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Everything posted by Davachido

  1. Right so update from Caleb: The card anatomy on page 8 of the core rules describes Game Text as: “The special abilities unique to this particular card.” There is no distinction made between ‘benefits’ and ‘drawbacks’ - all of a character’s game text constitutes its ability, both good and bad. Any bold trigger (such as Action, Response, Forced) is a triggered action, so if Local Trouble is attached to Cirdan when his Forced effect triggers, you must raise your threat by 1. Cheers, Caleb Which makes it quite hard on Cirdan but hopefully I have enough test of wills around for when I next play it! This also infers that if you trigger off Glorfindel's effect it also raises threat by one.
  2. I agree with the two interpretations that Richardplunkett suggested earlier, leaning more on the side that it does trigger after this interesting dicussion. I've sent a message through the rules questions form if that's the correct way to get an official answer I'm not sure. I'll post here again when I get a reply.
  3. The faq alludes to Action and Response being triggers but nothing about forced in section: (1.36) Triggered abilities vs. Passive abilities Triggered abilities are abilities on cards that have a bold trigger word such as Action or Response. I've looked a little closer and found the line: (1.09) Forced Responses Forced responses resolve immediately when their specified prerequisite occurs, and before any response effects that also can be triggered off the same prerequisite. So I guess that answers the fact that a Forced effect is 'triggered' here but does this count as an ability? I'm coming up blank looking at the faq or the rulebook for a definition of 'ability'. Anyone got any insight on that one? As dalestephenson says, I think that might solve the issue. If SpGlordindel and Cirdan's Forced effects count as abilities then Trouble afflicts them. If they aren't abilities then they are safe.
  4. I was playing The Steward's Fear tonight as I'm trying to go back through all the scenarios giving them a once over with some newer decks. It was almost like playing blind again since it has been so long. That aside the main question is how does Cirdan work with Local trouble? The card states every time he triggers an ability increase threat by 1 as one of the clauses. Does this trigger off his Forced: effect? I played it as it does which made it particularly painful but I'm not sure if forced counts as 'triggered' for the sake of Local Troubles. I know it does not trigger off the passive due to the FAQ stating: "Because passive abilities don’t have a trigger they are always active and cannot be “triggered”."
  5. It's out in the UK now too, just got mine! I haven't seen a price hike here though. Has it only affected the states then?
  6. I kind of like the idea they have going already. Wherein the card can be used with just one sphere but has more stuff if used as a multi-sphere card. Most of the cards that have the two sphere abilities on them also are co-op friendly with multiple players sharing the costs. I'm not sure making plain multi-sphere cards would have as wide a reach. Saying that I'd love to see a neutral card that costs 2 or something and has different effects listed in its box depending on what sphere resources you spent on them.
  7. Update: I just google searched this subject. So did I, and wow, that explains almost EVERYTHING. I thought there was something else going on (star wars getting in the way, etc) but the corporate reshuffle is now looking like the major cause for delay of the release of Bilehall (advertised release Q4 2015, released Q1 2016) and what has felt like a long wait between announcement and release of the last couple H&M packs (not to mention the limited number of amazon sellers). Maybe it's just my perception, but the ANA changeover has not been great to D2E. Hopefully that's just a short term effect. There was a lot of delay on the lotr lcg as well, we were growing jealous of the constant GoT stuff. I'm not sure if it's related, though I could see a reshuffle delaying a lot of things while they focus on management. Wasn't stewards meant to be Q1 and the next one (forget the name) supposed to be Q2?
  8. That's weird maybe we got our boat first? It's currently on sale on UK amazon.
  9. Is this still not out in the states? Re blood apes: Yes that removal of once per turn limit has been great, dash, leap, leap gets my group every time I've used them so far. I hide the master somewhere in the middle of the group and they assume he won't be able to reach the heroes so they pile in ready for the normal one to get through. Surprise dash and 8 attacks is so satisfying. Edit: Oh I'm also using Valyndra's deck, not the best deck out there I know but getting crush on some weaklings is fun. Massive bulk also gets rid of heroes being able to block the master monster from Leaping at the cost of some health.
  10. Are the blood apes now 2x2 rather than the old 1x2? They have changed some but did not realize that they changed these? Ah their size, yes they are 2x2 now didn't think to check that. Nagas are 2x2, I assume that's the same as before and ferrox are still small.
  11. Re: blood apes, I don't have the conversion kit so I was going off of their abilities listed on the wiki which have their movement listed as 4. So I'm guessing that's wrong on there then? Also, how can heroes block spaces other than preventing the Ape expanding at the very end as it still says "It may move through spaces containing enemy figures", the only thing that changed with regards to moving through characters was the verbiage to make it consistent with other similar effects.
  12. I remember seeing the peril but didn't find the treat as heroes bit. Found it now in the appendix. It does mean though that Challara as a geomancer can really screw with enemy AI leading them back down corridors away from the party. I'm going to try it!
  13. One major Peril I had that was quite funny was in the sidequest to open the chests, as soon as I picked up the key and the last enemy spawned, Valyndra also spawned right next to that enemy. She also blocked the doorway back towards the objective and I already had a peril tick for 2 damage on all my heroes. Thankfully I just spent any remaining feats I had and piled onto the unique enemy from the quest to end it but those major perils can get painful. I haven't seen more than 5 damage from perils either yet but it stacks up quite fast especially if you have 8 hp heroes. I was too far away from a door having dealt with a party of giants tailing me and as I walked up to the door I was slapped with 2 then 5 damage. My healer was choking it on 1 hp after that but still standing. I've played through the campaign twice now and on the second run through I took a treasure hunter with me and fished for healing potions and passed them around. So if I couldn't get to a door for whatever reason I had a contingency. Also no heroes with less than 4 speed or less than 10 health. I'm hoping they add a difficulty slider to the perils so you can try out tactics you aren't familiar with or heroes you aren't stellar with. A quick fix you can do until then is to make it easier is to ignore any major perils that pop up only taking the effect of minor ones. One thing that I am wondering is I played with a geomancer where I blocked doors a lot or made it so enemies had to use both actions walking towards the heroes, around the stones. I was wondering with all the engage/spot/retreat do the familiars count as a hero for those purposes? I'm guessing only if the familiars are the only things around (I made enemies attack as a last resort if there was no other way to get to the heroes) but I'm not so sure.
  14. Currently, Demon Lords have some placeholder text something like DEMON_LORD_SURGE on their surge options. I know they only have one surge option but I find it funny that there is something that looks like a filename there.
  15. I'm not sure but some of the Major perils seem to get you to hurry up, so get a team that isn't too defensive. All of the missions so far are about getting somewhere and then either running for the objective or killing something. One the last mission I tried to gather my party before travelling forth and got hit with two major perils for 2 then 5 damage on all party members. Thankfully I took lots of healing abilities and chugged potions but still I think the perils appear to want to rush you along so you don't gather strength.
  16. Yep, for a gameplay standpoint, is fair enough. But theres so many cool new terrains types and tyles in the expasions (sludge, crumbling terrain, etc). Maybe we see some of then in the side quests on the app. My wish is at some point they add a mini campaing for each expansion, using the tiles and features of every expansion. Of course, I was replying to the person above me who said 27-29 were expansion tiles. I'm pretty sure those aren't. I'd love to have some shadows of Nerekhall tiles for a random attack of the town or something. I do hope ffg continues to release campaigns and make ones for specific terrains like lair of the wyrm for some dungeons.
  17. Core is tiles 1-30 isn't it? I haven't seen more tiles needed than that yet.
  18. O&R do effectively count as getting a free move action each turn which isn't terrible. Combine it with Elven boots is always nice. The low stats are definitely a damper but saving actions standing up heroes could be a game changer in some quests. I don't think he's stellar but he's at least better than the original incarnation. Do remember while Nanok cannot where light/heavy stuff he can still wear cloaks. So act I he can pick up a white wolf cloak for an extra brown dice. Act II he can change it for a cloak of deception if he's lucky enough to find it. Black and Gray dice together + any warrior abilities. Might be good to go for knight with him for those shield bonuses. Also as for the feat you can use it quite effectively with Widow Tara or Tethrys. They spend their feat, hit multiple targets one of which is a big guy standing next to Nanok. Nanok grants two attacks and you've cleared a big chunk of guys.
  19. It's still only the master that has leap attack but with the limit removal and ravage it can attack 6 times if 3 heroes are silly enough to line up next to each other. I really like the models too, Naga are a bit of a pain to fit in my box though, really big!
  20. Hasn't street date hit for that? I got my copy of stewards yesterday. Then please please please tells us Nanoks' stats and ability! I've posted over in the wild fury thread.
  21. Sorry went for a night of bowling. I guess it should be okay because it'll go on the wiki soon? Nanok cannot equip light or heavy armour, he still has his black dice. Once during his turn he may choose 1 non-large monster adjacent to you. Suffer 1 heart and move that monster 1 space. Feat:Use after another hero performs an attack. Immediately perform an attack with a melee weapon that targets 1 of the same monsters. Then that hero may perform an attack that targets that same monster. So a buff to his feat but a nerf to his ability. Moving things around so they have to move up next to you wasting an action is still alright I guess. Gives him more control. Checked Okaluk and Rakash again to make sure I didn't miss anything and nope, just the change of action to their feat. Edit: Oops, missed another new thing about the feat. O&R can now use the feat even while they are knocked out. So no action and usable when KO are the new things. As for blood apes, nothing has changed except for one crucial thing. Leap attack is not limited to once a round. So now it can plough through loads of creatures each round.
  22. I got my copy yesterday, not sure if I'm allowed to post much about the heroes but: Nanok cannot ever wear heavy or light armour and does not get a surge anymore. His ability is movement related, he moves enemies. His feat has changed to a circumstance where he gains an attack and grants someone else an attack at the same time. Okaluk and Rakash have not changed except for one key difference, the feat no longer costs an action. The other two I think were posted on articles already.
  23. Hasn't street date hit for that? I got my copy of stewards yesterday.
  24. I'm not sure it'll be much stronger, basically; it's a scout hero, who gets a healer class and trades the two 3XP abilities for three new abilities. So the hybrid classes eschew the power of the 3XP abilities of the main class. It's basically opening the door for each archetype to gain more choices at the cost of the 3XP abilities. Though starting equipment wise they are the same as everyone else so I doubt the hybrid will come with equipment. Each hybrid is likely just 4 cards, the starting card to tell you which deck and the 1/2/3XP cards. Can't you already do this? Has no warrior in your campaign ever picked up a rune to use with rune armour? I've had a rune master pick up an axe for melee blast even though it'll hit himself.
  25. Huh, so Road to Legend is getting IA alternate turns. It's probably been mentioned before but cool nonetheless. I wonder if this means they'll give it a go in the base rules?
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