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The Wyrm Turns Part 1 and 2


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#1 Dietcokeofevil

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Posted 12 August 2012 - 06:26 AM

Hey guys,

 

My group and I played this quest yesterday, and we found it to be really abusable. Sometimes I wonder if FFG has really cut down on its playtesting stages. It seems like this game suffers from a lot of the same game design flaws as Mansions of Madness.

 

I'm hoping that we as a group misunderstood a rule somewhere. Are these two moves legal, RAW?

 

1) Part One of the quest. Tomble teleports through the Wall of Fire, kills all the monsters who can not activate because no hero has stepped on a plate yet. Then opens the doors and Belthir flies out?

 

2) Part Two. I as OL, take Elementals and just go into Air form. Protecting the dragon skull carrier and at the very worst, forcing a draw as the quest is unwinable for the heroes.

 

If RAW these are legal tactics, then I think some serious exploits were overlooked. And they aren't involving weird rule interpretations or twisting the wording on anything.

 

I noticed on these forums, its common for defenders of the game to fall back on blaming the players for exploiting the game mechanics. Unfortunately, this is a competitive game and who is to say what's exploitative and what's legitimate, clever tactics? I feel that this is the reason rules exist. To create those guidelines and keep the game flowing, and I think this is where Descent 2 really falls flat. If I wanted to create houserules left and right, I'd make my own game and not pay for a finished product.



#2 Sythion

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Posted 12 August 2012 - 08:17 AM

1) Thomble can't teleport through doors (or obstacles). This is explained in the counting spaces section of the rulebook.

2) I can't see any way that elementals can block, considering that you can move through them, there does not seem to be any conceivable setup that does not allow a hero to get adjacent.



#3 Dietcokeofevil

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Posted 12 August 2012 - 08:24 AM

1) Thanks for that! We have been playing that completely wrong then. I will review that section of the rulebook again.

2) In Part 2, the heroes win by killing all of the monsters. Elementals in air form are immune to attacks. I'm not sure what you mean regarding the blocking thing?

I think I see what you were talking about. What I meant by protecting the dragon skull carrier is that the elemental IS the dragon skull carrier, and then goes into air form. Unkillable with attacks. 

Thanks again!

Ryan



#4 Triu

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Posted 12 August 2012 - 05:33 PM

#2 does seem like a loophole.  I know how I'd rule if moderating a game -- when the Elemental turns to air, the token drops to the floor in a non-monster-occupied square, no closer to the exit.






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