khula
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Posts posted by khula
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Is line of sight that intricate and/or complex?
I mean, in WHQ if a wall or obstacle is in the way you can't shoot through it, otherwise figures in combat are judged to be in constant motion so an elven bowman for example can fire through any other model on the board… really do not understand what all the fuss is about - either from FFG trying to micro manage the issue or gamers tending to over analyse / complicate a pretty straight forward rule…
Do people's games of Descent really degenerate into line of sight battle of wills between heroes and the overlord?
Doesn't common sense prevail or is common sense still a house rule in some peoples games?
Or maybe it's just me…
and yes, I probably posted this over at the geek also.
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This is shaping up to be a Warhammer Quest killer in our group…potentially.
The 1st edition entered the ring as a challenger and lasted a couple of rounds before being knocked out in about round 3 or 4…
Warhammer Quest - house ruled though it may be, and let's face it it's the best part of 20 years old, it needs one or two of them! - is still a tough act to follow.
1st edition Descent (and all expansions) is tucked away nicely in my loft - even the darn heavy duty card map of sea of Blood is up there!
Warhammer Quest however, will be getting an airing once more this bank holiday weekend. Beware the Skaven!
My players just didn't quite connect with the 'dead is not really dead' mechanic of 1st edition. High hopes for 2nd edition though.
Hurry up and release it already why don't you? Is it July yet?
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Is it July yet?
Is it?
Is it!!?
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Hallelujah!
Finally!
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Yes.
Just use 4 suspects instead of 3. On a first time playthrough, you should manage around 3 hours. Ideally use two detectives that like to plant evidence otherwise it becomes far too obvious to guess/deduce your tactics.
Android is excellent. Enjoy!
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If I'm not mistaken, didn't the German release of Descent have rules that allowed the heroes to prevent spawning in areas they had already cleared for a variable number of turns? I'm sure I saw them translated and posted on Boardgamegeek.
Along with rules for weapon deterioration and breakage, and other more RPG rulings. Our German friends love their RPGs and I'm sure the German translation of Descent catered for their tastes...
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It does say 3-6 players, so the sixth player part of the expansion is included as default.
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We played this quest again yesterday. I played it that 1 wound token came off a healing giant at the end of the OL's turn in the same round that he was killed.
As for the Guard question, I'm not sure, because the giant is placed back on the board at the end of the round and so the OL's turn has already finished... Guard let's you interrupt the OL's turn and seeing as it has finished I don't think you can use Guard...
I'm sure one of the heavyweights around here may be able to help you more if I'm wrong.
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Whoa.
I am genuinely sorry you feel that way.
I did believe I was right, yes that is correct. in your own inimitable style you proved I was wrong. I tried to humorously, and tongue in cheek a little, I guess, to bow to your superior knowledge. It may have come across as an intellectual exercise but I can assure you it wasn't.
Of course I'm not carrying over anything into other threads, etc, etc. I was just messing about, trying to lighten a mood that admittedly I had created myself. Partially because I realised I was wrong and was trying to back away graciously.
That all being said, I never intend sarcasm - just self deprecation - and you my friend have completely gone off one over this. If I can i will all posts I made about this issue. If I can't, then once again, I apologise. I don't want anyone to take what I post as offensive, lazy or anything negative.
I was wrong, you are right about the Feat cards.
I was also wrong to approach the subject in any manner that would have upset or confused someone so much.
Lesson learned believe me.
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Ah, now that I know you're an elitist I shall read your posts accordingly.
I understand your point, but must add it seems strange to write a rule that is not very clear and then give an example of that rule that further muddies the waters. I accept in your world all the rules are clear and perfectly obvious.
Most 'normal' people would probably write the rule as follows..
"All Heroes may play one Feat card each per turn. This includes the Overlords turn."
No need for an example. Crystal clear. With the best will in the world, the way the current rule is written implies 1 feat per turn on your turn only, with a further 1 per hero on the Overlord's turn.
Anyway, I now fully understand the rule. Suffice to say it will be house ruled with immediate effect.
I'll try and post any other misunderstandings I have carefully disguised so it looks like I know what I'm talking about ( highly unlikely, I know).
No harm no foul guys I hope.
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Antistone said:
Do you honestly not know what the words "for example" mean, or are you just trolling?
I am certainly not trolling. I thought the rule meant one feat card on that hero's turn. I'm sorry I didn't take it to mean all four heroes can play a feat card every turn. If you honestly cannot see that I was being genuine, all I can do is apologise.
And here's me thinking this was a forum for all levels of ability and debate.
In future, before I post I shall remember that.
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James McMurray said:
If it's so simple and very clear why have you omitted to mention Fantasy Flight say " Each hero player may play one feat card on his turn, and one feat card on the OL's turn"
That is very clearly marked as an example of how it could play out, not a limitation on how it must happen.
Ok. Fair enough.
The game says 2 to 5 players. It doesn't actually say that the numbers are a limitation. It doesn't actually say you cannot play with 6 or 7 or 28 people.
If we manage the rules by exception only, then every rule is fair game.
It's obvious 1 feat card is meant to be played by that turns' hero (with a few exceptions).
Sorry for confusing anyone.
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Corbon said:
Look, its very simple, very clear.
Each hero can play no more than one feat card in each turn.
Each round there are 5 turns.
In theory the number of feat cards playable in a single round is # heroes x5. In practice it is a lot less because there simply aren't that many cards than can trigger in a different hero's turn.If it's so simple and very clear why have you omitted to mention Fantasy Flight say " Each hero player may play one feat card on his turn, and one feat card on the OL's turn"
Not one feat card each on each players turn...
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I thought it was 1 Feat card per hero turn and 1 in the Overlords?
In theory (and in practice I guess..) in one full turn 8 Feat cards can be played?
1 in each hero turn and each hero can then play a further card in the OL's turn...
Now that I've typed that I'm not sure... Is it 1 card in each hero turn and then only 1 card in the OL turn played by any hero?
They are supposed to be kept secret, even from other heroes, which negates their effectiveness somewhat in my group as I make the hero players keep Feat cards face down so that other heroes cant 'accidentally' read them.
Cue lots of forgetting to use Feat cards. Tremendous!
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Yep. Those city markers make for perfect counters when using Cities of adventure for Runebound. Place one on each city and just take them off when using the variant rule... cool!
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Haha love reading all these!! It's so wrong being so excited about some cardboard and paper, but dammit, I want it now!!!
Curse you FFG for making all these games I need, (need mind you, not want - need I say!!).
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My FLGS said it arrived today and they were posting to me at the latest this Thursday... Should be in my hands Friday Morning (or night when I get home from work - booooo).

Da RULES are Here …
in Descent: Journeys in the Dark
Posted
Antistone said:
I'm a native-born American.
Many words have more than one meaning…but still only a handful. If every word could mean anything at all, we wouldn't be able to communicate. Lots of sentences have more than one possible meaning, but that doesn't mean that any arbitrary meaning you pull out of your sleeve is a valid interpretation. Even when there are multiple correct readings, there are still lots of wrong ones.
And when you're writing a technical document - such as a rulebook - you generally define several pieces of jargon to have a single, clear, and specific meaning in the context of that document. For example, in the context of Descent, "skill" has a special meaning that is different from its normal usage in the wider world. It doesn't matter how many different things "skill" can mean in English, Descent is using the word as a term of art with exactly one meaning.
Sometimes people make mistakes. You could say "up" when you meant to say "down". That doesn't imply that "up" and "down" mean the same thing. Nor does it imply that everyone will magically know that you really meant "down" if you actually said "up".
If you still don't understand the difference between "what you say" and "what you mean", try writing computer programs. Computers do exactly what you tell them, 100% of the time, no matter how crazy it sounds. And they will not listen to arguments about how your instructions ought to be interpreted in some weird way in order to conform to your "obvious" intent.
I think because you write rulebooks yourself you may have subverted your 'spirit of the rules' gene.
I completely agree with quite a lot of what you say, but come on, it's not a legal document we're discussing here. You are obviously an eloquent chap, but some of your observations can potentially suck the enjoyment out of the anticipation of reading the rulebook and playing the game…
It's all relative I guess.