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Jervon

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Posts posted by Jervon


  1. I've used storage boxes as well but in addition I've put magnets on bases and into the boxes. Now nothing is loose, nor bounce each other. I can literally shake the box upside down and no ship will fall out. That's make cheap and safe storage solution.

     

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  2. I am no expert you are looking for, but I think that I know answers to all your questions - and yes if you wold re-red the rulebook you could answer them by yourself :)

    1: Time track never stops on the 9 or 3 o'clock. It has 3 day and 3 night spots to be at, no more no less.

    2: You can never run out of the combat cards. In firs tound you plays your first card, then in second round you plaays your second card, and then befor third round you are taking back your first card leaving only the second you have played. And that is how you continue your fight, so yourcombat cards hand size is alwyas one card short, no more.

    3: Nothing happens. The combat have ended, the turn is over. If it is other hunter turn he can come by and fight Dracula. If the Dracula player is next he can escape by moving out of the city or he can stay and try to bite down the hunter :)

    4: Only the escape bat allows to move. Other cards effect is combat ends and how it is done I answered in previous question.


  3. I just said how it looks for me. And why I says that is becouse of my experience with other board game (Warhammer quest, and yes I do know that this game is not even close to Doom) where there was plenty of scenarios wit such solution for game end. That's the only reason for me taking this rule in that way. I (like you) would like to see official answer to that question but I doubt if it ever happens.

    And Julia it is nice to see you in almost every game forum I post :)


  4. Yea it is always one person being Dracula. Most of the games with the Dracula never been caught - sometimes even not being reaveled to hunters. When Hunters start fighting with him it gets hard an mostly Dracula loses.

    I dont like the idea do boost Dracula in combat. Like I already said this game is about hunting Dracula not about Hunters chasing they predator (or sire if we consider they like to be vampirised :P).

    And for Julia - yes the Hunters divides europe in zones.


  5. Julia said:

    In case you playtest this and you have some free time, it'd be nice reading a small report :-)

    You can test it as well :) I would like to know how it works in other groups.

    As far as I know every person who played this game complained how in such briliant game combat sucks (not Dracula cos as we all knowe he likes and know how to suck... blood). So it would be nice to make some good combat changes that would hold the game spirit - and that's why I want to applay some rules that will allow to predict the opponents moves (combat cards) and to use your card as response.


  6. New version (except for getting more game copys to the shops) have cards that have been misprinted corrected and added to the game. That's all from what I know.

    And what about Dracula being too easy. In my game group it is about 90% wins to Dracula. FoD is not a game about endless combat, brutal fights and all that stuff. It is about HUNTING, following the Dracula who is ESCAPING. Open confrontation (in most cases) is not the way the Dracula wins. He need to be clever, clever in falsing the leads, choosing his paths around the europe, and clever in placing the event encounters. If he menages to do that, the Hunters have only small chances to succeed.


  7. I dont know how to make it more clear but I try :)

    You are right that it is the same attack but those two cards are played by two diffrent player, right? And modifiers are applayed to both of them depending on cards they played.

    With my idea cars have some advantages and disadvantages against diffrent cards, they are as well vulenerable to some attacks or strong to other.

    And now simple combat example betwen Dracula and Hunter. No cards to modiffy combat are played in this example.

    Round one Dracula player plays Claws card and Hunter plays Crucifix. Then they roll thier dice D scores 2 and H scores 3. Now we need to apply card modfiers. As the D player played Claws and H Crucifix we can find that D combat roll gets +2 for total of 4 and H gets +0 so his total is 3. Dracula wins.

    Round Two D = Strength, H = Rifle. Rolls are D = 5, H = 4. Total is: D 5 -1 = 4, H 4 +1 = 5 (modifiers to rolls as seen in the table or from the cobat cards).

    I did not testet that, and I guess that it need to be adjusted (dracula sems to have too many positive mods especialy in all kind of escapes) but I want to figure out something easy and make combat more... more smart. In such combat you can try to guess what the other player move will be and if you do then you will be able to play card that can give you advantage against your oponent and makes dice roll less important to combat outcome.


  8. Official rules are quite clear about the SoE. Like you said Hunters may not use the same RESOLVE effect more than once in game round (and game round is from first hunter turn to the end of Dracula's turn). But if hunters come acros same effect in event cards they are free to use them as this is not the resolve effect but event card.

    As far as I know there is no writen rule that would say to shuffle item card deck and start it over after going trough it.


  9. As there are many people that complains on combat i FoD I've come with some changes that would improve this game aspect, was easy to use and would make picking the cards more important to the combat result. As it is only the idea that need some test I would like you to share opinion about that. And what is it? We still roll the dice to see the outcome but all cards have some modifiers against other cards. The modifiers varies from +2 to - 3 (+3, +2, 0, -1, -2, -3). To see the value of the modifier just look at the combat card you have played snd fithe card your opponend played. The top entry is +2 second is +1 etc. If there are only one entry (like in escape cards) you only have +2, if there are two entries you have +2 to top and +1 to second, finally on the card that have six entries you get modifiers betwet +2 to - 3.

    The picture below shows all card modifiers:

     

    i67537_dracula-mod..jpg

     

    Little example how to read the picture. Crucifix have 0 modifier against Claws, and Claws have +2 against Crucifix. Punch have -1 against Dodge, and Dodge have +2 against Punch.

     Sorry for my language, and I hope you gonna understand what it is all about.

     

    Edit: The picture did not fit :/ To see whole picture r-click on it and "show picture".

     

    021fe0c0f4bfebaa.html


  10. Oh lord :)

    I thing that you are missing the part of rules that say that at FIRST you are dealing with primary ability and only after that every player may choose to use secondary ability. So when someone decides to breake trade agreement it is done after the trade negotiations, so noone will have (in that turn) chance to make agreement after it is broken.

    Then (what you can read on page 20 in SotT rule booklet) all trade agreements have to be approved by the acting player and the hacan is immune to the secondary ability of that card.


  11. Fnoffen said:

    My two cents is that the Yin conversion ability should be used after both Bombardment and PDS Fire. As a sort of c) step.

    It would be the most thematically correct too. I mean, why would you want to convert the enemy before bombarding the planet? And the PDS would most likely be fired after bombardment as the Yin ships come down to release their propaganda...

     

    +1

    Thats exactly how I would play that rule.


  12. What is wrong with that card? How to win a game by fulfilling this objective in a four player game? The rules says about removing the loyalist card in such a game but nothing about Suuport of the people. I am asking becouse it is immposible to have THREE OTHER players with your treaty cards as you are not allowd to give such card to Lazax player.

    So is this a rules missprint and we should remove this card instead of Loyalist card in four player game?


  13. No. From IMDB website:

    Anachronisms: Specialist Eldridge plays Gears of War (2006) (VG) on an Xbox 360 when Colonel Cambridge enters the room to counsel him. The Xbox 360 was first released 2005; Gears of War debuted in November 2006. Yet the setting is Baghdad in 2004.

     


  14. Victor Peru said:

    Hi Julia:

     

    I don't think that you put only an encounter in the second card. The card Unearthly Swiftness reads that you must follow all the normal rules for each movement. It's like you move twice and put an encounter in each location.

    Greets

    That's how it should be played. You are allowed to make two normal separate movements following all movement rules.


  15. Hmm... That's a good question. I would say taht you can not play Heroic Leap. The Vampire Lair orders you to start combat as if you were facing Dracula. And Heroic Leap is played after encountering Dracula but BEFORE combat with him. The rues and FAQ are clear about that you can not play any cards that are played befor combat if combat was already started - in situation when someone plays some combad card's faster than other player could play before combat cards the first player is allowed to take cards back to his hands.

    I think that Vampire Lair starts combat and before combat cards cannot be played. But I may be wrong.


  16. You can play ANY counter from Draculas hand, so yes it can be the Agent.

    But to the second part of your question... Encounters dont stay on the board itself but there are put to on to the location card and stay there for as long as they are removed due Hunters finding it or matured when the card goes off. So in case when you are playing encounter directly on a hunter and if it is an Agent that menages to win combat he should be discarded then. That's my opinion.

     

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