decide to become a playtester then you can get a credit towards the completed and final rule set.]]></content:encoded>
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		<item>
			<title><![CDATA[Forum Purpose]]></title>
			<link>http://forum.cyprianrift.com/showthread.php?tid=75</link>
			<pubDate>Sun, 25 Mar 2012 21:08:51 -0700</pubDate>
			<guid isPermaLink="false">http://forum.cyprianrift.com/showthread.php?tid=75</guid>
			<description><![CDATA[Currently the forum is used for playtesting.  So there is not alot of traffic.]]></description>
			<content:encoded><![CDATA[Currently the forum is used for playtesting.  So there is not alot of traffic.]]></content:encoded>
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			<title><![CDATA[Registration process....]]></title>
			<link>http://forum.cyprianrift.com/showthread.php?tid=50</link>
			<pubDate>Thu, 11 Aug 2011 18:53:33 -0700</pubDate>
			<guid isPermaLink="false">http://forum.cyprianrift.com/showthread.php?tid=50</guid>
			<description><![CDATA[Registering for these forums was a bit of a challenge.  Two different "enter the codes", a password requirement that needs to be at least 10 characters and "complex" (without complex being defined - at least that I could see).  It took me at least 5 tries to get through the registration process.]]></description>
			<content:encoded><![CDATA[Registering for these forums was a bit of a challenge.  Two different "enter the codes", a password requirement that needs to be at least 10 characters and "complex" (without complex being defined - at least that I could see).  It took me at least 5 tries to get through the registration process.]]></content:encoded>
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			<title><![CDATA[Welcome to Dark Nebula Games (DNG) ]]></title>
			<link>http://forum.cyprianrift.com/showthread.php?tid=47</link>
			<pubDate>Sat, 21 May 2011 09:29:08 -0700</pubDate>
			<guid isPermaLink="false">http://forum.cyprianrift.com/showthread.php?tid=47</guid>
			<description><![CDATA[Welcome to Dark Nebula Games (DNG) Forum it is up and running. More information will be posted as I work to build “fantastic and stunning” information about the Cyprian Universe and game. In the mean time please check the forum out. Be daring make a few posts, but keep it clean!<br />
<br />
The Game is in the final stages of getting ready!]]></description>
			<content:encoded><![CDATA[Welcome to Dark Nebula Games (DNG) Forum it is up and running. More information will be posted as I work to build “fantastic and stunning” information about the Cyprian Universe and game. In the mean time please check the forum out. Be daring make a few posts, but keep it clean!<br />
<br />
The Game is in the final stages of getting ready!]]></content:encoded>
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			<title><![CDATA[How to Become a Playtester!]]></title>
			<link>http://forum.cyprianrift.com/showthread.php?tid=46</link>
			<pubDate>Sat, 21 May 2011 08:59:15 -0700</pubDate>
			<guid isPermaLink="false">http://forum.cyprianrift.com/showthread.php?tid=46</guid>
			<description><![CDATA[<span style="font-weight: bold;">Playtesting Entails – It’s easier than you think!</span><br />
With that said, playtesting is playing the game and giving feedback.<br />
<br />
Playtesting is actually simple. Play the game and then submit a battle report. Add any addition comments or thoughts on how to improve the game. The goal of playtesting is to see if the rules make sense, is the game flow good to go and is there anything that needs to be fixed. You as the gamer can give valuable feedback and direction. <br />
<br />
<span style="font-weight: bold;">Playtesting For Dark Nebula Games</span><br />
Dark Nebula Games is looking for gamers who wish to give their 2 cents and feedback on a game. <br />
<br />
<span style="color: #FFD700;"><span style="font-weight: bold;">There are two conditions to becoming a playtester for Dark Nebula Games:</span></span><span style="color: #FFFFE0;"><br />
<span style="font-weight: bold;">First: </span> You must agree not to redistribute the game, by any means.  Playtesters are permitted to print out their hardcopy for personal use.  Printing a copy and sharing it with your friends is acceptable so other can learn the game. Distributing to others using other means is prohibited.<br />
<br />
<span style="font-weight: bold;">Second:</span> Play the game and then submit a battle report of the game on the forum under Battle Reports (Cyprian Rift: Warships).</span><br />
<br />
Playtester Ranks<br />
<span style="font-weight: bold;">Star Playtester (Honored)</span> <br />
To become a "Star" ranked playtester, you must submit at least one battle report. You will then get then next update of the game.<br />
<br />
If you do not submit at least one battle report you will be removed from the Playtester group and you will not get anymore game updates.  <br />
<br />
To get back in good graces of playtesting: Play the game and submit battle report. <br />
<br />
<span style="font-weight: bold;">Dark Star Playtesters (Accredited)</span><br />
To become an Accredited Playtesters you must play the game and submit at least two battle reports. <br />
Also you should give feedback one of the forums.  <br />
Accredited playtester will have their names published in the game.  <br />
<br />
<span style="font-weight: bold;">Steller Playtesters</span><br />
Playtester who submit at least three battle reports.<br />
Make at least two posts on the forums or send feedback to DNG<br />
You are entitled to get a free finished PDF copy of the game when release.  <br />
<br />
<span style="font-weight: bold;">Galactic Playtesters</span><br />
The top Playtesters who submit the most battle reports (min of 6) and feedback on the forums.  In addition to the free finished PDF copy of the game when release, you be in the drawing for a some mini when produced.]]></description>
			<content:encoded><![CDATA[<span style="font-weight: bold;">Playtesting Entails – It’s easier than you think!</span><br />
With that said, playtesting is playing the game and giving feedback.<br />
<br />
Playtesting is actually simple. Play the game and then submit a battle report. Add any addition comments or thoughts on how to improve the game. The goal of playtesting is to see if the rules make sense, is the game flow good to go and is there anything that needs to be fixed. You as the gamer can give valuable feedback and direction. <br />
<br />
<span style="font-weight: bold;">Playtesting For Dark Nebula Games</span><br />
Dark Nebula Games is looking for gamers who wish to give their 2 cents and feedback on a game. <br />
<br />
<span style="color: #FFD700;"><span style="font-weight: bold;">There are two conditions to becoming a playtester for Dark Nebula Games:</span></span><span style="color: #FFFFE0;"><br />
<span style="font-weight: bold;">First: </span> You must agree not to redistribute the game, by any means.  Playtesters are permitted to print out their hardcopy for personal use.  Printing a copy and sharing it with your friends is acceptable so other can learn the game. Distributing to others using other means is prohibited.<br />
<br />
<span style="font-weight: bold;">Second:</span> Play the game and then submit a battle report of the game on the forum under Battle Reports (Cyprian Rift: Warships).</span><br />
<br />
Playtester Ranks<br />
<span style="font-weight: bold;">Star Playtester (Honored)</span> <br />
To become a "Star" ranked playtester, you must submit at least one battle report. You will then get then next update of the game.<br />
<br />
If you do not submit at least one battle report you will be removed from the Playtester group and you will not get anymore game updates.  <br />
<br />
To get back in good graces of playtesting: Play the game and submit battle report. <br />
<br />
<span style="font-weight: bold;">Dark Star Playtesters (Accredited)</span><br />
To become an Accredited Playtesters you must play the game and submit at least two battle reports. <br />
Also you should give feedback one of the forums.  <br />
Accredited playtester will have their names published in the game.  <br />
<br />
<span style="font-weight: bold;">Steller Playtesters</span><br />
Playtester who submit at least three battle reports.<br />
Make at least two posts on the forums or send feedback to DNG<br />
You are entitled to get a free finished PDF copy of the game when release.  <br />
<br />
<span style="font-weight: bold;">Galactic Playtesters</span><br />
The top Playtesters who submit the most battle reports (min of 6) and feedback on the forums.  In addition to the free finished PDF copy of the game when release, you be in the drawing for a some mini when produced.]]></content:encoded>
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			<title><![CDATA[Playtesting Feedback Guidelines]]></title>
			<link>http://forum.cyprianrift.com/showthread.php?tid=45</link>
			<pubDate>Sat, 21 May 2011 08:51:14 -0700</pubDate>
			<guid isPermaLink="false">http://forum.cyprianrift.com/showthread.php?tid=45</guid>
			<description><![CDATA[<span style="font-weight: bold;">Feedback posts should follow the guidelines below.</span><br />
<br />
<span style="font-weight: bold;">Guidelines</span><br />
Giving feedback is a good way to get a dicsussion going about the rules and it may even spark a debate about it. These types of post usually helps the author make the rules more playable.<br />
<br />
<span style="font-weight: bold;">Feedback Guidelines:</span><br />
• <span style="font-weight: bold;">Keep it clean and fun (PG-13)<br />
<br />
• No flame wars: heated discussions are great, blasing someone in to oblivion is not needed.<br />
<br />
• Must be valuable and insightful</span><br />
o <span style="color: #32CD32;">Good:</span> “The rules on page 23 on movement where hard to follow, you might want to add additional examples.<br />
o<span style="color: #FF6347;"> Bad:</span> “The rule did not make any sense and hard to read, so fix them”<br />
<br />
<span style="font-weight: bold;">• Must be constructive criticism. </span><br />
o <span style="color: #FF6347;"> Bad:</span> Dude your game sucks.<br />
o <span style="color: #32CD32;">Good:</span> “Dude your game flow was a bummer but to fix it I would look at improving turn order by maybe incorporating the following…..<br />
<br />
<span style="font-weight: bold;">• Provide a suggestion or ideas on how to improve, balance or fix the game.</span><br />
o <span style="color: #FF6347;"> Bad:</span> Game play was unbalanced, so improve it.<br />
o <span style="color: #32CD32;">Good:</span> “The destroyer class ship was to powerful because the movement did not co-inside with other ships and cause a major unbalance, consider reducing the movement capabilities of this ship. <br />
<br />
<span style="font-weight: bold;">• And last have fun!</span>]]></description>
			<content:encoded><![CDATA[<span style="font-weight: bold;">Feedback posts should follow the guidelines below.</span><br />
<br />
<span style="font-weight: bold;">Guidelines</span><br />
Giving feedback is a good way to get a dicsussion going about the rules and it may even spark a debate about it. These types of post usually helps the author make the rules more playable.<br />
<br />
<span style="font-weight: bold;">Feedback Guidelines:</span><br />
• <span style="font-weight: bold;">Keep it clean and fun (PG-13)<br />
<br />
• No flame wars: heated discussions are great, blasing someone in to oblivion is not needed.<br />
<br />
• Must be valuable and insightful</span><br />
o <span style="color: #32CD32;">Good:</span> “The rules on page 23 on movement where hard to follow, you might want to add additional examples.<br />
o<span style="color: #FF6347;"> Bad:</span> “The rule did not make any sense and hard to read, so fix them”<br />
<br />
<span style="font-weight: bold;">• Must be constructive criticism. </span><br />
o <span style="color: #FF6347;"> Bad:</span> Dude your game sucks.<br />
o <span style="color: #32CD32;">Good:</span> “Dude your game flow was a bummer but to fix it I would look at improving turn order by maybe incorporating the following…..<br />
<br />
<span style="font-weight: bold;">• Provide a suggestion or ideas on how to improve, balance or fix the game.</span><br />
o <span style="color: #FF6347;"> Bad:</span> Game play was unbalanced, so improve it.<br />
o <span style="color: #32CD32;">Good:</span> “The destroyer class ship was to powerful because the movement did not co-inside with other ships and cause a major unbalance, consider reducing the movement capabilities of this ship. <br />
<br />
<span style="font-weight: bold;">• And last have fun!</span>]]></content:encoded>
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			<title><![CDATA[Minis]]></title>
			<link>http://forum.cyprianrift.com/showthread.php?tid=42</link>
			<pubDate>Thu, 10 Mar 2011 20:16:35 -0700</pubDate>
			<guid isPermaLink="false">http://forum.cyprianrift.com/showthread.php?tid=42</guid>
			<description><![CDATA[I really like the art design in the rules for your ships, do you have any minis you like to use that have the same sort of style or appearance?]]></description>
			<content:encoded><![CDATA[I really like the art design in the rules for your ships, do you have any minis you like to use that have the same sort of style or appearance?]]></content:encoded>
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			<title><![CDATA[Drawing Opps or Selecting them]]></title>
			<link>http://forum.cyprianrift.com/showthread.php?tid=41</link>
			<pubDate>Thu, 10 Mar 2011 20:13:13 -0700</pubDate>
			<guid isPermaLink="false">http://forum.cyprianrift.com/showthread.php?tid=41</guid>
			<description><![CDATA[Quick question came up on a later read through of the rules.<br />
Page 32 talks about selecting opportunities for your task force, making it sound like you choose a number of opportunities equal you ships +2, "if you have three ships in your taskforce, you have 5 cards in your hand".<br />
<br />
However the section on replenishing cards shortly after this says to 'draw' instead of 'select' making it sound like your opportunities are randomly drawn from a deck.<br />
<br />
And on the next page, it reads "each SHIP you command has a hand of opportunities."<br />
<br />
I'm getting some mixed messages there on how opportunities are meant to be played, if they are something that is willfully decided upon, or a luck of the draw type thing.<br />
<br />
Also, the beginning of page 32 still mentions being able to play your opportunities until they are all used, but later talks about a phase where you draw new ones. <br />
<br />
Is this area of the game still in flux? If so, I think it is nice giving players a choice. I feel letting them choose their opportunities would let them feel closer to the crew, like they had some decisions in the skills they've learned.]]></description>
			<content:encoded><![CDATA[Quick question came up on a later read through of the rules.<br />
Page 32 talks about selecting opportunities for your task force, making it sound like you choose a number of opportunities equal you ships +2, "if you have three ships in your taskforce, you have 5 cards in your hand".<br />
<br />
However the section on replenishing cards shortly after this says to 'draw' instead of 'select' making it sound like your opportunities are randomly drawn from a deck.<br />
<br />
And on the next page, it reads "each SHIP you command has a hand of opportunities."<br />
<br />
I'm getting some mixed messages there on how opportunities are meant to be played, if they are something that is willfully decided upon, or a luck of the draw type thing.<br />
<br />
Also, the beginning of page 32 still mentions being able to play your opportunities until they are all used, but later talks about a phase where you draw new ones. <br />
<br />
Is this area of the game still in flux? If so, I think it is nice giving players a choice. I feel letting them choose their opportunities would let them feel closer to the crew, like they had some decisions in the skills they've learned.]]></content:encoded>
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			<title><![CDATA[Spine Shots - Attacker Vs Defender]]></title>
			<link>http://forum.cyprianrift.com/showthread.php?tid=37</link>
			<pubDate>Fri, 10 Sep 2010 10:52:19 -0700</pubDate>
			<guid isPermaLink="false">http://forum.cyprianrift.com/showthread.php?tid=37</guid>
			<description><![CDATA[Should the facing hit go to the...<br />
<br />
The Attacker gunner aligns weapon shot to get best targeting options. So they pick the shot.  Quickens game!<br />
<br />
The Defender pilot position ship to take the least amount of damage.  Add flare to the pilot<br />
<br />
Challenge:  The Attacker Gunner vs Defenders pilot.  The person with the higher skill get to choose.  If same skill goes to defender.]]></description>
			<content:encoded><![CDATA[Should the facing hit go to the...<br />
<br />
The Attacker gunner aligns weapon shot to get best targeting options. So they pick the shot.  Quickens game!<br />
<br />
The Defender pilot position ship to take the least amount of damage.  Add flare to the pilot<br />
<br />
Challenge:  The Attacker Gunner vs Defenders pilot.  The person with the higher skill get to choose.  If same skill goes to defender.]]></content:encoded>
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			<title><![CDATA[Rule Updates - Selecting Modules]]></title>
			<link>http://forum.cyprianrift.com/showthread.php?tid=31</link>
			<pubDate>Sun, 14 Mar 2010 21:01:27 -0700</pubDate>
			<guid isPermaLink="false">http://forum.cyprianrift.com/showthread.php?tid=31</guid>
			<description><![CDATA[For each ship in the task force the player will randomly draw a number of cards equal to number of modules in the ship.  These are the modules that have been assigned by command central using their complex analysis allocation process, not!    In reality of the game, this is the non-efficient process of module allocation for the shadow war.  You cannot always get what you ask for in this messed up war.  After drawing the modules you can now allocate them to your ships. <br />
<br />
After selecting the cards you must assign each module into the ships as you suit.  Each card must be assigned to a modular compartment by marking the suite or module name on the ship record sheet.  You keep the cards you have selected as a reference point and to stop creative allocators, aka the cheats.    <br />
<br />
However this is a chance one can use their leadership ability to pull some strings and hope to get better equipment by using diplomacy and tack.  The captain can use the Leadership skill to attempt to request a better module for the upcoming battle.  To do so the captain must have a least a leadership skill level above a three to attempt acquisition a new module.  The can make only one request per module slot. <br />
<br />
To call in a favor the captain can make a request for a replace a module they have selected.  Modules can be redrawn up to the favors allotted for the leadership skill level and a favor will only replace one module.  You cannot call in favor on a module twice.  If you call in a favor on a module and the new module select is not a good choice.  You cannot call in another favor on that module again, since your favor did not pan out.   <br />
<br />
To call in a favor place or state the card you drew so all players can see it.  Then draw another card secretly, you do not have to show the card.  At this point you can keep the existing select module or the new one.]]></description>
			<content:encoded><![CDATA[For each ship in the task force the player will randomly draw a number of cards equal to number of modules in the ship.  These are the modules that have been assigned by command central using their complex analysis allocation process, not!    In reality of the game, this is the non-efficient process of module allocation for the shadow war.  You cannot always get what you ask for in this messed up war.  After drawing the modules you can now allocate them to your ships. <br />
<br />
After selecting the cards you must assign each module into the ships as you suit.  Each card must be assigned to a modular compartment by marking the suite or module name on the ship record sheet.  You keep the cards you have selected as a reference point and to stop creative allocators, aka the cheats.    <br />
<br />
However this is a chance one can use their leadership ability to pull some strings and hope to get better equipment by using diplomacy and tack.  The captain can use the Leadership skill to attempt to request a better module for the upcoming battle.  To do so the captain must have a least a leadership skill level above a three to attempt acquisition a new module.  The can make only one request per module slot. <br />
<br />
To call in a favor the captain can make a request for a replace a module they have selected.  Modules can be redrawn up to the favors allotted for the leadership skill level and a favor will only replace one module.  You cannot call in favor on a module twice.  If you call in a favor on a module and the new module select is not a good choice.  You cannot call in another favor on that module again, since your favor did not pan out.   <br />
<br />
To call in a favor place or state the card you drew so all players can see it.  Then draw another card secretly, you do not have to show the card.  At this point you can keep the existing select module or the new one.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Rule Updates - Turn Rating]]></title>
			<link>http://forum.cyprianrift.com/showthread.php?tid=30</link>
			<pubDate>Sun, 14 Mar 2010 20:58:37 -0700</pubDate>
			<guid isPermaLink="false">http://forum.cyprianrift.com/showthread.php?tid=30</guid>
			<description><![CDATA[Turn Rating	Current Velocity<br />
1	                1-5<br />
2	                6-10<br />
3	               11-15<br />
4	               16-17<br />
<br />
Add +1 to Turn Rating for each increase in velocity by 2 above 16.<br />
<br />
The Turn Rating increases at a rate of one for each velocity increase of two above 16.  So if a ship is moving along at 21 the Turn Rating for that ship would be a whopping “6”.]]></description>
			<content:encoded><![CDATA[Turn Rating	Current Velocity<br />
1	                1-5<br />
2	                6-10<br />
3	               11-15<br />
4	               16-17<br />
<br />
Add +1 to Turn Rating for each increase in velocity by 2 above 16.<br />
<br />
The Turn Rating increases at a rate of one for each velocity increase of two above 16.  So if a ship is moving along at 21 the Turn Rating for that ship would be a whopping “6”.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Rule Updates - Movement Heading Change]]></title>
			<link>http://forum.cyprianrift.com/showthread.php?tid=29</link>
			<pubDate>Sun, 14 Mar 2010 20:56:28 -0700</pubDate>
			<guid isPermaLink="false">http://forum.cyprianrift.com/showthread.php?tid=29</guid>
			<description><![CDATA[It now cost 1 Power Point to make a heading change.<br />
<br />
Power Point Costs<br />
Change Velocity                          	1 PP<br />
Use a Modular System                 	1 PP<br />
Heading Change	                          1 PP<br />
Special Maneuver                          	2 PP<br />
Jump / Displacement                    	2 PP]]></description>
			<content:encoded><![CDATA[It now cost 1 Power Point to make a heading change.<br />
<br />
Power Point Costs<br />
Change Velocity                          	1 PP<br />
Use a Modular System                 	1 PP<br />
Heading Change	                          1 PP<br />
Special Maneuver                          	2 PP<br />
Jump / Displacement                    	2 PP]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Cyprian's Commander Corner]]></title>
			<link>http://forum.cyprianrift.com/showthread.php?tid=28</link>
			<pubDate>Fri, 12 Mar 2010 21:38:43 -0700</pubDate>
			<guid isPermaLink="false">http://forum.cyprianrift.com/showthread.php?tid=28</guid>
			<description><![CDATA[Warheads: Fire first and fire often!!! Unload warheads to soften targets.  Hard points systems often get taken out early in the game.<br />
<br />
Warheads:  Eggs in a basket.  Don't unload on one target with warheads.  They may have a trick up their sleeve waste your shots.<br />
<br />
Shearing Weapons:  Fires these first, then penetrating weapons dig deeper into the ship.<br />
<br />
Mines:  Drops mines then use a module to pull the enemy into the field.]]></description>
			<content:encoded><![CDATA[Warheads: Fire first and fire often!!! Unload warheads to soften targets.  Hard points systems often get taken out early in the game.<br />
<br />
Warheads:  Eggs in a basket.  Don't unload on one target with warheads.  They may have a trick up their sleeve waste your shots.<br />
<br />
Shearing Weapons:  Fires these first, then penetrating weapons dig deeper into the ship.<br />
<br />
Mines:  Drops mines then use a module to pull the enemy into the field.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Playtesting round 1 Report]]></title>
			<link>http://forum.cyprianrift.com/showthread.php?tid=27</link>
			<pubDate>Thu, 11 Mar 2010 21:33:27 -0700</pubDate>
			<guid isPermaLink="false">http://forum.cyprianrift.com/showthread.php?tid=27</guid>
			<description><![CDATA[Just finished up my first game, the battle report and comments are as follows:<br />
<br />
Sat down with a mate to play the game and explained the basic game concepts, and went though setup of picking modules, just took the pre-made opportunity selection instead of choosing them for now. Both players had a corvette and a scout of the same type, and we set up on a fairly small battlefield. Here is where captain Ice and captain Tea faced off against captain Beef and captain Cake. When we were drawing modules, I knew we drew extra equal to our leader rating, but I wasn't sure where that was pulled from, so I played the highest leader rating of one of our ships, for this exercise it was 2.<br />
<br />
After a fair amount of time with setup, the game kicked off really quickly. The ships moved into tactical positions and started firing and taking damage the second round. I found this an great bonus, not a lot of down time, it got down and dirty fast, seeing blow-through damage the very next round, and the round after that getting to allocate damage to the next outer column.<br />
<br />
This damaged the ships but they could still fight, so it was still fun to play with damaged ships. One thing we noticed is that the ships can get going really really fast. The turn rating doesn't seem to get high enough as my friend started his ships with speed 8 and then put all 8 PP into his velocity the very first turn. So the very first turn he was moving at 16 velocity. The turn penalty didn't seem to really phase him, as he could technically keep speeding up and moving in circles to get to a good position. Until I blew out one of his drives. <br />
<br />
The size of the ship seemed to be strictly a bonus as the only effect on movement is fewer PP to allocate. This didn't bother me, because I would play larger ships using their PP to use modules, instead of zip around the battle field like steel butterflies, with guns and stuff. But, with no greater turn penalties for the larger ships, again there is not much to hold a speedy opponent back from just dumping all his PP into velocity again.<br />
<br />
Tried a few of the other mechanics that all flowed smoothly, like warheads.<br />
The modules had some fuzzy wording and we kinda just guessed at some of it.<br />
The antimatter cloud was one of it, it had a range, and we weren't sure if that was a radius or a distance he could project the could if he wanted to help an ally. Even then, it said it dissipated at the end of movement phase which would be before you get any bonus of the cover. We just played it till the end of NEXT movement phase.<br />
<br />
There is a lot of talk in the rulebook about special movement types and scenarios, and I think a lot of this is just confusing and extra stuff not needed to enjoy the game. It may come more naturally as I try progressively more complicated scenarios, but at this point it seems to be not necessarily. <br />
<br />
Other than that I think it's a great system, and has tons of potential. My favorite part so far is damage allocation, I love how quick, simple and yet deep it is.<br />
<br />
And the module concept is a fantastic way to let players customize their ships with out the side effect of a build-a-ship system, where people can build game breaking ships.<br />
<br />
Anyway, keep up the good work, can't wait to try the next playtest round!]]></description>
			<content:encoded><![CDATA[Just finished up my first game, the battle report and comments are as follows:<br />
<br />
Sat down with a mate to play the game and explained the basic game concepts, and went though setup of picking modules, just took the pre-made opportunity selection instead of choosing them for now. Both players had a corvette and a scout of the same type, and we set up on a fairly small battlefield. Here is where captain Ice and captain Tea faced off against captain Beef and captain Cake. When we were drawing modules, I knew we drew extra equal to our leader rating, but I wasn't sure where that was pulled from, so I played the highest leader rating of one of our ships, for this exercise it was 2.<br />
<br />
After a fair amount of time with setup, the game kicked off really quickly. The ships moved into tactical positions and started firing and taking damage the second round. I found this an great bonus, not a lot of down time, it got down and dirty fast, seeing blow-through damage the very next round, and the round after that getting to allocate damage to the next outer column.<br />
<br />
This damaged the ships but they could still fight, so it was still fun to play with damaged ships. One thing we noticed is that the ships can get going really really fast. The turn rating doesn't seem to get high enough as my friend started his ships with speed 8 and then put all 8 PP into his velocity the very first turn. So the very first turn he was moving at 16 velocity. The turn penalty didn't seem to really phase him, as he could technically keep speeding up and moving in circles to get to a good position. Until I blew out one of his drives. <br />
<br />
The size of the ship seemed to be strictly a bonus as the only effect on movement is fewer PP to allocate. This didn't bother me, because I would play larger ships using their PP to use modules, instead of zip around the battle field like steel butterflies, with guns and stuff. But, with no greater turn penalties for the larger ships, again there is not much to hold a speedy opponent back from just dumping all his PP into velocity again.<br />
<br />
Tried a few of the other mechanics that all flowed smoothly, like warheads.<br />
The modules had some fuzzy wording and we kinda just guessed at some of it.<br />
The antimatter cloud was one of it, it had a range, and we weren't sure if that was a radius or a distance he could project the could if he wanted to help an ally. Even then, it said it dissipated at the end of movement phase which would be before you get any bonus of the cover. We just played it till the end of NEXT movement phase.<br />
<br />
There is a lot of talk in the rulebook about special movement types and scenarios, and I think a lot of this is just confusing and extra stuff not needed to enjoy the game. It may come more naturally as I try progressively more complicated scenarios, but at this point it seems to be not necessarily. <br />
<br />
Other than that I think it's a great system, and has tons of potential. My favorite part so far is damage allocation, I love how quick, simple and yet deep it is.<br />
<br />
And the module concept is a fantastic way to let players customize their ships with out the side effect of a build-a-ship system, where people can build game breaking ships.<br />
<br />
Anyway, keep up the good work, can't wait to try the next playtest round!]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Battle Report from GenCon09]]></title>
			<link>http://forum.cyprianrift.com/showthread.php?tid=22</link>
			<pubDate>Tue, 16 Feb 2010 20:57:56 -0700</pubDate>
			<guid isPermaLink="false">http://forum.cyprianrift.com/showthread.php?tid=22</guid>
			<description><![CDATA[-----------Battle Report from Atvar0001 at <a href="http://theminiaturespage.com" target="_blank">http://theminiaturespage.com</a> -----------------------------------<br />
<span style="color: #FFFFE0;">I've just returned home from a 14 hour train ride from GenCon, so I'll be brief now, and I'll answer any questions tomorrow, to the best of my recollection.<br />
<br />
Cyprian Rifts is a small-scale space ship game between small to medium ships – frigate, destroyer and cruiser classes. We played a 3 on 3 demo, and that size would seem to work best for a game of this level of complexity. We were given cruisers for this particular session, though other sessions used the smaller ships.<br />
<br />
Brief overview:<br />
<br />
Sequence of play: Players decide upon and record their velocity changed for the turn (these are determined by their ship's thrust rating), and then roll for initiative. D10s and d6s, two of each, are used for the game. There are both threshold rolls and opposed rolls in the game.<br />
<br />
Movement: Movement for all ships takes place following initiative order. Ships may move as desired when it is their turn, according to turn radius limitations determined by their current velocity. Slower ships can turn more sharply, but if they have the misfortune to go first, they will have less chance to avoid being outmaneuvered by ships moving later. The game is unapologetically 2-D, which makes for faster if less "realistic" play. Movement was pleasingly dynamic; the ships handle more like formula 1 cars than like lumbering "space dreadnaughts" if you are willing to pilot them aggressively. "Speed is life", the fighter pilot's maxim, definitely applied to our battle. My team savaged the other side with speedy firing runs for several turns until they overcame their "ships-of-the-line" mindset and started to maneuver creatively. There were two interesting terrain features on the map used, gravity wells which impeded movement and projectile weaponry, and nebulas, which gave small defensive bonuses to ships hiding in them. More are planned.<br />
<br />
Firing: All ships at the demo had front, left front/ side, rightt front/ side, and Land R side/ rear arcs. The best weaponry is deployed along the narrow front arc, but all arcs are capable of causing significant damage. Mines and homing missiles of several types are also available in small quantities. Combat is resolved simultaneously, and damage is applied simultaneously. There are several types of weapons with slightly different bonuses…which I can't remember. Fighters do not exist. The ships are quite tough: Though the designer says that with a few lucky hits, a ship can take down an equivalent enemy ship in just a few turns, in our brief experience we found ships to be very hard to kill, perhaps even a bit too hard. At the end of about 8 turns, only two ships were destroyed and two moderately wounded. On the other hand, we were playing with cruisers, the ships at the heavy end of the range.<br />
<br />
<br />
Impressions: For me, the game strikes just the right balance for optimal enjoyment. The rules are fine-grained enough that good tactics wins over good die-rolling, but simple enough that "calculation fatigue" does not set in, and a small but satisfying game could be played in 60-90 minutes. What we found especially fun are the randomly-drawn perks which customize each ship. Most are one-time effects. Some perks are a function of the crew or captain, and some the result of unique artifacts discovered by particular crew. These add a nice cinematic touch to the game. In our demo, I used an alien inertial damping device which caused my opponent to decelerate, leaving him unable to avoid the minefield I'd just laid across his bow. He responded a few turns later by forcing me to save against his "diplomatic imunity" ploy. I failed the save, and thus for a turn I held my fire, believing him to be carrying an important diplomat whom I would be unwilling to kill. Great fun!<br />
<br />
<br />
Cyprian Rifts looks to be an excellent game. Going into the demo, I hadn't had the desire to pick up a space combat game in years, but this game is going to bring me back into the fold.<br />
<br />
<br />
Cyprian Rifts, if I am remembering correctly, is expected to be released some time this year, in both pdf and book forms. Check it out. cyprianrift.com<br />
<br />
<br />
Andy</span><br />
---------------------- Orginal Link : <a href="http://theminiaturespage.com/boards/msg.mv?id=177001" target="_blank">http://theminiaturespage.com/boards/msg.mv?id=177001</a>]]></description>
			<content:encoded><![CDATA[-----------Battle Report from Atvar0001 at <a href="http://theminiaturespage.com" target="_blank">http://theminiaturespage.com</a> -----------------------------------<br />
<span style="color: #FFFFE0;">I've just returned home from a 14 hour train ride from GenCon, so I'll be brief now, and I'll answer any questions tomorrow, to the best of my recollection.<br />
<br />
Cyprian Rifts is a small-scale space ship game between small to medium ships – frigate, destroyer and cruiser classes. We played a 3 on 3 demo, and that size would seem to work best for a game of this level of complexity. We were given cruisers for this particular session, though other sessions used the smaller ships.<br />
<br />
Brief overview:<br />
<br />
Sequence of play: Players decide upon and record their velocity changed for the turn (these are determined by their ship's thrust rating), and then roll for initiative. D10s and d6s, two of each, are used for the game. There are both threshold rolls and opposed rolls in the game.<br />
<br />
Movement: Movement for all ships takes place following initiative order. Ships may move as desired when it is their turn, according to turn radius limitations determined by their current velocity. Slower ships can turn more sharply, but if they have the misfortune to go first, they will have less chance to avoid being outmaneuvered by ships moving later. The game is unapologetically 2-D, which makes for faster if less "realistic" play. Movement was pleasingly dynamic; the ships handle more like formula 1 cars than like lumbering "space dreadnaughts" if you are willing to pilot them aggressively. "Speed is life", the fighter pilot's maxim, definitely applied to our battle. My team savaged the other side with speedy firing runs for several turns until they overcame their "ships-of-the-line" mindset and started to maneuver creatively. There were two interesting terrain features on the map used, gravity wells which impeded movement and projectile weaponry, and nebulas, which gave small defensive bonuses to ships hiding in them. More are planned.<br />
<br />
Firing: All ships at the demo had front, left front/ side, rightt front/ side, and Land R side/ rear arcs. The best weaponry is deployed along the narrow front arc, but all arcs are capable of causing significant damage. Mines and homing missiles of several types are also available in small quantities. Combat is resolved simultaneously, and damage is applied simultaneously. There are several types of weapons with slightly different bonuses…which I can't remember. Fighters do not exist. The ships are quite tough: Though the designer says that with a few lucky hits, a ship can take down an equivalent enemy ship in just a few turns, in our brief experience we found ships to be very hard to kill, perhaps even a bit too hard. At the end of about 8 turns, only two ships were destroyed and two moderately wounded. On the other hand, we were playing with cruisers, the ships at the heavy end of the range.<br />
<br />
<br />
Impressions: For me, the game strikes just the right balance for optimal enjoyment. The rules are fine-grained enough that good tactics wins over good die-rolling, but simple enough that "calculation fatigue" does not set in, and a small but satisfying game could be played in 60-90 minutes. What we found especially fun are the randomly-drawn perks which customize each ship. Most are one-time effects. Some perks are a function of the crew or captain, and some the result of unique artifacts discovered by particular crew. These add a nice cinematic touch to the game. In our demo, I used an alien inertial damping device which caused my opponent to decelerate, leaving him unable to avoid the minefield I'd just laid across his bow. He responded a few turns later by forcing me to save against his "diplomatic imunity" ploy. I failed the save, and thus for a turn I held my fire, believing him to be carrying an important diplomat whom I would be unwilling to kill. Great fun!<br />
<br />
<br />
Cyprian Rifts looks to be an excellent game. Going into the demo, I hadn't had the desire to pick up a space combat game in years, but this game is going to bring me back into the fold.<br />
<br />
<br />
Cyprian Rifts, if I am remembering correctly, is expected to be released some time this year, in both pdf and book forms. Check it out. cyprianrift.com<br />
<br />
<br />
Andy</span><br />
---------------------- Orginal Link : <a href="http://theminiaturespage.com/boards/msg.mv?id=177001" target="_blank">http://theminiaturespage.com/boards/msg.mv?id=177001</a>]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Damage allocation]]></title>
			<link>http://forum.cyprianrift.com/showthread.php?tid=16</link>
			<pubDate>Wed, 11 Jun 2008 08:35:24 -0700</pubDate>
			<guid isPermaLink="false">http://forum.cyprianrift.com/showthread.php?tid=16</guid>
			<description><![CDATA[I was having some trouble with damage allocation on the sides of a ship.  But I think I have it figured out now.  A ship really only has 2 "facings" for damage allocation, front and rear.  There are no port and starboard in terms of taking damage.  Is that right?  If so, what about damage coming down the spine?  Does the defender or attacker determine where the ship is hit or is there another mechanism?]]></description>
			<content:encoded><![CDATA[I was having some trouble with damage allocation on the sides of a ship.  But I think I have it figured out now.  A ship really only has 2 "facings" for damage allocation, front and rear.  There are no port and starboard in terms of taking damage.  Is that right?  If so, what about damage coming down the spine?  Does the defender or attacker determine where the ship is hit or is there another mechanism?]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Playtesting in a Nutshell]]></title>
			<link>http://forum.cyprianrift.com/showthread.php?tid=9</link>
			<pubDate>Sat, 31 May 2008 12:52:14 -0700</pubDate>
			<guid isPermaLink="false">http://forum.cyprianrift.com/showthread.php?tid=9</guid>
			<description><![CDATA[<span style="font-weight: bold;">Playtesting in a nutshell</span><br />
Playtesting is more than just playing a game and filling out some feedback form.  It is process used to gain knowledge on how players react, understand and experience the game. The designers goal is to make sure the rules work as intended, are easy to understand, the game has a sense of balance and of course enjoyable to play.  The playtesters help ensures the intended game design is achieved through their perspective of playing the game.  (Yawn!!!)<br />
<br />
Well actually game design can be complex, DNG can miss things when making a game.  DNG may even make a mistake, but don’t tell anyone.  We may go WOW, wish I thought of that loop-hole. Playtesting is about helping make sure the intended idea becomes a fun and playable game. Playtesters get a first hand glimpse of the work in progress and can help give the game direction.  You may even find ways to break the game but then we (DNG and You) will fix it!<br />
<br />
<span style="font-weight: bold;">Playtesting Entails – It’s easier than you think!</span><br />
With that said, playtesting is playing the game and giving feedback.<br />
<br />
Playtesting is actually simple. Play the game and then submit a battle report. Add any addition comments or thoughts on how to improve the game. The goal of playtesting is to see if the rules make sense, is the game flow good to go and is there anything that needs to be fixed. You as the gamer can give valuable feedback and direction.]]></description>
			<content:encoded><![CDATA[<span style="font-weight: bold;">Playtesting in a nutshell</span><br />
Playtesting is more than just playing a game and filling out some feedback form.  It is process used to gain knowledge on how players react, understand and experience the game. The designers goal is to make sure the rules work as intended, are easy to understand, the game has a sense of balance and of course enjoyable to play.  The playtesters help ensures the intended game design is achieved through their perspective of playing the game.  (Yawn!!!)<br />
<br />
Well actually game design can be complex, DNG can miss things when making a game.  DNG may even make a mistake, but don’t tell anyone.  We may go WOW, wish I thought of that loop-hole. Playtesting is about helping make sure the intended idea becomes a fun and playable game. Playtesters get a first hand glimpse of the work in progress and can help give the game direction.  You may even find ways to break the game but then we (DNG and You) will fix it!<br />
<br />
<span style="font-weight: bold;">Playtesting Entails – It’s easier than you think!</span><br />
With that said, playtesting is playing the game and giving feedback.<br />
<br />
Playtesting is actually simple. Play the game and then submit a battle report. Add any addition comments or thoughts on how to improve the game. The goal of playtesting is to see if the rules make sense, is the game flow good to go and is there anything that needs to be fixed. You as the gamer can give valuable feedback and direction.]]></content:encoded>
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