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I have Labyrinth of Ruin ... Questions?


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#21 maldion

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Posted 04 July 2013 - 05:08 AM

what is written on the cursed card?


Edited by maldion, 04 July 2013 - 05:08 AM.


#22 eloy79

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Posted 04 July 2013 - 06:05 AM

    What is the new skills of the new monsters  and what are they about ?



#23 Lilikin

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Posted 04 July 2013 - 08:18 AM

Didn't even released it was released!

 

Anyone know when it's released in the UK?


Wait lassie what's that noise? A few people telling FFG on a forum how to make their own games, well lassie that told them

I have three more ships than you so my opinion is twice as valid!!

#24 any2cards

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Posted 04 July 2013 - 08:54 AM

what is written on the cursed card?

 

Cursed Card

 

You cannot use monster actions or skills denoted with the Action symbol.

 

At the start of your turn, test Knowledge.  If you pass, discard this card or token.  If you fail, keep this card or token.



#25 any2cards

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Posted 04 July 2013 - 09:30 AM

    What is the new skills of the new monsters  and what are they about ?

 

The new monsters included with Labyrinth of Ruin are as follows:

 

Goblin Witcher   Attack Type: Range   Traits: Building, Cursed

     Act I:   Minion   Speed: 4   Hearts: 3   Defense: Gray   Attack: Blue Yellow

                              Surge: Curse   Surge: +1 Range

                Master   Speed: 4   Hearts: 5   Defense: Gray   Attack: Blue Yellow

                              Action: Bewitch   Surge: Curse   Surge: +2 Range

     Act II:  Minion   Speed: 4   Hearts: 6   Defense: Gray   Attack: Blue Yellow

                              Surge: Curse   Surge: +2 Range   Surge: +1 Heart

                Master   Speed: 4   Hearts: 8   Defense: Gray   Attack: Blue Yellow Green

                              Surge: Bewitch   Surge: Curse   Surge: +2 Range   Surge: +2 Hearts

 

Bewitch: Move each adjacent Cursed hero up to 2 spaces in any direction of your choice.

 

Curse: If this attack deals at least 1 Heart (after the defense roll), the target is Cursed.

 

 

Volucrix Reaver   Attack Type: Melee   Traits: Building, Mountain

     Act I:   Minion   Speed: 4   Hearts: 3   Defense: Gray   Attack: Blue Yellow 

                              Action: Skirmish   Surge: Pierce 2

                Master   Speed: 4   Hearts: 5   Defense: Gray   Attack: Blue Yellow

                              Surge: Ravage   Action: Skirmish   Surge: Pierce 2   Surge: +1 Heart

     Act II:  Minion   Speed: 4   Hearts: 4   Defense: Gray Brown   Attack: Blue Red

                              Action: Skirmish   Surge: Pierce 2

                Master   Speed: 4   Hearts: 6   Defense: Gray Brown   Attack: Blue Red

                              Ravage   Action: Skirmish   Surge: Pierce 3   Surge: +2 Hearts

 

Ravage: Both of this monster's actions on a turn may be attack actions.

 

Skirmish: This monster may move 3 spaces, then perform an attack.

 

 

Carrion Drake   Attack Type: Melee   Traits: Water, Dark

     Act I:   Minion   Speed: 5   Hearts: 6   Defense: Gray   Attack: Blue Yellow

                              Fly   Surge: Disease   Surge: +1 Heart

                Master   Speed: 5   Hearts: 8   Defense: Gray   Attack: Blue Yellow

                              Fly   Plagued   Surge: Disease   Surge: +2 Hearts

     Act II:  Minion   Speed: 5   Hearts: 7   Defense: Gray Brown   Attack: Blue Yellow Green

                              Fly   Surge: Disease   Surge: +1 Heart   Surge: +1 Heart

                 Master  Speed: 5   Hearts: 10   Defense: Gray Gray   Attack: Blue Yellow Green

                              Fly   Plagued   Surge: Disease   Surge: +2 Hearts

 

Fly: This monster may ignore enemy figures and the effects of terrain while moving.  It must end its movement

       in an empty space following normal movement rules.

 

Plagued: When a hero adjacent to this monster would discard a Poisoned or Diseased Condition card, he

                instead keeps the card.

 

Disease: If this attack deals at least 1 Heart (after the defense roll), the target is Diseased.

 

 

Arachyura   Attack Type: Melee   Traits: Wilderness, Curse

     Act I:   Minion   Speed: 3   Hearts: 5   Defense: Gray Brown   Attack: Blue Red Green

                              Action: Pincer Attack   Surge Surge: Pierce 1

                Master   Speed: 3   Hearts: 7   Defense: Gray Brown   Attack: Blue Red Green

                              Lingering Curse   Action: Pincer Attack   Surge Surge: Pierce 2

     Act II   Minion   Speed: 3   Hearts: 7   Defense: Black   Attack: Blue Red Green

                              Action: Pincer Attack   Surge Surge: Pierce 2

                Master   Speed: 3   Hearts: 9   Defense: Black   Attack: Blue Red Green

                              Lingering Curse   Action: Pincer Attack   Surge Surge: Pierce 3

 

Lingering Curse: When this monster is defeated, each adjacent hero must test Willpower.

                            Each Hero that fails is Cursed.

 

Pincer Attack: Perform an attack targeting up to 2 heroes adjacent to this monster.  1 attack roll

                       is made but each hero rolls defense dice separately.  Each target that suffers at

                       least 1 Heart from this attack (after the defense roll) is Immobilized.


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#26 Cipheron

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Posted 05 July 2013 - 02:36 AM

well, thx a lot! i hope lor will be available here in germany in the next couple of weeks :-). i am really looking forward to paint the new minis after i finished painting all monsters from all previous editions and expansions plus some biggies from the d&d adventure boardgames used as lieutnants in d2.

 

one minor complaint is the fact, that the amount of stuff you get has dramatically decreased in comparison to expansions like rtl. may be this occured due to the fact that everything gets more expensive as time slips by... :-(

 

greetz! have a nice weekend! :-)



#27 SolennelBern

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Posted 05 July 2013 - 07:00 AM

Damn dude you're on fire!

Thanks for posting this it only makes me want this expansion even more!



#28 JBouthietteJr

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Posted 05 July 2013 - 10:49 AM

Thanks for all the info on the monsters, but would you mind sharing the numbers of them per hero? i.e. two tan one red for 2 players, three tan one red for 3 players, etc.

 

Also, have you tried putting these components into the base game box? I keep my minis separate, so I'm hoping I can get the new map tiles into the main box without much difficulty.


Edited by JBouthietteJr, 05 July 2013 - 01:30 PM.

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#29 any2cards

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Posted 05 July 2013 - 03:10 PM

Thanks for all the info on the monsters, but would you mind sharing the numbers of them per hero? i.e. two tan one red for 2 players, three tan one red for 3 players, etc.

 

Also, have you tried putting these components into the base game box? I keep my minis separate, so I'm hoping I can get the new map tiles into the main box without much difficulty.

 

Damn ... I knew I had forgot to mention some key point of info with the monsters, but I am old and senile, so ... LOL.

 

Monster Name     2 Heroes Minion, Master     3 Heroes Minion, Master     4 Heroes Minion, Master

 

Arachyura            1,0   0,1   1,1

 

Carrion Drake      0,1   1,1   2,1

 

Goblin Witcher     1,1   2,1   3,1

 

Volucrix Reaver   2,0   2,1   3,1

 

As for getting everything into the base box, I haven't even tried.  Since I have the base game, Lair of the Wyrm, and Labyrinth of Ruin, I figure it wasn't even worth the effort.  I actually have purchased plastic containers for all of my Descent stuff (both D1e and D2e).

 

Having said that, by eyeballing the contents, I would think you could get them in just fine, especially if the minis are kept separate.



#30 any2cards

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Posted 05 July 2013 - 04:17 PM

If I have a file I wanted to share a file (spreadsheet) with the users of this forum, what is the best method for achieving this?

 

Thanks in advance for suggestions.



#31 SoylentGreen

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Posted 05 July 2013 - 08:20 PM

Google Docs... you should be able to share a file by link. Make it so only you can edit - but that we can all see it.



#32 any2cards

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Posted 05 July 2013 - 08:47 PM

Okay, my first attempt to provide access to a document.  It should be a spreadsheet which includes the stats for all monsters from D2e the base game, the conversion kit, Lair of the Wyrm, and Labyrinth of Ruin.  I found that having all of this information in one place made it easy for the OL when determining what open groups to employ in given encounters.

 

Anyway, spent a bunch of time on it, and thought I would share.  If this works, and you can view/save it, it is best printed on legal paper.

 

Here is the link: https://docs.google....dit?usp=sharing


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#33 SoylentGreen

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Posted 06 July 2013 - 09:37 PM

Very nice cheat sheet!

 

Thanks for sharing!



#34 BatHead

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Posted 07 July 2013 - 04:38 AM

What can you tell us of the minis?



#35 any2cards

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Posted 07 July 2013 - 07:44 AM

What can you tell us of the minis?

 

Ummm ... they exist?  :D   Sorry, didn't get much sleep last night.  What is it about the minis you would like to know?



#36 BatHead

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Posted 07 July 2013 - 10:46 AM

I just basically wanted to know what minis are included.



#37 any2cards

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Posted 07 July 2013 - 12:09 PM

The minis included with Labyrinth of Ruin are as follows:

 

4 Hero figures

 

13 monster figures consisting of:

  1. 4 Goblin Witchers (3 Tan and 1 Red)
  2. 4 Volucrix Reavers ( 3 Tan and 1 Red)
  3. 3 Carrion Drakes (2 Tan and 1 Red)
  4. 2 Arachyuras (1 Tan and 1 Red)


#38 Zaibazu

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Posted 07 July 2013 - 03:19 PM

Oh I already love this thread! I'm starving to get more information. Here in Germany I can call myself lucky if I can lay my hands on a copy within this year... Back to the topic:
I would love to hear about the new weapon cards... So I would be happy if you find the time, but I know 21 is a f***** lot to write about. And because he is going to be my new favorite can you tell me more of the treasure hunter skills? Thank you so much!

Edited by Zaibazu, 07 July 2013 - 03:31 PM.


#39 any2cards

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Posted 07 July 2013 - 04:12 PM

Oh I already love this thread! I'm starving to get more information. Here in Germany I can call myself lucky if I can lay my hands on a copy within this year... Back to the topic:
I would love to hear about the new weapon cards... So I would be happy if you find the time, but I know 21 is a f***** lot to write about. And because he is going to be my new favorite can you tell me more of the treasure hunter skills? Thank you so much!

 

It's always fun for me to find people as sick as I am ...

 

Act I

 

Poisoned Blowgun: Range, Exotic, One Handed, 100 Gold, Blue Green

     Pierce 1

     Surge: +1H & Poison

     Surge: +1R & +1H

 

Elven Boots: Ring, Boots, 50 Gold

     You gain 1 movement point at the start of your turn.

     Limit 1 Boots equipped at a time.

 

Jinn's Lamp: Ring, Trinket, 100 Gold

     Action: Exhaust this card to draw 1 card from the Act I Shop item deck.  Either equip it or shuffle it back into the deck.

                 If you equip it, return this card to the game box.

 

Shield of Light: Shield, One Handed, 75 Gold

     Exhaust this card after rolling defense dice to either reroll 1 die or add 1 Shield to the results.

     If you suffer no hearts from this attack, recover 1 heart.

 

Thief's Vest: Light Armor, Brown Die, 100 Gold

     You gain +1 Might and +1 Awareness up to a maximum of 6.

 

Rune Plate: Heavy Armor, Silver Die, 175 Gold

     If your Knowledge is 4 or higher, gain +2 Health.

     If you have a Rune equipped, replace this card's gray defense die with a black defense die.

 

Bow of Bone: Range, Bow, Two Handed, 125 Gold, Blue Yellow

     If you have not moved this turn, add 1 additional green power die to your attack pool.

     Surge: +2R & +1H

     Surge Surge: +3H

 

Teleportation Rune: Range, Magic & Rune, Two Handed, 125 Gold, Blue Yellow

     Surge: +1R & +1H

     Surge: After resolving this attack, you may choose an empty space within 2 spaces of you and place your figure

                 in the chosen space.

 

Bearded Axe: Melee, Axe, Two Handed, 175 Gold, Blue Red

     Pierce 1

     If, after resolving Pierce, the target has no shields on its defense roll, this attack gains +2H.

     Surge: Pierce 2

 

Mace of Aver: Melee, Hammer, Two Handed, 150 Gold, Blue Green Green

     Surge: +2H

     Surge Surge: +2H & Stun

 

Serpent Dagger: Melee, Blade, One Handed, 125 Gold, Blue Green

     If the target is Poisoned, this attack gains +2H.

     Surge Surge: The target is Poisoned (even if you didn't deal any hearts).

     Surge: Pierce 2

 

Act II

 

Black Iron Helm: Ring, Helmet, 150 Gold

     You gain +2 Health.

     Add 1 Shield to your defense pool results.

     Limit 1 Helmet equipped at a time.

 

Cloak of Deception: Cloak, Gray Die, 200 Gold

     If you roll a blank on any of your defense dice, you may exhaust this card to test Awareness.  If you pass, you are

     not affected by the attack.

 

Obsidian Scalemail: Heavy Armor, Black Die, 275 Gold

     You cannot be Cursed.

     Each time you are attacked and suffer no hearts, recover 2 fatigue.

     You may perform only 1 Action skill or ability per turn.

 

Staff of the Wild: Range, Magic & Staff, Two Handed, Blue Yellow Green Green, 175 Gold

     Surge: Curse, Disease, Poison, or Stun

     Surge: +1R & +2H

     Surge: +1H and recover 1 fatigue

 

Rune of Misery: Range, Magic & Rune, Two Handed, Blue Red Green, 250 Gold

     Surge: Curse

     Surge: +1R & +1H

     Surge Surge: +4H

 

Shroud of Dusk: Ring, Helmet, 150 Gold

     You gain +1 Might, +1 Willpower, +1 Knowledge, and +1 Awareness up to a maximum of 6.

     Limit 1 Helmet equipped at a time.

 

Bow of the Eclipse: Range, Bow & Exotic, Two Handed, Blue Red Green, 250 Gold

     Pierce 2

     Surge Surge: +1R & +3H

     Surge: +1R & +1H

 

Obsidian Greataxe: Melee, Axe, Two Handed, Blue Red Red, 225 Gold

     Each time you defeat a monster with this weapon, recover 1 fatigue.

     Surge: +2H

 

Iron Claws: Melee, Blade & Exotic, One Handed, Blue Yellow Yellow, 175 Gold

     If your other hand is empty, add 1 additional green power die to your attack pool.

     Surge Surge Surge: +5H

     Surge Surge: +2H

 

Rage Blade: Melee, Blade, One Handed, Blue Red Yellow, 200 Gold

     If you have already attacked this turn, add 1 additional green power die to your attack pool.

     Surge: Pierce 1 & +1H

     Surge Surge: +3H



#40 any2cards

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Posted 07 July 2013 - 04:34 PM

And because he is going to be my new favorite can you tell me more of the treasure hunter skills? Thank you so much!

 

Here are the cards for the Treasure Hunter class:

 

Leather Whip: Melee, Exotic, 1 Handed, Blue Yellow

     Reach

     Surge: Pierce 1

     Surge: Move the target 1 space

 

The Dead Man's Compass: Ring, Trinket

     Exhaust this card during your turn.  If you are within 3 spaces of a search token,

     immediately gain 1 movement point.

 

Delver: Cost: 0, Fatigue: 0

     If you are not adjacent to any other hero, each of your attacks gains +1 heart.

     Each time you would draw a Search card, instead draw 2 and choose 1 to keep.

     Then place the other Search card either on the top or bottom of the Search deck.

 

Gold Rush: Cost: 1, Fatigue: 0

     Exhaust this card during your turn immediately after performing a search action

     to gain movement points equal to the number of Search cards you have (facedown

     or faceup), up to a maximum of 5.

     While this card is exhausted, you may move through enemy figures.

 

Dungeoneer: Cost: 1, Fatigue: 1

     Action: Exhaust this card to perform a search action.  While this card is exhausted,

                 you may perform 1 attack during your turn without using an action.

 

Survey: Cost: 1, Fatigue: 1

     You gain +1 Stamina, even while this card is exhausted.

     Exhaust this card during your turn to look at the top 3 cards of the Search deck.

     You may return the cards to the top of the Search deck in any order you choose.

 

Sleight of Hand: Cost: 2, Fatigue: 0

     While you have an Exotic or Bow weapon equipped, each of your attacks gains

     Pierce 2 (even while this card is exhausted).

     When another hero draws a Search card, exhaust this card to allow him to

     immediately give the Search card to you.

 

Lure of Fortune: Cost: 2, Fatigue: 0

     Each time you perform a search action, you recover 1 heart and 1 fatigue.

     Additionally, each time you defeat a monster you may move the top card of the

     Search deck to the bottom of the deck without looking at it.

 

Guard the Spoils: Cost: 2, Fatigue: 1

     Exhaust this card when you are targeted by an attack, before dice are rolled.

     Add the following dice to your defense pool, depending on how many Search

     cards you have:

          0-1 Search cards: 1 brown

          2 Search cards:    1 gray

          3+ Search cards:  1 black

 

Finder's Keeper's: Cost: 3, Fatigue: 1

     Action: Perform an attack with an Exotic weapon, adding 1 additional green

                 power die to your attack pool.  This attack gains:

                      Surge: +1H for each Search card you have (facedown or faceup),

                                  up to a maximum of +4H

 

Trail of Riches: Cost: 3, Fatigue: 1

     If you have 2 or more Search cards in front of you (facedown or faceup), you

     may exhaust this card to search a search token within 3 spaces of you

     without using an action.






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