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About Kryyst

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  • Birthday 09/12/1973

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    Kitchener, Ontario, Canada
  1. While your scenario is probably technically possible. I can't see how you would logically manage to get a player in 4 highlights plus a tournament. In a 2 player game you are at most playing in three matches. In a three or four player game there are at most 4 or 5 matches on the field. But for you to play in more then 3 of them that would mean the other players are doing nothing, which again technically possible just not logically so. Me thinks you aren't playing the game correctly, you are just making some assumption based on the rules but not playing it or the people you are playing against have no clue of what's going on. But in this case where you had 6 non-race members on your team and all in your hand at once. You would only need to commit the token to the first player you assign to a given match. Once you've claimed a side of a highlight no other players can play on that side.
  2. 3 target down, 1 tackler down and 2 miss.
  3. Dwnhmcntryboy said: I was hoping to find a game that allowed me to draft players and play "Blood Bowl" against friends and over time, by keeping a score sheet, upgrade my deck and manage my team. This type of game would have made league play a lot of fun!!! Over all just not my thing and that makes me a sad panda. So you were hoping for what Blood Magic Bowl the Gathering? Joy the fun of spending $100's of dollars to play a card game against other people that have spent $100's of dollars just to throw down cards for 30 minutes. Or spend $35 play with 4 people for about an hour and have a complete experience. Seriously though if you want to spend time crafting a team to play extended games over a long period of time why wouldn't you just play Blood Bowl? FFG made the right game with Team Manager.
  4. The original game is still fantastic it doesn't need a do-over by some other company. Blood Bowl Team Manager is a great take on the theme. This game is awesome, FFG nailed it.
  5. The card doesn't say to exhaust but does say to use for 1 player at a matchup during the scoreboard phase. For ease of fairness we have ruled it to mean you only get to use it once, because that seems to fit with the flavor of most other cards plus the other 1 of once per matchup seemed to make the card pretty powerful. But I think this is one we'll need an official answer for and I'm going to send in an email for clarification.
  6. We just basically use the initative system. Party runs into bad guys. They stare each other down. Character says drop your weapon or I'll run you through I then decide if the monster is going to drop his sword or not. If he does, well then PC's decide what they want to do, perhaps a bluff/intimidate check may be involved to see if the bad guys believe/trust the pc's. If he goes for his sword we roll init and then the PC's hope they get to go first. No need for complicated rules. The only other situation, and now they have a card for it. Is for the archer that is say covering a doorway and then get's to take a shot as an opponent runs through it.
  7. So as I understand it at best you do what is considered to be normal damage. Most of the time you'd be doing less then normal damage. But does your toughness and armour always come into effect? I can see situations where you are up against tougher opponents and frequently you'd be doing no damage, besides the base 1 for just connecting. I mean even as it is there are opponents in the game that my players are only hitting for base damage. It just seems like this would slow the game down without really adding much to it. Perhaps if you used Yellow dice instead for the roll then you'd sometimes be doing less then your stat +weapon in damage but other times you'd be doing more then your stat+weapon damage due to some of the dice with + on them. But even then it would basically average itself out over the long hall to just doing average damage for the most part and you aren't really any further ahead. But then again I don't know what the goal in your game really is. For us we just use the over damage rule where extra success up to your skill level will increase the damage if they aren't triggering other effects. That way typically you hit for normal damage but occasionally you do an extra point or 2.
  8. The other advantage of a card though is that you can dock it to a group and suddenly everyone has that ability.
  9. Also keep in mind that the actual length of a round in WFRP 3 is more variable then before. It's not a case of a round is 6 seconds.
  10. The trick with this game, much like Blood Bowl is that you need to play to the strengths of your team. Basher teams need to bash and work on getting cards that help them to bash, reward them for bashing etc. I've played probably a dozen games now of various mixes and the only team that hasn't one yet is the Dwarfs. But before you worry about balance. Part of that is because Dwarfs through random luck haven't shown up as much and also because not every game has been with the same players so there has been a vast level of player experience in the different games. I would have to say that the teams that have one the most are Humans, Elves and Orc's. But they area also the teams that have been showing up the most through random draw or selection depending on how we decide at the start of the game. One final note is that with a few blowout victories when teaching new people the game all the scores have usually been very close. probably averaging a 4 point spread between the winner and the loser and most of the time that's come down to a last season/end of game upset. So with that in mind the team/staff cards are pretty important and there is definitely a strategy that can be played built around collecting those types of cards. The more I play this game the more I'm seeing different strategize coming up.
  11. If the card says something like gain 2 fan factor for every highlight they lose. Then you do gain 2 fan factor for every highlight you lose. And yes those cards are pretty powerful. But keep in mind that often winning the highlight will provide you more fan factor or other important bonuses then the 2 you'd get with this card. Cards that have more limited use say exhaust which means you 'tap' them after using them and can't use them again until they refresh or the card says discard in which case it goes back to the bottom of it's perspective pile. Also be careful as some cards say gain: 'XX' fan factor for 'some qualifier' at end of game. That does mean at the end of the whole game not just the current match or season.
  12. Raventroll said: Hello all, Just finished reading the rules and was wondering about the improvements pile. I don't have a copy of the game and the topic of upgrading seems vague. When you add an upgrade, does it become a seperate deck or do you just place it in front of you face up to use accordingly. Also, the 'roster' is mentioned but not specified. Is the roster your 'player' draw and discard pile? Thanks in advance and have a good day! Serge G When you pick up an upgrade it just sits in front of you and you can use it accordingly. Most upgrades either get tapped or discarded. A few are just permanent that only activate at specific times Your roster is all your players hand+draw+discarded. The only players that wouldn't count as being in your roster are those in your improvement pile, because they haven't been added in yet. So if you pick up a freebooter for example you may discard any player in your roster then you shuffle your whole roster again. Regular Star players then go on top of your draw pile in so they are immediately available at the start of the next match. If you draw a freebooter and a regular star player do the freebooter shuffle first then stack your star player. It's all in the rules, but it's important to pay attention to the order of events.
  13. That's correct you have to use each skill one at a time. So draw, discard, draw, discard.
  14. Yes you have to use the skills in order from left ot right. You can choose not to use a skill, except for cheating, but you can't flip flop. So if you had a player with the skills (always read from left to right) Ball, Cheat, Block. You could grab the ball (if you want), you have to cheat, then block (if you want). What you can't do with that character is Cheat, throw a block then decide to grab the ball. This is on page 8 and 10 of the rule book.
  15. Yep I stand corrected, that's pretty clearly stated in the rules.
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