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zealot12

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Posts posted by zealot12


  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. 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.


  4. 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)


  5. 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.  


  6. 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.


  7. I just love how Gates of Arkham has spawned so many great ideas from the community as to how to expand this game further - you guys are all awesome! 

     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.


  8. 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.


  9. 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.


  10. 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.


  11. 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.


  12. You will not need any houserules once you get Gates of Arkham. Now, the game is hard. A lot of thought seems to have gone into  designing this expansion. 

     

    That's what Elder Sign should have been like from the beginning.

     

    I used houserules before, because I loved the game anyhow, but man, I hope we'll get additional expansions like GoA; they could just make   Kingsport/Dunwich/Innsmouth packs based on the same concept. That would be awesome.


  13. During setup, you place 3 Adventures face up, the other three facedown.

     

     

    When you visit a facedown adventure, you flip it, and it remains faceup for the rest of the game, or until resolved.

    New adventures always come into play face down(including Other Worlds).

     

    From what I've seen of the rules, the back of the adventures only shows the estimated difficulty of the card(color-coded), and  midnight effects you may suffer(if any) as long as that adventure card remains facedown

     

    Still waiting for my copy of GOA in the mail. Come on! Get here already! :D


  14. Really nice. I'm looking forward to this expansion.

     

    I wonder about the split reward/penalties- do players get to choose which reward/penalty they want to get?

     

    I understand that they split the rewards to let players that don';t have Unseen Forces to enjoy this expansion,

    but I wonder how much of this is balanced.

     

    I mean, choosing between suffering a Curse and summoning a monster doesn't really equate to advancing Doom. Though obviously, it depends on the situation.


  15. Here's the text on the Dragon cards in the Revised edition:

     

    Dragon Rage reads: Discard all your treasure cards. Then roll 2 dice and suffer a number of wounds equal to the result.

    Then, all other players in the treasure chamber suffer the effects described above

    Finally, shuffle all discarded dragon cards(including this one) back into the dragon deck.

    -----------------------------------------------------------------------------------------------------------------------------------------

    Sleeping reads: Draw 2 Treasure cards. On your next turn, you may either exit  the treasure chamber or stay and draw another dragon card.

     

     

    If you wish to play solo, it plays well with the player controlling 2 heroes. Then, you don't have to go back and forth between the differences of solo and regular play.

     

    We also don't use the combat cards at all; they feel clunky and their effect on gameplay is minimal. 

    we just use the solo rules for inflicting wounds. All other rules regarding combat and escaping from monsters remain unchanged.(as per the rules of the regular non-solo game)


  16.  

    I submitted the following questions to the developers/FFG a week ago… don't know if I'll ever hear back from them. I am surprised that a "revised" edition of this game would still have so many ambiguous rules, given how simple the game otherwise is.

     

     

    1. When using the optional solo play rules (Rules Reference p. 2)… can a hero escape through any unblocked hall into a chamber that has not been previously explored (in multiplayer mode, a player must be able to go into an adjacent explored chamber in order to attempt to escape combat -- see Rules Reference, p. 5)? 

     

    Yes. That's one of the main differences between solo play and a regular game with two or more players/characters. 

     

     

    2.  If the answer to question 1 above is "no," are halls that lead to unexplored chambers (from the chamber the hero is trying to escape from) considered "blocked" for the purpose of escaping into a previously explored corridor? 

     

    3. If a hero ESCAPES into a previously explored Corridor… does he move again immediately (Rules Reference p. 11, but compare with errata from previous edition of the game)? If yes, can he move into a previously unexplored chamber connected to the corridor (i.e., if it is a 3- or 4- way corridor), or must he go back into a previously explored chamber?

     

    Yes, he moves immediately. You cannot stop in corridors. Then as a consequence of being in a corridor, you may actually go into a linked unexplored chamber and explore it.

     

     

    4. In solo play, does a hero ONLY suffer wounds from a monster's Escape Penalty on a FAILED escape test (Reference Guide p. 2)?

    Yes. Note that in solo play you only have one opportunity to escape and that's before the first round of combat.

     

     

    5. If a hero enters a Bridge chamber, decides to cross the bridge upon entering the chamber, and succeeds on his check to cross the bridge… does he exit the chamber on the same turn that he made his check, or on the next turn?

     

    On the same turn. Treat it as "move immediately" if you've passed the Agility test.

     

    6. If a hero escapes into a Bridge chamber… can he cross the bridge on the same turn that he escaped from another chamber into the Bridge chamber, or would his turn immediately end upon escaping into the Bridge chamber?

     

    I'm pretty sure you can always choose to resolve the effect of the chamber you escaped into. Although you don't have to.( for instance, if you escape into a Trap Chamber, you don't have to draw a trap card)

     

    7. When failing an Agility test and falling off the bridge in the Bridge chamber… does one enter the Catacombs on the same turn as one failed the attribute test, or on the next turn?

     

    Yes, on the same turn.

    8. As a general rule… can one enter and exit a chamber (e.g., bridge chamber, cave-in chamber, spider web chamber) on the same turn as the required attribute test is made? Does the answer vary depend on whether the hero is entering the chamber as part of a normal move or escaping? 

     

    Depends on the chamber. For the Cave-in,for instance, the immediate effect is drawing a Dungeon card. On your next turn, you may test Agility to traverse one of the blocked halls.

    Check the Chamber descriptions on page 8 of the Learn to Play booklet.

     

    9. I am using the rules for Dragonquest Revised edition with the board/components of the earlier version released by FFG in 2010 (which I only acquired shortly before the Revised edition was announced, and only started playing around Christmas 2014). How has the wording of the Drain Life rune card been changed/updated in the Revised edition? 

     

    The text on the Life Drain rune states: "Discard after defeating a monster in combat." Heal all your wounds.

     

    10. Should one place a catacomb marker in locations from which a hero exits the catacombs, or only in locations from which they enter the catacombs?

     

    11. In solo play… does Hugo the Glorious suffer 0 wounds and inflict 1 wound on the monster whenever his player rolls 3-4 on a d6?

     

    Hugo's first ability pertains to combat cards. Since you don't use combat cards in  solo play, this ability has no effect.

     

    12. Does the first player have the option of advancing the sun token at the end of his status phase, or should it be done at the beginning, before any abilities on cards in his play area are resolved (the Learn to Play booklet, p. 5, says that the token should be moved "during each of the first's player's status phases," which is somewhat vague)?

    That's the first action, the first player performs during each of his turns.

     

    13. When a hero draws the Dragon Rage card in the Treasure Chamber… can they be moved into a chamber occupied by another hero if there are no other options (p. 8 of the Learn to Play booklet says that "When a player leaves the treasure chamber, he can leave by any of its halls that are not blocked by walls or other players"…. is the Dragon Rage card an exception to the rule)?   

     

    Two or more characters can never be in the same chamber, unless it's the Treasure Chamber. There are no other exceptions.

     

    14. The errata to the previous edition indicated that "If there are no Heroes in the Treasure Chamber at the end of a player's turn, all of the drawn Dragon cards are shuffled back into the Dragon deck, face down." As neither the Learn to Play booklet or Rules Reference for the Revised edition address this… should it be assumed that the errata from the previous edition applies to the Revised edition? Does the answer vary depending on whether one is playing in standard multi-player mode or using the optional solo rules? 

     

    I'm pretty sure the dragon cards are only shuffled after Dragon Rage has been drawn and resolved, not in any other instances.

    15. If a hero is forced out of the Treasure Chamber by Dragon Rage… 

     

    a) If moved to a previously explored chamber, does he immediately draw a card (e.g., Dungeon Card for most chambers, Trap card for trapped chamber)?

     

    b) Can he be moved through a hall into a previously unexplored chamber? If yes, would the player immediately draw the appropriate Dungeon or Trap card?

     

    Not sure. There's nothing in the Revised edition that states that Dragon Rage forces heroes out of the Treasure Chamber.

     


  17. We don't, but I've often wondered about it. That's not in the rules.

     

    If you fall off a bridge, you don't put a catcomb marker on that chamber, for instance.

     

    I think the difference is: the catacombs marker is visible to all players and everyone can use it as an entrance.Besides, there are so many tiles with the catacomb entrance already printed.

     

     

    Any other means of exiting/entering the catacombs is hidden and secret, from what I can tell.

     

    I think that with even more opportunities to enter the catacombs, it would make survival  easier for those characters that can handle the subterranean levels. 


  18. The thing is: we only play 2-player games, and we really want to avoid one turn deaths.

    It just deflates the experience for us.

     

     

    We've designed these rules to make it more of a risk management game, and it works wonders for us.

     

    Hey, we still die in more than 60% of our games, but at least then we know we've actually battled through the dungeon's perils, weighing risk/reward as we go , and not died to a capricious tile/card draw.

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