fnord4
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Posts posted by fnord4
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*bump*
It's tomorrow

Hope to see many people there!
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Yup Ork vs Ork final. Forth was a Chaos deck that was literally the 40 chaos cards from the box plus 10 neutrals, played against him with my Empire deck and lost pretty brutally. Dwarf didn't seem to do so well, but I feel that the field will even out once people start mixing races more.
But a fun time was had by all (i hope)
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Was wondering if anybody here (or any people behind the game who may be listening) knew if there was any way of getting the new story deck without buying extra Core sets? Do we know if FFG may or may not sell them at a later date? (Mainly interested for purposes of Multiplayer CoC)
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I managed to get my hands on one of the spielbox issues with the tiles and got the theatre and the Golden Palace.
Both are very interesting tiles in their own right but they also changed the layout of the board, making movment and position tactically even more important. The worst thing in Blue Moon City is being stuck with a turn doing nothing, and before we added to the two extra tiles that wasn't so much an issue. (Plus we see the grey movement cards played alot more often)
Haven't played with all 4 yet, but they are very well balanced and slot eligently into the game.
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We actually just won a 5 player as the Humans. It was pretty hairy, at distance 2 we drew 3 Cylon attack cards in a single round of 5 and had 3 Centurions aboard. I ended the game as President Zarek in the brig but still effective!
The interesting thing was we had no Cylons at the start of the game, both were delt at the sleeper stage and they had a hard time catching up. This made me think of previous games, and that it seems that the earlier the Cylons enter play the harder it is for the humans, and if both start in play it is very hard indeed.
One good tip we found, if you have a human Admiral, is to aim to jump to 3 rather than 4. Even if it means taking a 1 distance card and needing an extra jump to get to mid game. The Humans don't like the sleeper phase as it has the potential to turn anyone into a Cylon, and if you are doing well it can just send a human player to the brig with the Sympathiser card, so pushing it to be as late in the game as possible is a really good move. So if you hit 3, then gun for maximum distance (and raptors and Launch Scout can be used to make this happen) you can have a sleeper phase at distance 6, (If you can sort a distance 3 to the top of the deck) one jump from Kobol rather than at 4 which is at least two jumps. (It's worth taking a Desolate moon or Astroid field to get one jump from Kobol, just remember to watch those resources...)
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@ Victimizer
Yeah I actually checked both stories when I got home... lol
This thread almost makes me want to write up a "Purist" scenario for the game lol....
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Sands is the must have for me, and the reason I brought Runebound in the first place.
Scepter of Kryos and Cult of Rune are great adventure suppliments, there are a few Doom track varients for Kryos that make it a load of fun. (Seven Scions is a fun one too, not sure how it stands up to replayablity as only played it once)
Rituals and Runes is a must have as well, other than Relics of Legend all the item expansions are presentable but not must haves. (My Market deck is a tad too tall to be honest)
As for monster expansions my vote is with the two wave one packs, terrors from the tomb and the dark forest. These two add some very nice interesting cards to the blue deck and reduce the randomness of the Red deck a little with one encounter each that pulls Margath after you defeat them. (Plus give it variety from just being dragons)
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Victimizer beat me to the Elder Sign comment... lol
Likewise, playing more than a one or two player game would also be "Anti-thematic" , as Lovecraft's stories usually were based around Lone investigators, "The Call of Cthulhu" and "At the Moutains of Maddness" are probably the two exceptions as both involve exibitionary teams. (Though technically Call of... is one investigator piecing togeather stories from documents and witnesses)
Also, all three Guardians we have are based on Lovecraft stories, Hypnos from the self titled poem, Bast was written about by Lovecraft due to his love of cats (though primarily appeared in tales by Robert Bloch) and Nodens from the story "The strange High house in the mist". As Kingsport is oft the centre of Lovecrafts Dream cycle stories, the guardians included with that expansion are actually all theme appropriate.
It is also implied in "Dream Quest of Unknown Kadath" that the Elder gods are just Nylathotep in disguise... (I'll turn off Mythos geek mode now
)I honestly play every game with Hypnos, mechanically he seems to add the most to the game by encouraging exploration of stable locations.
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One tip I can think of. Avoid Shan...

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I found that it did in the first game, but afterwards we "got" the rythem of Rift progression and knew when and when not to go after Kingsport which settled the game time back to normal running time. Though the epic final battle is oft very quick indeed...
Dunwich actually made the game faster anyway, Injury and Maddness cards allow Investigators to bounce back much faster than normal, rather than loosing equipment and then spending a turn in Asylum/hospital to get higher than one san/health.
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Cylons:1 , Humans: 0....
Cylon President Roslyn had a dream turn though, locked Baltar in the brig, then got a crisis that she flunked to put Adama in the Brig making Cylon suspect Tye Admiral... The last "human" player out of the brig was Boomer , and the fleet jumped to distance 4 at the end of the next turn, which triggered the sleeper phase and sent her to the Brig....
Heap of fun though


Quick check of Take Captive! vs. Clan Moulder's Elite
in Warhammer Invasion Rules Questions
Posted
jogo said:
Budmilka_fr said:
"Battlefield only" says that you can only play this unit in that zone. After he's been put in play, you no longer consider it.
With the One hero per zone ruling as precedence the Battlefield has still to be considered.
Actually the one hero per zone restriction and the "Zone X only" restriction are two different things. The FAQ does not contradict page 16 of the rule book about the "Zone X only" keyword, which holds that units with this keyword does not restrict units moving to different zone via a card effect.