Jump to content


  • Content Count

  • Joined

  • Last visited

About Corbon

  • Rank

Contact Methods

  • AIM
  • MSN
  • Website URL
  • ICQ
  • Yahoo
  • Skype

Profile Information

  • Location
    Singapore, - , Singapore

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. There is a small community playing Play-By-Forum at BGG. Its more difficult than playing tabletop, and it requires some discipline and commitment, but it works so long as you are patient, forgiving and reasonable.
  2. TwistedCricket42 said: Greetings: A situation recently came up in our Sea of Blood advanced campaign. During an encounter, Sir Valadir with the Hand of Death skill, attempted to use it against a normal shade. Exact text of Hand of Death reads: "Exhaust this skill instead of making an attack to target a normal unnamed monster in an adjacent space. Roll a power die. On anything but a surge, that monster is instantly killed. On a surge, you suffer 2 wounds (ignoring armor). This skill only refreshes when you (and only you) activate a glyph." The overlords arguement went like this "Hand of death is essentially a special melee attack. You must use it instead of an attack, and you must be adjacent to your target, and the spirit of the skill sounds like you have to touch the enemy. You can't make a melee attack with adjacent figures with the ghost ability. It shouldn't work." The players arguement went like this "It doesn't say it's an attack, you do it instead of making an attack. Even though it says you must be adjacent it never mentions anything about melee or touching the enemy. It's like a discharge of magical energy at close range. It should work." We ruled it to work and it got us through the encounter, but not one session later, he again tried to use it against a figure with soar during another outdoor encounter. The FAQ's strictly disallowed it because of the adjacency requirement. We all agreed that it wouldn't work, but it does lend weight to the overlords arguement, again sounding like an implyed melee attack. So which version sounds right/fair? I thank you for any clarification, as do my players. Its not a melee attack. Or any other sort of an attack. There is no problem using it on a Ghost-ly figure. Correct again on the Soar issue. Not because of it being a melee attack but because Soaring figures are explicitly only adjacent when swooping. Two Soaring figures, for example, can never be adjacent to each other. FAQ pg23 Q: How does Soar interact with abilities such as Aura, Shadowcloak, and Grapple that refer to adjacency? A: A creature that is soaring is adjacent to no other creatures. A creature that swoops becomes adjacent, as normal. … PS. This place is almost dead. BGG is a better place to get questions answered
  3. TwistedCricket42 said: I have a related question about Ironskin as described in the Final FAQ's under the heading "Sorcery Vs. Ironskin." I think I'm reading too much into it. After reading the following: "Sorcery versus Ironskin Sorcery may not add damage to any attack that includes a figure with Ironskin. It may add range to the attack, but not damage. Yes, Laurel can get around this. The damage immunity granted by Ironskin does extend to all figures affected by an attack that includes a figure with Ironskin. This refers solely to the damage caused by the Sorcery skill." If the damage immunity given by ironskin would protect all figures in an area attack that included a figure with ironskin, then does the "all damage dealt to figures with Ironskin by attacks that affect more than one space (such as Blast, Burn, and Breath) is reduced to zero" protect the other figures as well by reducing the entire attack damage to 0 i.e. can the figure with ironskin stand in the middle of the party and act as a shield against dragon breath? Or would the other (non-ironskin) figures take full rolled damage from the area attack and only the figure with ironskin would have the attacks damage reduced to 0? I thank you for any clarification, as do my players. Any damage added by Sorcery to an attack that affects any figures with Ironskin is reduced to zero (immune). It is explicitly only this (Sorcery) damage that is reduced to zero for all figures Example: An attack does 8 normal and 2 sorcery damage, and affects 3 figures with (i) Armour 2, (ii) Armour 3 and (iii) Armour 4 and ironskin. (i) suffers 6 wounds (8D-2A=6) as all the sorcery damage is removed due to (iii)'s ironskin (ii) suffers 5 wounds (8D-3A=6) as all the sorcery damage is removed due to (iii)'s ironskin (iii) suffers 0 wounds as it is an AoE attack affecting more than one figure. PS. This place is pretty much dead. BGG is the place to go for questions now.
  4. gran_orco said: Its description says that he cannot spend fatigue for extra movement. Does it means that he cannot use fatigue to move the miniature, or that he cannot spend fatigue to obtain movement points? For example, could he spend fatigue to drink a potion or change items? IMO he cannot spend MP generated from fatigue for movement, but he can spend them for non-movement movement actions. We know from the ruling on 'ending movement' (for example on encounter markers) that most movement actions are not movement.
  5. PinkTaco said: Yeah, I never really considered 4 Lts running around all armed with a crushing blow was considered balanced though. 4 cities could simultaneously be getting sieged at once, you can only defend one of them at a time and as soon as the fight starts, they destroy an item then flee. only to do it all over again. So an issue of Lt's being broken is nothing new to me. And it seems the other issues have been fixed. In RtL Lts who fled went back to a single location (and originally came from a single location), and cities outside Tamalir didn't actually matter in real terms, so both attacking Lts and forcing them to flee, and ignoring them, could be afforded at different times. Especially as you can always get back to Tamalir in one week from anywhere on the map. In SoB Lts don't get treachery. So no Crushing Blow issue. PinkTaco said: The only thing I'm still worried about is the money sink for the boat and outdoor encounters. In RtL you are strapped for cash as it is, having additional expenses for the boat seems like you may struggle on hero upgrades and items. That can be a serious problem. Its a money sink, a time sink and an XP sink. I highly recommend as a house rule you ignore the dumb-arse FAQ ruling that the whole party pays the XP cost of ship upgrades (which counters the rules, all precedents, balance and common sense, just because some moron asked a stupid question which included misinformation and a bigger moron answered it without paying attention, and now they won't back down). Ships are still too expensive really, even after that. OTOH, the heroes tended to be overpowered by late silver and gold level in RtL, so forcing them to devote resources elsewhere is no bad thing - just as long as it doesn't cause to many problems in the early game (which I think it does). I ignore cannons almost entirely (unless OL is Captain Bones of course) but Elven Sails is critical, the right Figurehead is a big help and I found getting a bigger vessel, as big as possible as fast as possible, helped a lot on Lt encounters - longer (and faster) vessel cuts down on the available map space (and time) for Lts to avoid the heroes in if that was their plan. Of course, things may have changed now you can't just avoid encounters by slipping the Revenge off the side of the map, I've not had time or opportunity to re-evaluate that.
  6. PinkTaco said: Since it seems 'most' of the issues have been fixed im curious to try out the changes. To be honest I always felt Lts were broken in RtL anyway. (7 armor regen 5 immune to pierce at silver level? what a joke) combined with the fact every LT encounter assures a crushing blow and them being impossible to kill before a flee by placing the LT 1 space from the exit. Then throw in the fact you have 4 of them running around and it just becomes a mess. Actually most of the RtL Lts are really quite easy to deal with for the Heroes if they prepare and plan well - thats exactly why the Lts stand 1 space from the exit and flee on turn 1. That includes Alric. Ar7 is pretty piffling really when heroes have silver weaponry, copper and silver support treasures, applicable skills, some extra power dice and use fatigue and power pots. Regen 5 is pretty much a joke when the Lt is going down in 1-2 turns worth of hits - its basically just +0-+10 wounds total. Its only once the OL gets a lot of Treachery that the Lt fights actually become 'interesting'. And a couple of Lts become very dangerous indeed (Slaggorath and Kar-Amog-Atoth). And sending them all back to the same place means that the 'threat' is always coming from the same area - sure you will probably lose one or two of the closest cities to the OL's keep early on, but that's not really all that important in the long run. The main problem with Lts in SoB is two-fold. In the actual encounters they are simply sooooo far away and the heroes simply cannot do 'big moves' through deep water, generally. So you can't get to a Lt and pound it hard all in one turn - the Lt always has time to absorb a threat developing and flee. Then on the map, they don't actually get chased away when hey do flee (they only flee one trail, not two, so they are right back again in the same location before the heroes can even move on!) Even if they did flee 'home', because they all start in separate spots, and the heroes do not have ready movement around the map in the same way, the Lts can still threaten varied areas of the map simultaneously, easily. The first of these problems has been… adjusted. Lts can now only exit the map on the oppositeside of the board that they started on, so now it will take them 2-3 turns at least to flee, and the heroes can at least know in what direction they need to head to try and head off a potentially fleeing Lt.
  7. on the plus side, the dungeon levels are much better designed. They have greater variation in bosses, a more even distribution of monster types, a bit of variation on the loot types and are usually difficult or nearly impossible to entirely prevent spawning in. Quite a few also have some sort of timing mechanism (eg, stand in this place for x turns) that prevent the heroes from sprinting througg them too easily as well. A few can be spoiled by Astarra though - they have unactivated glyphs behind runelocked doors, but Astarra can just run up to the (sealed) door and activate the glyph without bothering to get the key first. That's a bit sad, but is a product IMO of a poor decision on what closed doors block rather than a flaw in SoB. IMO, if money is not an issue, SoB is worth buying just for the extra dungeon levels to mix in to RtL.
  8. PinkTaco said: Everyone seems to think sea of blood is completely broken and makes descent crap. why? I have the expansion but me and friends are still well into RtL and havent busted it out yet. But we plan to. Many, many reasons, some of which combine and multiply each other, others of which are individual. A non-exhaustive list, from before the most recent FAQ (which is only a month or so old - before that almost nothing was fixed). Basic rule problems. 1. There are some components that are required in the same scenario, yet are on opposite sides of the same token - you literally cannot use them both. There are some locations with, for example, rocks under the starting locations of the ships! And Lts with no starting location (fixed already)! 2. There are scenarios with ridiculously broken rules that clearly haven't been played (eg swimming shadowcloaked fast bosses (two) on an Island level). 3. There are entire sections of the rules that simply don't work (tentacles, largely) - in that the first time you try to use them you find that the rules are simply inadequate for doing anything a normal person would do. Simple example for tentacles - they must stay within 3 spaces of their main montser, yet the monster can move 8 or more spaces faster than the tentacles can, and often will want to do this. What happens to the tentalces then? Who knows! 4. There are lots of situations where lots of stuff (figures, ships) is getting moved around by various forces simultaneously, and often to any one of several new locations, yet no rules for how to adjudicate this. Most of the time its of little, or no importance. Sometimes its crucial. 5. None of the new 'terrain' was categorised as obstacles (or any other way) so how it all interacted with other things (such as flyers, or Precision shooters, for example) was totally unclear. 6. Encounters were ridiculously easy to avoid, simply by moving off the side edge of the map on the first turn. Meaning they were a waste of time and space unless the heroes were very powerful and wanted to profit from them (when they are supposed to be a challenge). Critical Balance issues. 7. Lts were impossible to actually fight, unless they chose to let the heroes fight them, and suffered almost no penalty for fleeing. Therefore you couldn't kill them and couldn't drive them off, so inevitably they would eventually win the game through Plot or Raze. Mathematically it is more or less assured, unless the OL deliberately takes unnecessarily risk, or a small selection of characters and skills and luck all come into play together. There simply aren't enough CT on the map for the heroes to get to the Final Battle before the OL wins through Plot or Raze unless the heroes deliberately kill themselves frequently. 8. Lack of a central important location and inability to move quickly around the map. Unfortunately a lot of weak players found Tamalir difficult to defend in RtL and complained about their games ending frequently on Tamalir Razes. This was actually a feature, IMO. Tamalir was eminently defendable, but you had to plan for it and sometimes comit time and resources to do so, and many poor players failed to do this, then complained about suffering the results of their own actions (or inactions). So the Tamalir raze was changed to SoB to 'any 5' city locations. What that actualy means is that instead of having one important place that not only can be defended, and is worth defending, and can be reached from anywhere on the map in one week, in SoB the heroes have to defend everywhere, and can't move around freely (you can return to your home port, but then you are stuck on that area of the map and unable to defend the other side at all). Its a fundamental strategic dictum - he who defends everywhere in truth defends nowhere. Combine that with the fact that you can't even chase Lts away from somewhere effectively (they flee and will be back the very next week). And you really really defend nowhere. So its really just a matter of time until the OL wins and the heroes can't get to the final battle fast enough… Other Balance issues 9. Ship combat (and other encounters) is (are) poorly balanced - its almost always entirely one sided, with the heroes easily fleeing when he odds are against them. 10. The cities are badly balanced. They have some cool things there, but too many of the cities have a cripplingly bad negative that the designers clearly didn't understand. Dallak - can be razed by a plot card and the combined total of markets on all the other cities nearby is 1. Thats crippling. Gafford - nice, but easily bottlenecked as the starting location Garnott - market 1 is crippling, if there is not another market nearby (see Dallak). Trelton - Special ability is woefully pathetic when a single crushing blow… And that comes at the cost of 20XP, no alchemist and no market! 11. Treasure Maps are wasted space. unless the OL is playing badly the heroes are under so much time-pressure that they can never afford to go get the treasure. Its a cool idea, but the only people who actually get to play with it are those playing badly (even when they don't know it yet) 12. Divine favour - accentuates the campaign timing issues by slowing the game when the heroes need to speed it up. And IMO totally destroys the game fun anyway for this reason: Divine Favour radically alters the decision points when it is in effect. The cost/benefit ratio to continuing in the dungeon or fleeing the dungeon becomes quickly skewed. If the heroes are behind, they are suddenly worth less and it becomes very much more worthwhile to gather their own resources (cash, treasures, hero CT) within the dungeons because they are conceding less of the OLs resources (OL CT) in order to get them. If the heroes are ahead, they wish to speed the campaign up anyway in order to reduce the potential number of Lt actions. So they go for all the resources they can get and can afford to concede a few more to the OL. In short, either way the decision, the balance point, the tension, of when to flee a dungeon is removed from the game if Divine Favour is in force. Without tension, there is no drama, no meaning to the mechanical conflict. 13. Removed some of the best skills (yay!) and put in even more overpowered ones (I'm looking at some of you, Marks) instead. Sigh. I'm probably forgetting some others too. The latest FAQ has changed some of this. 1. They just said use something else. 2. Mostly fixed 3. Sadly nothing effectively for tentacles 4. Fixed 5. Fixed 6. Fixed I think 7. Changed, needs testing to see if fixed or not. Who has the time and willing people though… Most who have already tried SoB won't go back now. It was that bad. 8. Mostly unchanged I think, but changes in 7 may address the problem a little. Not enough I'd judge, but only playing and testing will show for sure. 9. Not sure if changed or not. Fixing 6 will help. 10. No changes I think, maybe something I forgot though (Trelton?) 11. No changes I think, but changes to 7 may help. 12. Improved. I still prefer not to use it at all. 13. Not changed.
  9. AussieKSU said: And I do mean by multiplayer as more than 2 people I remember playing everyone sitting in a circle, corp deck to the right, runner to the left, and simply running left. Combined score. Main flaw is that only two people are acting at any one time, so there is a lot of downtime for the other players. That means its best to have something else happening which also has a lot of downtime (and players who are capable of mentally switching easily). IIRC we were playing a lot of Jyhad (V-TES) at the same time, so the Netrunner games were a subgroup of the bigger Jyhad games.
  10. Steve-O said: BerserkOL said: I intended the “spend 1MP to move through staircases” as a normal cost to pay to move from a square to another one.. like when in the same area a figure moves from his actual square to an empty adjacent square (and to do this you need to spend 1 MP). From what you say looks like that for you staircases are to be considered similar to glyphs: you have to actively spend 1MP to use them (and go in town). In my opinion this is wrong and I agree with Corbon’s answer. But, hey I’m a rookie, so it’s up to more experienced players tell how should this work. I’ll wait to see what others say. In my opinion, Knockback should not work through a staircase, simply because it has been established in the past that the figure being moved by Knockback is not affected by anything in the spaces he moves through (he is not considered to have "entered" those spaces), only things in the space he stops in count. With that in mind, the figure could not take advantage of the staircase token because he isn't stopping in that space while being Knockbacked. And, of course, if he does stop in that space, he's still on the near side of the staircase. That's just my two cents on the subject. True enough (and Parathion's argument too). Steve-O said: BerserkOL said: My problem is the FAQ “Only non-AoE attacks may go through staircases.” … I don’t know I would like to know what other people think about blast attacks: 1- is blast attack a normal AoE attack (so it should work like Breath, WoV, … and they can’t go through staircases)? 2- or is a single target attack until it strike the target square at which point it becomes an AoE attack (so it can go through staircases)? An AoE attack is defined as any attack that affects multiple spaces at once. Blast attacks do not "change" from single-point to AoE at any point in the middle of the attack; they are AoE the entire time by virtue of the Blast keyword being associated with them. Under a strict reading of the FAQ, Blast attacks do not work through staircases, because they are AoE attacks. Period. I would personally be cool with a house rule allowing them to go through and explode on the other side, but that's house rules, not official rules. AoE attacks are not actually defined anywhere though are they? A Blast attack may actually not affect more than one space. That may depend on the results of surge spending. The surge spending isn't known at the time the attack is made through the stairs… Blast still has a single target space. From that Target space it may (not necessarily) affect other spaces, but until it reaches that space and resolves it is only affecting that space, so it is only a single space attack. This is different from Breath, Bolt, Sweep, Word and Word of Val, which all intrinsically attack multiple spaces and don't have a target space, but similar to Spirit Spear, which has a single target space but can always effect multiple spaces. Note also that the FAQ says it is the radius of a Blast attack (ie not the attack itself, just the blast radius) and other AoE attacks that doesn't go through. (and elswere, Breath attacks explicitly cannot.) Pg12 Q: Does the radius of a Blast attack or other area attacks (such as the Word of Vaal, Sweep, etc.) extend through a staircase? A: No. Pg3 …Breath attacks cannot be made through staircases. Pg11 Q: Do the effects of abilities such as Aura, Spiritwalker, Command, and Kirga's hero ability (from Altar of Despair) extend through staircases? A: Only non-area of effect attacks may go through staircases. I think the last answer is just unfortunately sloppy (and we all should of caught it, but didn't.) Not only does it fail due to AoE attacks not actually being a defined thing, except by casual usage (which itself has never been closely examined in difficult circumstances), but it fails in that at the moment of passing through the stair, some attacks are explicitly single-space target attacks that may later affect additional spaces. To me, the wording is not at all clear. To me the intended effect is that you can lob a grenade (in a limited fashion) through a stair (note that Dwarven Firebombs are single space attacks), but if the grenade goes off, the blast does not come back through (and nor does a flume of flamethrower go through in the first place). But the staircase does not retroactively prevent the grenade going through if it later explodes. I don't generally like 'intent' rulings, but the wording here is sloppy and undefined in this respect, and so my preference is for the option that 'makes sense' over the option that does not.
  11. BerserkOL said: First of all, sorry for the long post. Quest 5 “Last Wishes” first time we see Staircases… and we need an explanation: Now, let’s say that we have 2 areas “Area1” and “Area2” connected each other only by a staircase. So we have understand that through staircases: A- Single-target attacks (melee, ranged and magic) works normally, as usual they must follow the line of sight rule (LoS changed to the staircase rules). B- Breath attacks can’t be made . C- Explosions in Area1 don’t extend to Area2, radius doesn’t matter. The questions are the following: 1- If a single-target melee attack is viable trough staircase also Aura effect should works as the 2 staircase are adjacent… right? So if a master hellhound is in the staircase’s square of Area1 and a hero move to the staircase’s square in Area2, the hero will suffer damage from Aura? No. The staircases are not actually adjacent, they just count as adjacent when determining range or movement. Aura requires adjacency (which is different from range 1) so it does not pass between staircases. This is confirmed by the final FAQ answer below. BerserkOL said: 2- May I do BLAST attacks in Area2 even if I’m in Area1, by targeting an empty space for which I have line of sight (respecting staircases line of sight special rules)? Or Blast attacks are considered similar to Breath attacks and this prevents me from doing Blast attack through staircases? If I can make a single-target magic attack trough staircase I should be able to target a single square from which generate a Blast and then calculate radius (Ok, radius doesn’t extend through different areas)… am I wrong? I don;t think so. Its slightly uncertain because the argument can be made the the Blast attack is the Area of Effect attack not the blast itself, and so by FAQ can't pass through. I tend to think that is just sloppiness on the part of FFG. The blast attack is a single space attack with an AoE affect, so it can pass through, but the effect will not. BerserkOL said: 3- The 2 end of staircases are considered adjacent for movement and range… but not for some (all?) abilities: exactly what doesn’t pass from Area 1 to Area 2? Does Command pass through? Someone in Area1 can give bonus to someone in Area2? Knockback? May I use an attack to throw an enemy form Area 1 to Area 2 using staircases? Grapple? As the example in question 1 replacing the word Aura with the word Grapple. Runewitch Astarra has the hero’s abilty “Glyphs activate when she moves within 6 spaces of them” .. staying in Area1 does she activate glyphs in Area2 within 6 spaces from here? Command, no. Its not an attack and not movement. Knockback, yes. Its movement. Grapple, no, its not an atack and not movement. It works by adjacency and teh stairs are not actually adjacent. Astarra, no. Its not an attack and not movement. Command grapple and Astarra are confirmed not by the final faq answer below. BerserkOL said: 4- Can a hero shoot a blast attack through staircases in a square for which he has LOS in an area that they haven’t explored yet, and then expect to inflict damage to monsters in the blast’s radius even if they aren’t on the map (because heroes haven’t explored it yet)? No. Because the monsters aren't there yet to be damage. Until they are placed on the board, they do not effectively exist. BerserkOL said: RULES ABOUT STAIRCASES and FAQ Staircases: “..Attacks may be made through a staircase just as if the two staircase spaces were adjacent. A figure standing on one end of a staircase has line of sight to the other end of the staircase and its adjacent spaces, while a figure standing adjacent to one end of a staircase has line of sight to the other end of the staircase.” Blast:”… A space is only affected by the Blast attack if it has line of sight to the target space.” (and is in Blast’s radius) Breath (FAQ 3 July 2012):”… Breath attacks cannot be made through staircases.” (FAQ 3 July 2012):”… The radius of a Blast attack or other area attacks (such as the Word of Vaal, Sweep, etc.) DON’T extend through a staircase.” (FAQ 3 July 2012):” For range purpose each staircase square count as 1 space.” (FAQ 3 July 2012):”Q: Do the effects of abilities such as Aura, Spiritwalker, Command, and Kirga's hero ability (from Altar of Despair) extend through staircases? A: Only non-area of effect attacks may go through staircases.” Probably all the answers to our questions lay in the last sentence … the problem it isn’t clear to us, maybe my poor English, but exactly what does it mean? 1- Only attacks may go through staircases? So Command doesn’t work because it is an ability and not an attack? Aura is considered and attack or it is not because you don’t roll dices? All the abilities do not work through staircases? Its effectively a no. None of those things are attacks, so none of them pas through staircases. Incidentally, an attack is an attack, defined as such. Aura is not an attack. The use of dice is irrelevent (not that I can think of any attacks that don't use dice). BerserkOL said: 2- And only single-target attack may go through staircases, or also area-attacks may go through staircase? Ok, Breath attacks can’t, and anyway the radius of area attacks don’t extend through staircases, so the explosion is limited to a single area. But is possible to shoot a Blast attack from an Area A to an Area B, through staircases? (always with LoS limitation for staircases)Again: sorry for the long post. I think so. Although we routinely call Blast an AoE attack, I don;t believe it is the attack itself that is AoE, just the actual explosion effect. This contrasts with Breath, Bolt, WoV and SS and Sweep, which affect multiple spaces directly, rather than affecting a single space and then having an AoE effect come from that space. (Yes, probably our sloppiness in this is also used by FFG in places). So I would say you can 'toss' a blast through stairs as it is a single space attack (at least at the time it goes through the stairs. I think this is backed up by the wording of the second faq answer above, which differentiates the radius of a blast attack and other area of effect attacks. I'm sure someone will argue differently though.
  12. Parathion said: At least a tiny relief for the Tentacle rules… Tiny and totally inadequate. It doesn't even solve the single base problem it targets, since the 'owner' of the tentacles can often be outside (3+tentacle move) range of the tentacles, making it impossible to follow the FAQ answer… Otherwise, reasonable job, and thanks FFG for the effort.
  13. Parathion said: Clarification requested regarding this question: Q: Which upgrades continue to work on monsters that are now under a hero's control as a result of using the Necromancy skill. A: Nothing counts. The newly animated monster does not get any benefits from the overlord's powers, special abilities, or upgrades of any kind. It is a monster of its type of the current campaign level (i.e., Copper, Silver, Gold). A necromancy-controlled Gold Beastman has the exact stats on the “Gold Beastman” card and nothing else, regardless of what upgrades the overlord has purchased. Did you really mean a monster of the current campaign level? Or rather a monster of its current upgrade level? Example: A Silver Beastman is necromancied during a Copper campaign - does it return as a Silver or as a Copper beastman? If "Campaign Level" is really correct, how would a monster return during the Final Battle (which is a campaign level on its own)? I can just see a wizard strolling through a dungeon, casually blasting copper beastmen with a backhanded flick and tunring them into Gold killing machines. "Nya nya nya, my beastmen are better than your beastmen"
  14. shnar said: Pg 20 on necromancy: "Q: Which upgrades continue to work on monsters that are now under a hero's control as a result of using the Necromancy skill. A: Nothing counts. The newly animated monster does not get any benefits from the overlord's powers, special abilities, or upgrades of any kind. It is a monster of its type of the current campaign level (i.e., Copper, Silver, Gold). A necromancy-controlled Gold Beastman has the exact stats on the “Gold Beastman” card and nothing else, regardless of what upgrades the overlord has purchased." The words "special abilities" makes it seem like the animated monster doesn't gain any special abilities of that monster. Is that the intent? If so, 2 questions later talks about using Dark Prayer's ability to increase range/damage, so there's a conflict. If that is not the intent, then a little clarification (probably just add change "special abilities" to "overlord's special abilities"). -shnar No conflict. The special abilities referred to are clearly the OL's special abilities, not the monster's special abilities. Its [OL's] [powers, special abilities, or upgrade]. I think this one falls into the category of a few we asked in the FAQ proposal but were ignored, which is basically "we aren't responsible for you deliberately misinterpreting stuff. There is a clear result that works, and one that has issues, so its obviously use the one that works!". goldkight said: I checked FAQ update. I have a question that Divine Favor of Sea of Blood. P27 Reversed Divine Favor said following: "So, for every full 25 conquest tokens the heroes’ conquest total is below the overlord’s total, the heroes gain 1 additional conquest each time they earn conquest." Each time is included in Special rule of Dungeon? For example, No.9 "The Prison" Dungeon (Road to Legend' Dungeon) "The hero receive one conquest token for each villager who leaves the level" In the case, the heroes have 25 conquest,and the overlord has 57 (a difference of 32). If four villagers leaves the level, Heros earn 5 conquest instead of 4 conquest or 8 conquest instead of 4 conquest? -goldkight If it says each time, then its each time. It doesn't need further explanation. Each time a villager leaves the level the heroes will earn (1+Divine Favour) CT, so in your example, the answer will be 8, not 5. Note that the villagers leave the level individually… davey79 said: My apologies if this question has been asked before, or appears in the forums, but I've searched many times to try and find an answer. I know the rules for the interaction of the overlord's Dodge card and a hero's Aimed attack (with the two canceling each other out), but how does the timing work with adding power dice (with fatigue or such)? Must all power dice be added before the re-roll for Aim? We have played that a power die could be added AFTER the re-roll, but these added dice could no longer be re-rolled, since the re-roll has already been done. Then how does Dodge interact? It seemed to me that the intent of a dodge was to force a re-roll, or in the case of Dodge v Aim, have the result that was rolled to stand. Is the correct order to 1) roll dice, 2) add more dice if desired, 3) then use the re-roll from Aim (at which point the OL would step in and play Dodge)? At this point, no more power dice could be added? Thanks. This is clearly and explicitly answered on pg 13 Q: Can extra power dice be added (with fatigue or threat in an outdoor encounter) to an attack after an Aim reroll? A: No. Once the dice have been rerolled with Aim, no more power dice may be added. This is a general rule pertaining to all rerolls, even single die rerolls. Patmox said: There a 3 treasure cards which appear to be very problematic in a campaign environment: Pack of Holding (copper treasure): In a campaign environment this card is totally broken. The heroes finished the game with the WHOLE deck of gold treasures in their pack. This rendered Crushing Blow totally useless and insured the heroes a constant stock of all potions available. Suggestion: Limit the pack to 10 items in campaign environment or even better just ban it. I totally disagree. Patmox said: Amulet of Healing (Silver treasure) : This caused a problem during the final battle: Is the hero healed of his original max health or is he healed of his max health for the final battle (around 90 at that point) ? Useless to say that a 90 point health recovery during the final battle means Game Over for the Overlord even before the final battle starts. A good question. Patmox said: Elven Cloak (Gold Treasure): Just too powerful. This basically divides the damage received by half. Couple this with an invisibility potion and Dodge and you have unkillable hero (which incidentally causes a certain amount of issues during the final battle also).General suggestion: These cards should be banned during campaign play. Also I would suggest that any items destroyed during the campaign are put in the graveyard and do not go back to the treasure deck. The heroes have more than enough treasures to find/purchase during the campaign without needing to have a chance to retrieve detroyed items (I've seen that Staff of the Grave a few too many times). I totally disagree. Patmox said: Incidentally, one Crushing Blow card should be added to the basic Overlord deck in order to allow the Overlord to pursue other strategies than just going for the Event Treachery Deck at any cost (wishful thinking). Absolutely not! Patmox said: A comment on the FAQ: There are 3 trails on the Strategic Map in Sea of Blood which do not have an encounter shield on them. Smart heroes will immediately purchase Dead Man's Compass and Elven Sails in order to practically never need to roll for encounters by using the secret trails. In a span of 40 gameplay weeks, the encounter deck was not used once (with one or two unlucky rolls from the Overlord) ! This was very unfortunate and anti-climatic.Suggestion: add an appropriate color shield on trails where they are lacking. Already asked (with explanation why) and explicitly turned down. Pg30 Q: Should there be a threat shield (for encounters) on the trail between the Bright Sea and Midnight Cove locations, between the Narrows of Gracor and Cerridor Sea, or on the routes to and from the Maelstrom? A: No. Those trails are safe and encounter free. Patmox said: As a final note, we've opted for some years now to allow the Overlord to convert two surges for 1 extra damage during attack rolls (in addition to the choice of using the two surges to gain one threat). I would strongly suggest to make this rule official as for us it has become an absolutely obvious option and helps a lot in balancing the game.Finally our deepest thanks to FFG for making such enthralling and enjoyable games and also for taking the time to publich a final FAQ DEscent V1 ! Absolutely not (except perhaps for the final battle)! Grogman said: On page 7 the FAQ clarifies what you can do with Acrobat on a space that is occupied by another figure. This is much appreciated, but the FAQ is oddly silent about whether you can open a chest in this situation. It calls out that you can open a door, but omits anything about chests. I would love to see that covered (particularly since one of our heroes just picked up the Acrobat skill in RTL). Its 'oddly silent' because the base rules are quite explicit that you cannot open a chest while sharing the space with another figure. DJitD pg18 A hero cannot open a chest if the chest is in the same space as another figure Reginleif said: This question is due to the limitation of fatigue tokens (which I personally strongly dislike) and a resulting problem in the Sea of Blood Expension: Q: What happens if all fatigue tokens are in play and a station is manned? A a) If all fatigue tokens are used, no further station may be manned. A b) Like with monsters or obstacle markers, the overlord may choose to remove a fatigue token from a station used before. This station may be used again this during round. A c) Simply use any other token to mark this station as used. A d) Fatigue tokens aren't limited at all. I fear the answer will be c), but where is the point in limiting the heroes to 24 fatigue? A party with four 5 fatigue heroes starting with tiger tattoo and skilled already needs 23. So in a RtL-Campain, already the first fatigue secret master training would only bring the one remaining fatigue token in play. Good question, answer should be c). You may personally not like the fatigue token restriction but it is of critical importance, especially in RtL. By the time heroes get to late silver they can do far too much in a turn already. Allowing them to have 6-8 fatigue each just gets things ridiculous. One or two heroes can clear an entire level on their first turn with a vitality potion. Limiting the fatigue tokens to just 24 forces choices on the hero players, limits their ridiculous top-end overpowering but still allows them to overpower in one or two areas at the cost of being restricted elsewhere.
  15. Elevation: What does a large figure that is occupying both elevated and nonelevated spaces count as? What if not all of its spaces have LOS to or from a target or attacker? Can it count as elevated if its elevated spaces cannot trace LOS to a target, or if an attacker is tracing LOS to one of its nonelevated spaces? Does an AoE attack (Blast, Breath etc) suffer elevated penalties for attacking an elevated figure on an unelevated space? Attacks attack spaces not figures… If an AoE attack attacks both elevated and unelevated figures, do the unelevated figures get the benefit of elevation (similar to Ironskin vs Sorcery), since the attack gets modifiers? Villagers: Can Acrobats, Leapers and Fly-ers move through Villagers? Is a stunned villager treated like a stunned normal monster? Cannons: Can a cannon with a fatigue token on it be fired? Tentacles: Do the Kraken’s Tentacles have Swim, Ironskin or Regen5? Tentacles and their owners move separately (or at least have their own movements and activations) and at different speeds. But they have to stay close together. How does this work? Since Tentacles are figures, how do they affect LOS, movement and abilities such as Swarm, Brawler etc? (especially LOS and movement). Can tentacles man ship stations? (Is this how the Kraken sinks ships, since it can’t damage them directly)?
  • Create New...