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About Tsugo2

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  1. Foreshadow said: Why is reprinting the CE of this game upsetting. Perhaps you're confused on the whole Collector's Edition concept. Whether you like it or not, that the way it is. You snooze, you lose.
  2. No. If it were as simple as using the available actions to choose an optimal strategy, then you could play against yourself. With the hidden nature of the cards, it really wouldn't work. Playing solo is helpful for learning the game, but not really fun.
  3. Tsugo2

    Conan is cool

    We managed to get in a game this weekend. It was a blast. A very exciting and intense third age. Everyone was trying to control Conan to try to crown him. On the last adventure, I managed to get Conan to my home kingdom, I tried to lure him with a harem of women trophies, but to my horror, Aquillonia had just as many, so Conan struck me down, eliminating me from the final scoring and victory.
  4. Unless there is a restriction listed on the card, it can be used multiple times as long as the keeper has threat available to pay the cost. Make sure and check the official errata to see restrictions that were added to certain Keeper Action cards.
  5. UU cannot be used to force a player to attack another player. It's in the errata. All of the spaces on a single tile that are not separated by a wall or door, outside or inside, count as a single room. So anyone entering an outside area with a monster or fire token must deal with it accordingly, regardless of where they are on the tile. Although it might seem strange, when two tiles are adjacent and there is line of site, they are considered two separate rooms. The first scenario has Hallway 4 and Hallway 2 adjacent. If there is an investigator in Hallway 2 and a monster in Hallway 4, the investigator would not need to make a horror check unless she moved into the hallway with the monster. The example in the book uses this very same situation. In the long run, you'll find it's easier if you just stick with the RAW than creating your LOS rules. Fire can spread outside. The Keeper action card says that a fire token can be placed adjacent to a campfire outside (or some such instruction, I don't have my game handy atm). The sample is placed on the altar, only if the monster holding it is in the same space as altar at the start of the Keeper's turn. So no, you could not place the token on an altar the same turn it was taken from an investigator. The investigators only need to complete their objective to win. If the objective was to find all the clues, then that's what they'd need to do to win. If the objective does not require finding clues, then it doesn't matter if none were found. They need to actually spend the movement point to exit. If they are in the room with the door leading to the exit, they have not yet exited. If there are no restrictions, the Keeper action cards can be played multiple times per turn as long as the Keeper has the threat to pay for them. Make sure you have the latest errata for the game. Some cards have modified. It can be found on the support page. If an investigator is holding a lantern, the entire room is illuminated for any other investigator in the room with them. If the win condition is for the investigators to exit the building, all the investigators must make it out. If one or more dies, the investigators cannot win. A draw is the best they can hope for. This is clarified in the errata. Starting items that are equipment or weapons can be taken by someone with Kleptomania. You cannot skip die rolls. Even if a score would be above 10 or below 1 because of modifiers, a 1 is always a success and a 10 is always a failure.
  6. bamloiz said: My understanding is that Nazgul are leaders which means they cannot engage in combat alone but need to accompany an army. They do have some unique characteristics in that they can occupy enemy strongholds but will need to fight with an army if you intend to use them in battle. Nazgul can occupy any region other than a FP stronghold controlled by the FP without an army. I usually place one in the region with the fellowship's LKP to make sure I get a hunt reroll.
  7. Tsugo2

    character balance

    subochre said: As a result, in addition to reading the tip sheets, I'd give everyone the chance to look through their dark deck before the game starts, in order to find out what conditions trigger their dark cards and what the consequences might be. That way, for example, people will know that Floyd has two cards that can force him to drop everything and go to Earth (one voluntarily, the other by force), and that if Rachel manages her hand properly, she'll mostly just lose a little time or money here and there (aside from one particularly ugly fight that can short out her hardware). I agree with this whole heartedly. Each player has a dark card that can essentially end their turn. I also recommend that for the first game, try to limit it too 3 players, maybe 4. The game seems to run exponentially longer with more players when first learning Android. I would avoid having anyone play Raymond on the first go round. Not only does he have a special set of cards that can be brutal to him. His story does not follow the standard rules/turn flow as the other investigators and it can be somewhat confusing.
  8. This is one my groups favorite games. The only reason it doesn't get played more often is that we have 6 people in our group. Others have posted some good answers to your questions. This is definitely one of the less fiddly games that FFG has published. The one thing that I tell people new to this game, is that it's not Conan the Adventure Boardgame. I think a more apt title would have been Battles of the Hyborian Age. I also let them know that direct PvP combat will occur, but right off the bat, generally it's not strategically sound. But if they want immediate player conflict, it's an option.
  9. Cassive said: The thing about a Maniac Attack against 6 investigators that immediately springs to mind, is that if 6 investigators are teaming up against 1 maniac, every turn you have the opportunity to make all of them, at once, roll horror checks (given that the maniac can spawn anywhere), and you'll never be short trauma cards gaining 6 terror a turn. I'm not saying there still wouldn't be balance issues, but just because monsters get killed quickly, doesn't mean there aren't ways to still make them work for you. I'd have to actually play a large game before really weighing in, though; I've only played 2 or 5 player. Maniacs can only be spawned in a location with a single investigator. And despite gaining 6 threat a turn, it costs 4 threat to make a new maniac.
  10. Tsugo2

    character balance

    Each character has their strengths and weaknesses. Since each character has his/her own unique decks of cards, they all play differently. The game comes with tip sheets for each character and strategies to use against other characters. It is critical for new players to read these tip sheets. It is not easy to know who is winning and who is losing as things can change dramatically over the course of the game. Think you've built up enough evidence to prove your suspect is guilty? Well, another player may come along and debunk/remove that evidence, or worse, put a hit on your suspect and possibly eliminate him from the game. Think you've racked up victory points by link paths in the conspiracy puzzle to various organizations. Well, another player could come along and break the chain, making all those favors you've been collecting suddenly worthless. Just because things don't seem to be going well for a particular player at an early stage of the game, doesn't mean that things can't change later on.
  11. ronsen_04 said: If you go with Conan's home province (or the province in which he is during the bidding - which at the beginning of the game is closest to the purple and red players (forgot the kingdom names and am too lazy to look it up now). Which in turn would give purple and red an edge over yellow and green. Honestly, would you guys play a game that obviously favored some players over others for no apparent reason or without reimbursing the other players at some point in time? It is quite possible (even if highly unlikely) that after all mentioned criteria for solving a tie there's still a tie: Both players played the same total amount in Strategy card value and bidding token value; both players have the same amount of Adventure tokens, both player kingdoms are the same distance from Conan's current location (and the location of his destination). I have no idea what happens then... I don't think the last point can happen. Conan's destination is determined by the adventure cards. I don't have my game in front of me right now, but I don't recall the destination ever being an equal number of regions between two or more kingdoms. They needed a rule to deal with ties and this is it. It may not be fair, but that's no reason not to play the game. So yes, honestly, people would play a game that obviously favors one player over others. In all the games of Conan I've played, it is very rare that a bidding tie was decided by Conan's location. It is usually decided by adventure tokens.
  12. petszk said: Another question - has anyone every tried playing with more than 4 investigators? My gaming group generally has around 7-8 people turn up, and I was wondering if anyone has experience playing Mom with 6-7 investigators - do you need any custom rules to help the keeper out more than just the additional threat tokens that the extra investigators would give? I've only played with up to 4 investigators, but I know with Descent, we've played with as many as 6 heroes against the Overlord. I'm sure you could make some adjustment in threat acquisition and change some once per turn action cards into twice per turn or other such house rules. One thing though, is more investigators means covering more ground more quickly, which would tip the balance in their favor with the clues, which would probably reduce the effectiveness of the game clock. You might need to slow them down by increasing the number of lock/obstacle cards.
  13. tjmk said: Also, to note, I haven't ever played Arkham Horror, but I understand that it is somewhat similar to this game. Could you maybe give a comparison between the two?Thank you in advance. Other than sharing some terminology and characters, they are significantly different games. Arkham Horror is a cooperative game, where it's the game vs. the players. MoM has one person playing the roll of the keeper, who determines the "mystery", vs. the investigators, who are trying to solve the mystery. There plenty of info on both in the forums here and much much more at boardgamegeek.com.
  14. There should be a 1/4 sized errata sheet. It tells you to replace various cards. Also, go to the support page for MoM because the errata sheet has been updated to include more card and scenario fixes. As for the question about the keeper cards, I'm not sure if they are common knowledge at the start of the game, but once one is played, then they investigators will know. Since the keeper action cards are the same for the scenario regardless of the objective chosen, any players who have gone through a scenario once will already know what possible actions might be taken.
  15. A friend of mine painted his set using the dip method. It took him two evenings to get all the minis painted. They turned out very nice. I'm planning on going that route.
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