<?xml version="1.0" encoding="UTF-8"?>
<rss version="2.0" xmlns:content="http://purl.org/rss/1.0/modules/content/" xmlns:dc="http://purl.org/dc/elements/1.1/">
	<channel>
		<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>Fri, 03 Sep 2010 10:56:46 +0000</pubDate>
		<generator>MyBB</generator>
		<item>
			<title><![CDATA[Game Development Update]]></title>
			<link>http://forum.cyprianrift.com/showthread.php?tid=32</link>
			<pubDate>Tue, 11 May 2010 18:49:46 -0700</pubDate>
			<guid isPermaLink="false">http://forum.cyprianrift.com/showthread.php?tid=32</guid>
			<description><![CDATA[It has been a long time in the make the rule are complete, but DNG is always looking for more playtesters in the final push.  As for the rules they are finally back from the editor and down to minor fine tuning.  I should be done with then review and editors recommendation. <br />
<br />
Soon there will be a PDF versoin ready prior to GenCon.  I also hope to have a limited printing prior to GenCon.]]></description>
			<content:encoded><![CDATA[It has been a long time in the make the rule are complete, but DNG is always looking for more playtesters in the final push.  As for the rules they are finally back from the editor and down to minor fine tuning.  I should be done with then review and editors recommendation. <br />
<br />
Soon there will be a PDF versoin ready prior to GenCon.  I also hope to have a limited printing prior to GenCon.]]></content:encoded>
		</item>
		<item>
			<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[Prototype Maps for Game]]></title>
			<link>http://forum.cyprianrift.com/showthread.php?tid=26</link>
			<pubDate>Sat, 27 Feb 2010 06:09:54 -0700</pubDate>
			<guid isPermaLink="false">http://forum.cyprianrift.com/showthread.php?tid=26</guid>
			<description><![CDATA[There are two low res prototype maps that can be downloaded from the website off the main page.  Print the maps out a Kinkos and have them set to print/shrink to page size. Then you can get some Self-Adhesive Poster Board that can be used as backing.  <br />
<br />
This will allow you to play the game with Galactic Events.  About four game boards are good for a small game.]]></description>
			<content:encoded><![CDATA[There are two low res prototype maps that can be downloaded from the website off the main page.  Print the maps out a Kinkos and have them set to print/shrink to page size. Then you can get some Self-Adhesive Poster Board that can be used as backing.  <br />
<br />
This will allow you to play the game with Galactic Events.  About four game boards are good for a small game.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[The Gobbo has arrived!]]></title>
			<link>http://forum.cyprianrift.com/showthread.php?tid=25</link>
			<pubDate>Fri, 26 Feb 2010 09:28:20 -0700</pubDate>
			<guid isPermaLink="false">http://forum.cyprianrift.com/showthread.php?tid=25</guid>
			<description><![CDATA[<img src="http://forum.cyprianrift.com/images/smilies/biggrin.gif" style="vertical-align: middle;" border="0" alt="Big Grin" title="Big Grin" />  Hello everyone.  I am new to this site and am interested in the game.  My friend Napar suggested I check it out and become a playtester.  So I have sent in my NDA and await seeing the rules.]]></description>
			<content:encoded><![CDATA[<img src="http://forum.cyprianrift.com/images/smilies/biggrin.gif" style="vertical-align: middle;" border="0" alt="Big Grin" title="Big Grin" />  Hello everyone.  I am new to this site and am interested in the game.  My friend Napar suggested I check it out and become a playtester.  So I have sent in my NDA and await seeing the rules.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Greetings from Iowa]]></title>
			<link>http://forum.cyprianrift.com/showthread.php?tid=24</link>
			<pubDate>Wed, 24 Feb 2010 19:19:30 -0700</pubDate>
			<guid isPermaLink="false">http://forum.cyprianrift.com/showthread.php?tid=24</guid>
			<description><![CDATA[Hello everyone from Iowa. Long time science fiction fan and gamer. I work in IT for a large window company. And I love games that can capture the feel of some good sci-fi, and look forward to helping playtest Cyprian Rift.]]></description>
			<content:encoded><![CDATA[Hello everyone from Iowa. Long time science fiction fan and gamer. I work in IT for a large window company. And I love games that can capture the feel of some good sci-fi, and look forward to helping playtest Cyprian Rift.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Playtesting - Round One]]></title>
			<link>http://forum.cyprianrift.com/showthread.php?tid=23</link>
			<pubDate>Tue, 16 Feb 2010 21:13:54 -0700</pubDate>
			<guid isPermaLink="false">http://forum.cyprianrift.com/showthread.php?tid=23</guid>
			<description><![CDATA[Sign up for a tour in the Rift (Playtesters)<br />
To become an official rift runner playtester, you must first fill out a NDA and send it in.  Then I will send you the rules.  See previous post.  <br />
<br />
Battle Reports:<br />
To become an official playtester you must play one battle and sumbit a battle report.  <br />
<br />
A good start is playing with 1-2 ship each of frigate or corvette class.  Then POST your battle report on the forum.  This will recap your glorious encounter.  The battle report does not have to be super detailed but something that gives a nice report of the encounter.    <br />
<br />
There is one listed under Battle Reports but you do not have to be that detailed.]]></description>
			<content:encoded><![CDATA[Sign up for a tour in the Rift (Playtesters)<br />
To become an official rift runner playtester, you must first fill out a NDA and send it in.  Then I will send you the rules.  See previous post.  <br />
<br />
Battle Reports:<br />
To become an official playtester you must play one battle and sumbit a battle report.  <br />
<br />
A good start is playing with 1-2 ship each of frigate or corvette class.  Then POST your battle report on the forum.  This will recap your glorious encounter.  The battle report does not have to be super detailed but something that gives a nice report of the encounter.    <br />
<br />
There is one listed under Battle Reports but you do not have to be that detailed.]]></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[What Was the FIRST Cinema Movie You watched?]]></title>
			<link>http://forum.cyprianrift.com/showthread.php?tid=21</link>
			<pubDate>Thu, 29 Oct 2009 02:08:07 -0700</pubDate>
			<guid isPermaLink="false">http://forum.cyprianrift.com/showthread.php?tid=21</guid>
			<description><![CDATA[I remember my mom took me to watch "Chicken Run" when I was about..6?<br />
<br />
What was yours?]]></description>
			<content:encoded><![CDATA[I remember my mom took me to watch "Chicken Run" when I was about..6?<br />
<br />
What was yours?]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Favorite games nobody else likes.]]></title>
			<link>http://forum.cyprianrift.com/showthread.php?tid=20</link>
			<pubDate>Fri, 23 Oct 2009 22:57:06 -0700</pubDate>
			<guid isPermaLink="false">http://forum.cyprianrift.com/showthread.php?tid=20</guid>
			<description><![CDATA[We all have our little secret games that nobody else likes, but we play them because there's something about them that just appeals to us. What are some games you absolutely love that others don't? They have to be obscure games, too.<br />
<br />
Mine would have to be...<br />
<br />
1. Goblin Commander (bet you didn't guess that one).<br />
2. Baldur's Gate: Dark Alliance<br />
3. The Bard's Tale]]></description>
			<content:encoded><![CDATA[We all have our little secret games that nobody else likes, but we play them because there's something about them that just appeals to us. What are some games you absolutely love that others don't? They have to be obscure games, too.<br />
<br />
Mine would have to be...<br />
<br />
1. Goblin Commander (bet you didn't guess that one).<br />
2. Baldur's Gate: Dark Alliance<br />
3. The Bard's Tale]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Hi I am New...]]></title>
			<link>http://forum.cyprianrift.com/showthread.php?tid=19</link>
			<pubDate>Fri, 23 Oct 2009 22:55:59 -0700</pubDate>
			<guid isPermaLink="false">http://forum.cyprianrift.com/showthread.php?tid=19</guid>
			<description><![CDATA[Hello every one <br />
I am new to this forum.Myself robortwillys .I am currently pursuing my B.S in computer science.<br />
for the last few days I have been realizing  this forum very helpful to me.<br />
I am here to know little bit about outside  world.<br />
My special interest  in gaming and I also want to gain my knowledge in technical issues with electronic equipment and software related issues.<br />
I wish  I can also share some knowledge here,]]></description>
			<content:encoded><![CDATA[Hello every one <br />
I am new to this forum.Myself robortwillys .I am currently pursuing my B.S in computer science.<br />
for the last few days I have been realizing  this forum very helpful to me.<br />
I am here to know little bit about outside  world.<br />
My special interest  in gaming and I also want to gain my knowledge in technical issues with electronic equipment and software related issues.<br />
I wish  I can also share some knowledge here,]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Round One Playtesting: Feedback and Comments]]></title>
			<link>http://forum.cyprianrift.com/showthread.php?tid=18</link>
			<pubDate>Sun, 15 Jun 2008 19:20:47 -0700</pubDate>
			<guid isPermaLink="false">http://forum.cyprianrift.com/showthread.php?tid=18</guid>
			<description><![CDATA[<span style="color: #ffffff;">Post: #1 |  Round One Playtesting: Feedback and Comments <br />
<br />
The first round of playtesting is just to look over the rules and see if you can easily play the game. The first round of feedback will be general comments. <br />
<br />
What I am looking for in the first round of playtesting:<br />
• Do the rules work for you? <br />
• What did you like, what needs improvement?<br />
• Where the rules easy to read and understand? <br />
• Do you like the story line and background?<br />
• Do you have FUN playing the game? <br />
• Is it what you expected? (better? worse?) <br />
• If you see rules problems what would you do to solve them? </span><br />
<br />
Please be honest about your feedback.]]></description>
			<content:encoded><![CDATA[<span style="color: #ffffff;">Post: #1 |  Round One Playtesting: Feedback and Comments <br />
<br />
The first round of playtesting is just to look over the rules and see if you can easily play the game. The first round of feedback will be general comments. <br />
<br />
What I am looking for in the first round of playtesting:<br />
• Do the rules work for you? <br />
• What did you like, what needs improvement?<br />
• Where the rules easy to read and understand? <br />
• Do you like the story line and background?<br />
• Do you have FUN playing the game? <br />
• Is it what you expected? (better? worse?) <br />
• If you see rules problems what would you do to solve them? </span><br />
<br />
Please be honest about your feedback.]]></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[Round One Playtesting: First Encounter]]></title>
			<link>http://forum.cyprianrift.com/showthread.php?tid=15</link>
			<pubDate>Mon, 09 Jun 2008 17:17:54 -0700</pubDate>
			<guid isPermaLink="false">http://forum.cyprianrift.com/showthread.php?tid=15</guid>
			<description><![CDATA[Your mission if you so accept it is ship-on-ship action.  Using equal sized ships of any class and battle it out.  This rules of engagement are simple destroy the other team.    <br />
<br />
Scenario:  This is your first encounter and each player will command 1-2 ships. This scenario is to learn the game mechanics of movement and combat.  <br />
<br />
Scope:  To see if there are any fatal flaws in the rules set.  Are things in/out of balance?  Does the game play smootly? <br />
<br />
Recommendation:  Play with 2-4 players.   All skills levels are set to two.  <br />
<br />
Aftermath:  Post a battle report.]]></description>
			<content:encoded><![CDATA[Your mission if you so accept it is ship-on-ship action.  Using equal sized ships of any class and battle it out.  This rules of engagement are simple destroy the other team.    <br />
<br />
Scenario:  This is your first encounter and each player will command 1-2 ships. This scenario is to learn the game mechanics of movement and combat.  <br />
<br />
Scope:  To see if there are any fatal flaws in the rules set.  Are things in/out of balance?  Does the game play smootly? <br />
<br />
Recommendation:  Play with 2-4 players.   All skills levels are set to two.  <br />
<br />
Aftermath:  Post a battle report.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Welcome aboard Rift Runners!]]></title>
			<link>http://forum.cyprianrift.com/showthread.php?tid=13</link>
			<pubDate>Mon, 09 Jun 2008 17:07:53 -0700</pubDate>
			<guid isPermaLink="false">http://forum.cyprianrift.com/showthread.php?tid=13</guid>
			<description><![CDATA[Hello and welcome to the forum.  I am a gamer; love to play various types of game (board, RPG and video).   Have been gaming since the 80’s and still going strong.   So strong I decide to take my idea of a sci-fi mini game that has been rattling around in my head and turn it into a game.  <br />
I also live in the Green Bay area and have a day job in the IT field.  Hoping to get a mini line up and the game published in a relative short order.  <br />
Feel free to give me your true honest feedback and state you mind, about the game.  You will not hurt my feelings, but at least be civil about it.  Enjoy the game and welcome to the board.<br />
Cyprian Rift: Warships -Run the rift!]]></description>
			<content:encoded><![CDATA[Hello and welcome to the forum.  I am a gamer; love to play various types of game (board, RPG and video).   Have been gaming since the 80’s and still going strong.   So strong I decide to take my idea of a sci-fi mini game that has been rattling around in my head and turn it into a game.  <br />
I also live in the Green Bay area and have a day job in the IT field.  Hoping to get a mini line up and the game published in a relative short order.  <br />
Feel free to give me your true honest feedback and state you mind, about the game.  You will not hurt my feelings, but at least be civil about it.  Enjoy the game and welcome to the board.<br />
Cyprian Rift: Warships -Run the rift!]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Hello From the middle of nowhere.]]></title>
			<link>http://forum.cyprianrift.com/showthread.php?tid=12</link>
			<pubDate>Mon, 09 Jun 2008 09:21:47 -0700</pubDate>
			<guid isPermaLink="false">http://forum.cyprianrift.com/showthread.php?tid=12</guid>
			<description><![CDATA[I'm a long time gamer, Started with Full thrust when I was 16, and D&amp;D when I was 14, really enjoy the amount of imagination involved in gaming, cant wait to see more about Cyprian Rift: Warships. Anybody in Central Oregon area, let me know we might be able to get together and game sometime.]]></description>
			<content:encoded><![CDATA[I'm a long time gamer, Started with Full thrust when I was 16, and D&amp;D when I was 14, really enjoy the amount of imagination involved in gaming, cant wait to see more about Cyprian Rift: Warships. Anybody in Central Oregon area, let me know we might be able to get together and game sometime.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Sean "Schoon"]]></title>
			<link>http://forum.cyprianrift.com/showthread.php?tid=11</link>
			<pubDate>Thu, 05 Jun 2008 11:16:54 -0700</pubDate>
			<guid isPermaLink="false">http://forum.cyprianrift.com/showthread.php?tid=11</guid>
			<description><![CDATA[Hello All,<br />
<br />
I'm a project manager for a high-power electronics firm, <a href="http://www.etm-inc.com/" target="_blank">ETM</a>.<br />
<br />
In my copious free time I do freelance writing and playtesting for Black Industries/Fantasy Flight Games' <a href="http://www.fantasyflightgames.com/dark-heresy/index.shtml" target="_blank">40KRP Dark Heresy</a>, as well as maintaining the <a href="http://www.scholaprogenium.com/" target="_blank">Schola Progenium</a> website.<br />
<br />
I live in Oakland, CA with my very-understanding wife <img src="http://forum.cyprianrift.com/images/smilies/wink.gif" style="vertical-align: middle;" border="0" alt="Wink" title="Wink" />]]></description>
			<content:encoded><![CDATA[Hello All,<br />
<br />
I'm a project manager for a high-power electronics firm, <a href="http://www.etm-inc.com/" target="_blank">ETM</a>.<br />
<br />
In my copious free time I do freelance writing and playtesting for Black Industries/Fantasy Flight Games' <a href="http://www.fantasyflightgames.com/dark-heresy/index.shtml" target="_blank">40KRP Dark Heresy</a>, as well as maintaining the <a href="http://www.scholaprogenium.com/" target="_blank">Schola Progenium</a> website.<br />
<br />
I live in Oakland, CA with my very-understanding wife <img src="http://forum.cyprianrift.com/images/smilies/wink.gif" style="vertical-align: middle;" border="0" alt="Wink" title="Wink" />]]></content:encoded>
		</item>
	</channel>
</rss>