Timing in Post- and Pre-game [NCE]

p0dde

Gang Champion
Mar 2, 2016
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Copenhagen, Denmark
Together with @SkaryMonk I have made a list covering the timing of pre- and post-game events in NCE and OCE .

http://satanpedia.org/wiki/Pre-_and_post-game_sequences

A lot of actions occur during the post- and pre-game and usually the rules are not too specific as to when exactly they occur. During our campaign we have run into a fair amount of issues with this. Nothing a 4+ decisions couldn't handle, but still something that we thought could be addressed.

At the same time we also needed a reference sheet that players could use to make sure they didn't forget something during the pre- and post-game.

We would love to get your input on the list, as I am sure we have left something out, and it would be interesting to hear if a list like this is useful? Oh, and I was not sure which sub category I should post this?
 
Some rule errors:
First, a lot of stuff in the pre/post battle sequence depend on the scenario. Perhaps only write up the generic case, and then add the specifics as a side note? Examples are things like Screamers/Stummers, that really only factor into one or two scenarios.
"Adjust Guild Price". Is that calculate new Gang Rating? Or do you mean the actual Guild Price in the case of an outlaw gang?
For generating money from income, it might be prudent to indicate when to "filter" income into your stash. Also, I'm not sure the money from a Mung Vase is added to your income. After all, everything else you sell is directly to your stash. You're also missing a step to calculate income from tokens collected in-game (loot, stash, etc).
I'd suggest moving "Settlement" to the Pre-Battle list. Yes, it DOES say "After each battle" in the description, but moving it to the start would be functionally identical (beside the first match edge case), and easier to remember.
Rare Trades is fine. We usually swap steps 1 and 2, though, but that's just personal preference.
On the point "Other", why does any of those need to be done in a particular order? All of them are independent of each other, except for the money-making part. Is there any particular reasoning behind the order they're in now?
 
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Hi Sir Frog Multi Quoting not working , so here is a list of replies
  • Right on on, scenario roll modifiers. That is now corrected
  • The Kalma and Spook thread was actually posted in relation to researching this list. Kalma should be declared if used in a Rescue mission, and as for Spook, that rules do not mention when is should be used, so still not sure about that one.
  • The point about scenario specific events, is something we also have been discussing (also gang specific events), but as of now, we try to get it all down. But yeah, it shouldn't get too confusing.
  • I was never sure about the Mung Vase, but looking at the numbers, it is either very bad for non-outlaws (if it is income) or very good (is it is profit). It would be great to get that cleared up. And when you get it on a 66, I guess it should be good.
  • Adding a point about "filtering" income to stash, and one for rolling for loot is a great idea.
  • Reversing point 1 and 2 in Rare Trades I will have to think about. What does the fluff say? The Leader findes the rare trades first and then orders the gangers to work territorier or get more rare trades, OR the Leader takes some gangers with her to go shopping, and sends the rest to work territories? May be the second version sounds best
  • When you mention "Settlement" you are talking about the 6+ roll to get a free juve? ( I think that should be rolled in post-battle?)
  • About the "Other" points I like having a specific order for all of them, except rolling for Stinger Pouch and Ratskin Map, maybe they should be in the "any order" part.
Thanks for the insight!
 
The point about "Adjust Guild Price" relates to the increase in Guild Price if you are outlawed and the attacker in an outlawed scenario (+ d6x10)
 
  • I was never sure about the Mung Vase, but looking at the numbers, it is either very bad for non-outlaws (if it is income) or very good (is it is profit). It would be great to get that cleared up. And when you get it on a 66, I guess it should be good.
For outlaws, it doesn't matter. They never cross-reference the income table. Every credit you earn from any source go directly to your stash, but you also pay out of your cash to feed your people. Since it's not mentioned to go to your income, I'd say it goes to your stash even as a normal gang.
  • Reversing point 1 and 2 in Rare Trades I will have to think about. What does the fluff say? The Leader findes the rare trades first and then orders the gangers to work territorier or get more rare trades, OR the Leader takes some gangers with her to go shopping, and sends the rest to work territories? May be the second version sounds best
The rulebook makes no mention of either, although generating income comes before rare trades in the rules. It works out mostly the same. You typically want to send out all gangers not busy with working territories.
  • When you mention "Settlement" you are talking about the 6+ roll to get a free juve? ( I think that should be rolled in post-battle?)
Ah, damn, I meant Drinking Hole. The +1 Scenario Roll is easier if you don't have to remember it since the last game.
  • About the "Other" points I like having a specific order for all of them, except rolling for Stinger Pouch and Ratskin Map, maybe they should be in the "any order" part.
I feel that you should be able to sell off unwanted equipment to afford either paying off the guilders, your mercenaries, or to afford that needle rifle (Although it should be done before rolling for price in that last case). Same with selling captives to Guilders.

Oh, and one point I just remembered: Assigning a ganger/juve to help the heavies with auto-repairer should you have one.


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For outlaws, it doesn't matter. They never cross-reference the income table. Every credit you earn from any source go directly to your stash, but you also pay out of your cash to feed your people. Since it's not mentioned to go to your income, I'd say it goes to your stash even as a normal gang.

Yes, that was also what I was going for, but I can see that I was not to clear on that one.

The rulebook makes no mention of either, although generating income comes before rare trades in the rules. It works out mostly the same. You typically want to send out all gangers not busy with working territories.

That is true. It is not a big deal, but I like the process of assigning all gangers to tasks first, and then rolling for the outcome.

Ah, damn, I meant Drinking Hole. The +1 Scenario Roll is easier if you don't have to remember it since the last game.

I thought so. I am not a fan of postponing this sort of thing, as there can sometimes be far between fights, and trying to remember if you worked all your drinking holes after last fight could be a problem, either way it requires taking notes, from fight to fight.

I feel that you should be able to sell off unwanted equipment to afford either paying off the guilders, your mercenaries, or to afford that needle rifle (Although it should be done before rolling for price in that last case). Same with selling captives to Guilders.

The equipment part is pretty covered by the rules NCE p. 69 "Alternatively, players may prefer to wait until the heat of battle has cooled and they are able to consider purchases more carefully. Determine which rare items are offered for sale whilst both players are together. The players can then work out what to buy later on." - When it comes to Hired Guns, I thought you were given the option to sell off equipment in the process, but as the rules state NCE p.100 " If there is insufficient credit in the gang's stash to pay a Hired Gun, then he leaves the gang", - so yeah, that should probably get moved down to "Other (any order)".

Oh, and one point I just remembered: Assigning a ganger/juve to help the heavies with auto-repairer should you have one.

Great I totally missed that one too. And thanks for the protip! I found that I can keep on selecting text and pushing Reply, and it stacks up, so that works too.