Ispher

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  1. Like you I wasn't sure, so I asked FFG about it. I made the question very specific so as not to leave any possibility of doubt in the answer (and because the lieutenant in question appeared in the next quest we were playing). Q: If Merick uses Ignite affecting 3 heroes with Andira Runehand among them, and they all suffer damage, does he suffer 3 or 1 damage from her hero ability? A: He suffers 3 damage. The answer came from Nathan Hajek, designer (among others) of the Heirs of Blood campaign, so now I am sure.
  2. Obsidian Scalemail puts a limit of one per turn to skills and abilities with an arrow. Common actions don't have an arrow in front of them, therefore Obsidian Scalemail doesn't limit common actions. I think it's that simple. The rulebook says there are two possible ways of saying something is an action on page 7: Special: Different cards or quests may provide heroes with unique actions to perform. These actions are either clearly stated "as an action" or noted with a -> . If it is noted with an arrow, Obsidian Scalemail limits it; if it isn't, it doesn't.
  3. Coincidentally, we are at exactly the same point in our campaign: we have played the first encounter of Prison of Khinn and will play the second in about 3 weeks. My heroes fared maybe a little better than yours in this first encounter, in which I used Barghests: 3 managed to escape and I could stop only one thanks to Pit Trap to use up his last remaining movement point on the space before the exit (he had no fatigue left either). I didn't even stun him. I will start with only 1 token, so I might not be able to summon anything on my first turn. ...But then maybe they fared not that much better because without intending to do so (it was just how the dice rolled), I managed to get 3 heroes down to 1 health left, which means that in the second encounter, even the Zombies will be a threat.
  4. Descent 2nd Edition is exactly that: a single, epic standalone mission where heroes start as weaklings with a single skill and rolling 2 dice and end as superheroes with up to 6 skills and rolling up to 6 dice. Only that now it takes a manly 20 hours to play, not the laughable 4 hours it took before. Don't let the words fool you: a "campaign" is just one mission with lots and lots of loot (you see between 45-50 treasure objects - way more than in any Descent 1 mission) and, when put together, a bigger map than any Descent 1st edition map you played before (except Road to Legend of course). Descent got more epic, not less.
  5. Thanks for sending in the question to FFG, I'm also interested in their answer. I know about the nerfing of Unholy Ritual, and that's why I play only one. But one is good because I almost always find a window to cast it without hurting me, at least in the first turn(s) of either encounter or at the very end of encounter 1. Sometimes a group is "imprisoned" in a room and can't do much before the end of the encounter anyway (Blood Will Tell, The Baron Returns, Saradyn in Flames...), then it's 2 good cards (because you get to choose) for one without any disadvantage. Also, I currently play Enchanter cards and Unholy Ritual is very good at getting me the combo of Sign of the Last Zenith / Rune of the Phoenix quickly.
  6. What you did is probably allowed. I say probably because although the order of things is decided by the active player, I don't know whether things that happen according to a state of the game at the start of turn have that state of the game checked just once and then the active player can do things in any order he wants, or if the active player can change the state of the game during his start of the turn so that he can get two effects that seem mutually exclusive, one before having changed the state of the game and the other after, which would make the game "check twice" in the same turn for something that normally should be checked only once (until the ruse is over, do this at the start of the turn; when the ruse is over, do that at the start of the turn instead). I don't think I have ever seen a ruling on this, so it might be worth asking.
  7. You've played 3 rumors. Against a Treasure Hunter. With 3 additional quests, no wonder the heroes are flush with money.
  8. Since you can see that Logan can do such things, the question that comes to mind is, why do you use Crypt Dragons, a relatively fragile 2-figure monster group, that makes it possible for him to completely annihilate a whole open group all by himself? 4 quests won on each side: I see a perfectly balanced campaign. What's to complain about? Sure, it is the end of Act I and that's when heroes are comparatively strongest, but now you'll be getting Act II monsters. And you are right, the errata'd Bloodlust is not really worth it any longer. I usually buy 1 Unholy Ritual for card drawing instead. There often is a group far enough away that they just diddle around for 1 or 2 turns anyway, or Zombies that can only move once so they don't mind losing an action. And it is very good for quickly getting infector or enchanter cards together. You are going to play Army of Dal'Zunm next. If you had gone the Magus way and bought Rise Again, you'd have an almost sure win, since it teleports a Zombie right into the Open Field from 8 spaces away... And once you have the first Zombie mutate into an Ettin, it gets much easier.
  9. Tyrus' resolve is described at the bottom of page 66: Each time his resolve increases by an amount, place that number of fatigue tokens on the "Lady Eliza Farrow" Lieutenant card. Each time his resolve decreases by an amount, remove that number of fatigue tokens from the "Lady Eliza Farrow" Lieutenant card. His resolve is counted with and represented by the fatigue tokens. It doesn't say so, therefore no. You'll notice that it is stated for Merick & Alric, so they would have stated it for Tyrus too if it was the case. Besides, it would make the last encounter impossible for the heroes. Yes, it is a normal transition. I remember a ruling that said you could use a relic equipped by a Lieutenant if it is listed under "Monsters" even though it does not appear on the map. Unfortunately, I don't remember where I read that...
  10. Shifting Earth says " Move each hero that fails 2 spaces." You cannot count spaces through a door, even if heroes can move through it. I don't think Shifting Earth can move heroes through a door, even if a special rule says heroes can move through it. (Also, does a special rule that says "heroes can move through the door" necessarily imply that "heroes can be moved through the door"? My experience with special rules is that you better don't imply too much and just keep exactly to what's written).
  11. But if the next hero attacks twice, he would add 1 to both of his attacks, wouldn't he?
  12. It replaces. You should play 1, 2A, 3.
  13. I don't think that Dark Charm turns heroes into monsters (or into non-heroes) for quest rules purposes. There are a number of quests in which monsters may leave the map. If the OL could make a hero leave the map with Dark Charm, how would he get back? Would the hero player just watch the game for 2 hours doing nothing? It wouldn't make sense. An example of this is the 2nd encounter of Caladen's Crossing, where the rules say: "Monsters may move off the map through the Town Entrance or Exit. Each time a monster moves off the map through the Exit, the gatehouse suffers 3 damage." Dark Charm - Bye, you can go home now? I don't think so.
  14. Playing by the rules is never unsportsmanlike. Stalker is a 1 XP skill that protects your Wolf if you place him the right way, and that gives him more movement, allowing him to reach further targets or helping you to place him the right way. If it made him invulnerable, it would be way too strong for a 1 XP skill. Unfortunately it doesn't work as you thought (although, if you are playing Shadows of Nerekhall, you certainly could use the help because it is a **** difficult campaign!).
  15. Also, if it is not an interlude or finale, if the placement of a monster group that is not placed at the beginning of the encounter is listed under "Reinforcements", the agent cannot be deployed either because, as any2cards quoted: Regardless of quest rules, an agent cannot be placed as a reinforcement.