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YellowPebble

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  1. Steve-O said: But to me, the whole vibe of the old forum screamed AC, both before and after RtL. But I think that's the point; you can't really get a sense of what players of the game as a whole think by reading forums; there are huge biases in opinions expressed in forums (not least, as Antistone points out, that no one complains when they're happy). I for one have no interest in campaign play and vastly prefer the one-shot adventure style. Certainly there were (are) a lot of people who wanted campaign play, but I don't think anyone really knows whether it was a majority.
  2. Aim is very weak. It's probably the worst of the four order types- Dodge is also fairly weak, but at least useful occasionally. There is at least one circumstance in vanilla Descent in which you definitely do want to use Aim, and that's fighting the demon boss in The Black Blade. It has fear and very high armour, and can only be damaged by soulbiter. You basically have to roll 4 surges to deal any significant damage to it and that's pretty unlikely without Aim, so you actually kill it quicker with Aimed attack than battling. But this sort of thing happens very rarely. We play with a house rule that Aim orders are not discarded when used. They're still lost due to damage or if the hero moves, but you can stand there all game making Aimed attack off one Aim order if neither of these things happens. They're still a little on the weak side, I think, but at least useable.
  3. Trying with four heroes is good advice. Many of the easier quests can in fact be beaten with three with reasonable hero-player skill, but it certainly makes a significant difference. Another thing I'd suggest is trying some of the *really* easy quests (i.e. the first three in JitD)- how do the heroes perform on these? None of the expansion quests are as easy as these three. I suspect that your heroes simply aren't playing very well. It's hard to be sure from your post, but, for example, the fact that multiple razorwings survived the heroes' entry to area 3 suggests they aren't timing their door-opening particularly well. Given the damage output of that party, they should have murdered four razorwings in a turn. Certainly leaving two alive suggests either very bad luck or poor timing. Incidentally, I think of your three heroes, Jaes had the *best* skill selection, not the worst. Generally speaking they had a decent but not spectacular draw. They had lost of extra power per attack, but absolutely no way to get extra actions. Oddly, they drew no outright terrible skills (of which there are plenty to be had).
  4. I think it depends rather on your deck. In the core tactics deck, you'd *far* rather fight the spawn that accumulate 10 progress. In the spirit deck, it's easily the other way around. Lore probably favours the questing too, while with Leadership it's a bit of a toss-up.
  5. Hmmm. Sneak attack is good, but almost exclusively for getting Gandalf out-it's pretty mediocre on most allies. Beorn is potentially useful, too. Steward of Gondor is amazing. Faramir is definitely *very* good- easily in the top three in Leadership. Valiant Sacrifice is cheap card-draw, but I don't think it's at the same level as the other three. Worth including, probably, though. Puzzled at the list of "good" tactics cards- I don't think I agree with *any* of those. The best tactics card to my mind is Horn of Gondor. Blade of Gondolin is quite good *in the tactics deck*, but for everyone else it's worse than say, Celebrian Stone for making progress. Feint is not bad- probably the best Tactics event, but I don't it measures up to the best cards in the other decks. Citadel Plate is worth a mention, expensive though it is, as it allows one to do otherwise impossible things, like survive a Hummerhorns attack. In Spirit, Unexpected Courage and Northern Tracker are easily the best two cards. Stand and Fight is good mostly for recurring Gandalf, but it's far worse at this than Sneak Attack. The Galhadrim's Greeting is just much worse than Gandalf. A lot of Lore cards are quite good, though none as good as the best Leadership or Spirit cards. Daughter of Nimrodel, definitely. I wouldn't include Self-Preservation, as it's worse than Daughter of Nirmodel in almost every way. Forest Snare is also up there. The other one I'd definitely include is Protector of Lorien. Oh, and Henamarth Riversong is absurdly cheap, even if it his ability isn't great.
  6. While, if I had to guess, I would agree this is likely the answer, I don't think it's at all clear. What's also not clear is whether he can pay for faction-specific creatures. I doesn't say anything specifically about being able to skip the resource match, so it could be that he's only allowed to play neutral creatures. Indeed there are three possible interpretations of the last line of his text box: * It's intended as a restriction only- his resources can only pay for creatures. In this case he can pay only for neutral creatures. * It's intended as an ability only- it expands the capability he would otherwise have. In this case he can pay for any neutral card, plus creatures of any faction. * It's intended as a redefinition of the rules for playing cards by spending resources- in this case he can pay for creatures of any faction, but not any neutral card.
  7. I'll come in on the side of those who think "additional" implies existing attacks. Let me first state that I don't think the designers actually intended the ability not to be useable on a run action. I do, however, think it's poorly worded. The definition of "additional" as "supplementary" is particularly telling- one has to supplement something- you can't supplement nothing. Would any of the proponents of "additional" as not implying anything existing think it natural if I asked them if they'd like some additional cake, having previously not offered them any food? If I had a football team with no members, would I look for "additional" members? One can (Corbon seemed to allude to this) use "additional" to add something similar to a group of broadly-similarly-categorised but not identical objects, but it would never, in normal speech, be used when referring to an empty category.
  8. Grey Ker must declare an action just like everyone else, and he gets to declare only once per turn, at the beginning. However, he is not required to abide by his declaration, and can choose to receive 1 attack, movement point equal to his speed or 1 order token, twice at any point during his turn.
  9. I'll reiterate the advice to start with only the base game. Seriously. Never played Doom, but I understand the basic mechanics are very similar, though it certainly isn't *just* a re-theme: there are some quite significant differences, such as fatigue, conquest tokens, lack of ammunition, and so on.
  10. Almost all of the advice above from other posters is sensible. I would stress, speed is absolutely vital. Wasting time picking up every last gold pile, killing every last monster, and opening every last chest is a very common mistake new heroes make. One spawn per turn is an important rule- you should definitely remember this. As a general rule, it is often quite reasonable for the overlord to be killing one hero per turn (certainly if you can limit losses to a hero every *two* turns, you're probably doing quite well); however, you should be gaining more conquest tokens than you lose each turn, certainly in quest 1 or 3. If you're not, you're not proceeding through the dungeon fast enough. You may find this post of mine somewhat helpful: it features a playthrough of quest 1 with 2 heroes, which the heroes still won reasonably handily. Note we did make at least one rules error ourselves: http://boardgamegeek.com/thread/513562/back-to-the-beginning-into-the-dark-again-
  11. "target" is simply not defined anywhere- one has to make a slightly subjective judgement. Personally, I think Dark Relic should be considered to target a hero for the purposes of cards and rules which use the word.
  12. AH is indeed very easy with no expansions, but some of the expansions increase the difficulty a great deal (Innsmouth, certainly: Dunwich is also a big step up. I haven't played any of the others.)
  13. Yes and yes. The only thing you may not do when on the same space as another monster is open a chest. (or attack, but that's clearly stated anyway)
  14. I really don't know the answer to that second question. The wording on the cards is entirely unhelpful, as whether you can or not depends upon which order you resolve the cards in. I don't remember any FAQ or similar on the subject, though someone else may be able to correct me. From a rules as written point of view, I think I'd be tempted to answer "no", as in the absence of any other evidence, it would seem reasonable to resolve the powers simultaneously if possible, and if you do this, the beastmen aren't in the area to be upgraded at the time Brilliant Commander is looking for a target. But if you think the overlord ought to get to choose the order (something of a precedent for that, as heroes are usually allowed to choose the order of things affecting them), then it looks like the answer would be "yes". But really, so long as you get agreement among the players, it's not going to matter much which way you play it.
  15. Almost certainly a mistake, though I can't actually check. I'd be astonished if it wasn't, though.
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