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About zealot12

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    Ashdod, Negev, Israel
  1. There are Ambush encounters in the main(Dungeon deck) that have you drawing cards from the Monster deck.There are other creatures and monster encounters as well outside of the Monster deck ; these have special text.
  2. We don't play with the combat cards. It is redundant, fussy and breaks the flow of gameplay. We play with the solo rules for inflicting wounds. It's in the Reference book. So simple, and doesn't affect other aspects of the game. Combat is not really important in Duungeonquest.Monhsters are just another type of obstacle for the heroes.
  3. I love the game as it is , but more heroes would be nice.. More cards too, While I'd like more chamber tiles as well, I'm not sure how that would work, unless they release an alternate new set that is separate from the old one.
  4. The mission requires you to drop to your last life, then you reset to your starting life value and gain 3 more. Your starting life value is a constant printed on the character card. Sorry, I may have confused you with my answer. Life value is the current number of lives you have. It's not the same as your starting life value, which cannot be modified. Just to reiterate, you can have more lives than your starting life value, up to a maximum of 12. But once you're vanquished, you always return to your starting life value, and you can only heal up to that initial value. Note that healing is not the same as gaining extra lives. You can gain extra lives from a variety of effects, including level up rewards. But any healing you're doing can only be up to the value printed on your character card.
  5. No to the first. No to the second. Your life value is always equal to your statrting life value printed on the character card. There's no way outside of the life dial you can otherwise track or remember different life totals from various gains and modifications. The number of lives you have may exceed your life value, of course. Edited(the answer to the first question is no: the assisting player does not lose a life)
  6. I think the distinction between "defeat a monster" task and "discard a valuable information card" task is: one specifies a generic action, the other requires spending a card to fulfill it. Once you've spent the resource, you cannot use it to fulfill other tasks. Similarly, if you had several tasks that required you to perform a certain action. resolving that action will complete all the tasks associated with it. But if you had several tasks that required you to spend 3 gold, you cannot fulfill all of them without spending 3 gold for each one.
  7. I believe it was clarified that an Other World card cannot enter play unless there's a gate open, in which case I would suggest playing Gate Box and Find Gate as: open a gate, and place an Other World card in play faceup.
  8. Indeed. The expansion is mindbending and you can tell that a lot of time and effort went into designing it. The gameplaly has tightened so much. I think this is one of the best things FFG has ever released. Certainly not merely "a more of everytihing expansion" like many are, but a fresh redesign that opens up so many possibilities. It's brilliant.
  9. The rules are often found under Support on the Product's page, but I guess they didn't transition all the content yet to the new interface. You can view the PDF here: http://www.bgames.com.ua/rules/witcher.pdf and the Rules Reference here: https://images-cdn.fantasyflightgames.com/ffg_content/TWAG/support/VA90_Rules_Reference_Guide_ENG_web.pdf
  10. In the Revised version, there are. The decks are not self-contained; there are duplicates of common cards across several decks.By that I mean , there are hidden trap cards that instruct you to draw a card from the trap deck and resolve it. The easiest way is obviously to ignore the ceiling collapses trap. It has no effect. There are enough bad things that can happen to you. Accept this as an omen of good fortune and move on.. The same way you ignnore the Curse of the Wizard card if there are no corridor tiles in play. However, the way we play ceiling collapses in the Catacombs: you rotate the chamber from which you entered the catacombs(if your travel marker is still there). (There will be times when even your travel marker relocates to uncharted terrirtory( Giant Naga). ) For Trapdoor in the catacombs: suffer one wound and move on. The card has no further effect.
  11. ^Uhmm, that came off so dirty It almost sounds like you were thinking of a different kind of "box." Haha.
  12. I also like how each adventure now evokes a sense of place. In the old game, everything took place in the Museum, but the adventures themselves didn't evoke the feeling that you're actually exploring it. Now every adventure feels contingent with the locale it corresponds to, and this contributes a lot to the richness of theme.
  13. One of the best expansions FFG has released to date. It's a total redefinition of the game.
  14. I'd argue that gold is actually well-implemeted in the game. Other than the two naval routes, you often need it for quests, for bribing Dandelion's friends, and also to pay yourself out of harm's way or gain minor benefits from random events. I think it's a very underrated game, and enjoy it as is. However, I'd like more monsters as well, and thematic scenarios that alter victory conditions in some way so you'll have additional objectives to achieve than just racing for victory points. For our 2-player games, we've adopted an interersting houserule a user proposed on Boardgamegeek: whenever you take the investigate action, you may only draw from an investigation deck that matches the color of the location you're in. By extension, you cannot choose to investigate in locations that don't award leads. This makes locations feel more different. We're also playing with limited development rules. That is, you cannot have more than 3 active development cards in your play area at once. Whenever you gain extra as part of a reward, discard down to three after choosing the ones you want to keep. It just speeds up the game, I think, and prevents characters from becoming all-powerful due to combination of effects.
  15. There are some variants floating around on Boardgamegeek that integrate the old adventure cards into the game with Gates of Arkham. For instance, start with 3 faceup adventures cards from the museum, and 3 facedown cards from the new expansion. Then, if you solve a museum adventure card, replace it with a new faceup card from the old deck(like the regular game) If you solve an Arkham Adventure card, replace it with a facedown card from the new deck.The old entrance cards are not used. The new entrance card's ability only affects Arkham adventures in play. Another variant: you start the game in the museum following the old setup rules. Once you accumulate a given number of Elder Signs, remove all museum cards from play, and initiate setup of Arkham Adventures. I have not tried these yet, but you can think of plenty of ways to make this game modular still.
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