Shadw2

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  1. have to agree with JMIchael on this. Would love to see some card packs with the generic upgrades, maybe even new pilots/crew/droids, etc in them.
  2. Ok, it's been awhile since I posted on these forums. Good to see you're still active Warlock. City expansion: my group just picke dup the expansion this past weekend, and we had a few issues. This prompted me to come here, and I see we are not alone. Adding the City expansion to our caused a first for us - calling the game due to frustration. I am seeing a runnign theme on this though, using the expansion by itself, just as we did. I do agree that all teh previous expansions were well designed in the fact that they added to the game if played as the only expansion used. The City expansion did not. Our biggest issue? The Bar Maid. Her ability to elect to stop on any character as she passed and force them to drink meant that in the city, noone was safe and she dominated the game. By the time we called the game she had control on all the gold, hd both magic rings from teh magic shop, had cycled the potion deck and had survived 4 attemtps to kill her. Because you HAVE to pay her a gold if you have it, she kept all the other players out of gold. After reading the above posts I can see how this abilty to choose to stop on a player seems to have meant as a balance to the city, but much like the CIty itself, overkill. In regards to the Scribe, I can see one foil to the spell combos Tiggurix brings up - the Gypsy. Since she chooses to take the spell after it is cast, she could break the Scribe combo. (Unfortuanlty I do not have the cards in front of me to verify the wording of each to confirm). But again this requires just the right combo to be in play to break this. So in conclusion, it seems to me, for the City expansion to be enjoyable it reaquires A) the use of at least 1 other expansion for balance, B) house rules to balance it out, and/or C) Errata and/or FAQs from FF to fix some issues.
  3. You need to start with the box. The minis are a nice add on, but aren't required to play. You DO need the rulebook, counters, range sticks, etc, that all come in the box. -Salute
  4. If you have access to the rule book from the deluxe set, it is covered there. I don't have it with me now, but I believe you draw an A token, if it's 0 or 1 the Gunner took the hit, if it's anything else the Pilot took the hit... or something like that. I'll check when I get home and repost later. -Salute
  5. If he started with those two by choice, I'd get him the F-4/F-4. It's the Wildcat with a bigger gun. -Salute
  6. I'm the oddball. I like all the characters except one. He's the easy reject at start of game, and if I draw him as a restart (and I have) I find the fastest way to kill him and get a new restart. The Merchant. I have been able to find great ways to use everyones abilities except this useless dreg. Blah. -Salute
  7. JCHendee said: I was seaching for a description of the Cave card. We have a game setup and on hold, and I didn't want to disturb it by digging through the Adventure deck. I ended up doing so anyway. Ran into a couple other domain names that re-routed, but those were based on the names of games sold by FFG... so maybe this one is part of that series. DeathWatch RPG is part of teh Dark Heresy/Rogue Trader WH40K rpg line. -Salute
  8. tjedgar said: Don't get me wrong, the basic template won't be a problem, check out www.warhammergeek.com that is one of mine, as is onlinegamingradio.com I can do the basic template its the more advanced graphical elements that I cannot do. I used to work for a well known "do it yourself" website company (you may know them from their "racey" superbowl commercials). I knew very little about websites before I started there. Belive me when I say, the more advanced stuff isn't that advanced. Get a current copy of HTML for Dummies and/or Flash for Dummies and you will be fine. My best advise, make sure your site and your databases are on separate servers and use different protections. -Salute
  9. When we first saw the FAQ answer we thought the Assassin was a bit over powered as well, but he has been played several times now and the player who favours the Assassin has learned the hard way.. Craft hurts and don't piss off the spell casters - Ribbit.... -Salute
  10. Shadw said: We only run with 1 house rule. "You may choose to leave the Crown of Command at any time. Once a character has entered the CoC, any rules pertaining to characters having entered remain in play." It's a hold over from my 2ed days. We figure if a character wants to leave, they have a pretty darn good reason to (Hunting gold hoarding Alchemists comes to mind) and should have that option. After all, they are going to have to get by the inner region again to get back in. We are looking at adding a second rule. "Treat the Pit Fiends as a multiple card draw in the other regions." This would cause the space to be more challenging based on how many were rolled (Str 4,8,12,16,20 or 24) and would be any where from 1 die roll (character wins on first try) to as many die rolls as the chracter has life counters (adjusted by life protections such as Armour or Spells). -Salute Forgot one. We deal each player 3 character cards to choose from at the start of the game because there are so many characters now. -Salute
  11. My 5 top (including all expansion but not Mephisto specials) 5 Rogue 4 Knight 3 Warlock 2 Sage 1 Gypsy In every game we have played, when the Gypsy has been drawn she is either the winner, or the first to breach the Portal. The only time she hasn't made it to the CoC, she was played by a new player who did breach the Portal first, but didn't have the stats to get around the Inner Region and was killed by the Vampire. When the Sage is drawn, my players have learned to try and jusdge waht is coming by the Sages actions, which has lead to some hilarious "ambushes" as the player pretends to be in a hurry to find an open "Draw Card" spot, as well as intimidating players away from Draw Spaces when that nifty item/place/event is waiting as the next draw... "Oh no, I don't want to draw that!" I have played the Warlock twice now and have had a blast both times. It funny watching the others scramble to "catch up" and get into themiddle region when they see the Warlock already there. Best melee based character in my book. I'd choose him every time over any other "fighter" given the opportunity. Rogue...ahhh the perfect foil tot he Alchemist..... run you gold hording elf, run, because I'll be looking for you... -Salute
  12. We only run with 1 house rule. "You may choose to leave the Crown of Command at any time. Once a character has entered the CoC, any rules pertaining to characters having entered remain in play." It's a hold over from my 2ed days. We figure if a character wants to leave, they have a pretty darn good reason to (Hunting gold hoarding Alchemists comes to mind) and should have that option. After all, they are going to have to get by the inner region again to get back in. We are looking at adding a second rule. "Treat the Pit Fiends as a multiple card draw in the other regions." This would cause the space to be more challenging based on how many were rolled (Str 4,8,12,16,20 or 24) and would be any where from 1 die roll (character wins on first try) to as many die rolls as the chracter has life counters (adjusted by life protections such as Armour or Spells). -Salute
  13. Jenna said: Thanks, everyone. We'll probably give Runebound a try. I play most games with just my husband, and downtime, if there's any between two players, wouldn't be a problem for us. The thing I love most about Talisman is the variety of characters. I understand there's not as much of a variety in Runebound, but do you think that there will be an expansion with more characters? And are all the characters in Runebound the same as the characters from Descent? Or are there are few that are different? There are already several expansions for Runebound and yes they all add more characters (I think 24 now but not sure of that total). Yes they are the same or similar to Decent because it is the same "world". There are 3 separate games that all take place in the Runebound World based on the same characters, each played in a different format. I have not yet played Runebound, but a member of our group has all the expansions. Unlike Talisman, they don't add to the board, but stack on the other boards, creating what I am told is a whole new adventure. -Salute
  14. Ok here is what I was able to drudge up (at least until I get home tonight and check my copy): Dragon King- Strength:12, Craft: 12 - radom reaction to person encountering him. -Salute
  15. Velhart said: The Dragon King can be used for the Tower then, and also as a alternative ending card. My memory is fuzzy on this point, but wasn't there an old Alternate Ending card that was the Dragon King? I seem to remeber some oriental dragon look to the artwork and a pile of treasure behind the Dragon King, but I can't remember what he did..... -Salute