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About miles601

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  1. Steve-O said: If you want speed play, the first thing you should do is stop with the fighting on hexes that don't have jewels. That slows everything down tremendously, becuase now you have to stop and fight on more hexes. At a glance it might seem to speed things up (you don't need to travel as far to get a fight/XP), but the thing is, it also slows things down when you're trying to get back to town (unless you just circle a town hex all day long which sound boring to me.) Also, the fact that you don't get rewards from such fights slows the game down as it takes longer to get the money you need to buy gear. Leveling with experience chits is important, but gaining power by getting gear is also important in preparing you for the final red challenge showdowns. Needing to wade through 4 or 5 fights that don't give you any money before you can fight one that does will slow things down horrendously. After one player is finished moving, the next player should roll the movement ice and start thinking about where they'll go while the first player resolves his challenges. That will speed things up by allowing the next player to plan while you fight instead of spending that time while everyone else waits for her to make up her mind. This would be especially true if you're just 2 players. Other than that, the best way to finish the game fast is to push for the next challenge category as soon as you feel comfortable with your chances. Don't wait too long on Green "making sure" you're good enough for Yellow. All great points. Especially the next player rolling movement and sorting out what he's going to do with the dice while you finish facing challenges or shopping. That will probably cut 15-20 minutes off the game right there per player when you consider rolling and deciding how to spend movement dice takes a minute or so each turn. Regarding the threat track slowing the game down: the benefit I see in the threat track is that you can adjust the difficulty rating which speeds up or slows down gameplay right there. if the challenge rating is 20 obviously its going to make for a long game than a challenge rating of 12. Try fiddling with the challenge to see if that effects gameplay time. If you like the Travel Hazard variant why not just allow ExP and Gold rewards as usual for defeating such encounters? I think it still slows down the game, for better or worse, since there is a higher chance that you face a challenge. However, if you are getting full rewards from the Hazard it alleviates the concern that Steve brought up in his post about the need for gold to buy gear upgrades.
  2. miles601


    Boy, I might have walked away frustrated if my first RB experience was a 12-hour marathon. Just wait until you see how the game flies by when you roll both dice in combat haha. 2-3 hours (after setup) tends to be more realistic for what an average RB game should last.
  3. If someone else is going against Margath I tend root for him. Like you said, its not like Runebound is a one-on-one duel. Sure, if I feel like I'm strong enough to win and someone else gets there first, I wish I'd have won. But, RB is a more of a social game for hanging out, seeing what items and challenges show up, seeing if you can win with a hero you haven't tried before.
  4. I kind of hope they release an expansion "Heroes of Terrinoth". There are now 4 Terrinoth games and I think its great that they released stat cards for the other 3 games for the DungeonQuest heroes. I'd be interested in buying a box of mini's and stat cards, tokens etc that would have 12 or so heroes useable for all 4 Terrinoth games.
  5. So as a bonus you can use runebound to teach your children ROYGBIV. "who wants to face a violet challenge kids?"
  6. Pretty much every other expansion is designed to have interchangeable heroes.
  7. The only cards from the base set (that I can think of off the top of my head ) that you keep and play as penalties against other players are Atavax! and Swarm of Wasps (Bees?). I believe both of these cards have penalty that effects movement dice of the other player (i think with one your opponent rolls 1 less die and the other allows you the adjust the side of any 1 die they rolled). Both have a similar effect, they can slow down your oppenent from reaching a key undefeated challenge, town to buy an item or whatever. It seems like a very complex mechanic you are creating to deal with a very specific and very limited type of card. You wrote an awful lot in your explanation of the mechanic you are trying to create, so I want to really give it fair consideration. It would help if you could give me some concrete examples of cards you picture being involved in the mechanic or an example of the mechanic in action. The example I can picture now is: Atavax! is defeated as a challenge. It then is in play as a Peril. If someone rolls triples on movement dice, eliminate 1 dice from being able to be spent towards that movement. In that way Atavax! becomes an ongoing environmental effect rather than a card to play against others.
  8. Crown of the Elder Kings adventure variant has a specifically PvP oriented EndGame, but the rest of the game doesn't necessarily increase the amount of PvP throughout. Personally I kind of agree with your initial assesment that its a bit of a pain in the butt to spend your turns trying to track down a player to fight. They can be merrily going about their business leveling and gearing while you waste movement dice and turns trying to run into them. PvP happens infrequently in the games I play and its always more happenstance like, "hmmm...he seems weak and he has an item/ally I'd REALLY like and he's on the road heading to town..." Otherwise the risk of bad rolls leading to a PvP loss tend to discourage me from wanting to try PvP. Juj: I really like the house rule that undefeated challenges keep the item or gold and you can then win it as a reward. It certainly helps offset losing a great item to a knockout by knowing you would have the chance to win it back, while keeping the risk that another player can scoop it up in the meantime. I'd say the official material for the game has cards here or there that increase PvP opportunities, but RB isn't designed as is to encourage a PvP focused game. Give some thought to a "duel" house rule where players can wager items or gold against each other, but not suffer knockouts at the end of combat...people might be more willing to try PvP if those were the stakes.
  9. dj2.0 said: Thats a nice idea, thanks. I have played regularly for years and have still only seen one of the conditions, and since I dont read cards until I come across them in play, I still have no clue what they do. Which is great by me, as there are times when I get stung by nasty new mythos cards, or discover awesome new items, even today. So I wont use this for that reason, but its still a cool idea I get what you are saying and for the most part I don't study new cards either so they keep suprising me, which I really like. When I read this thread I realized I had yet to see a Condition pop up in my games, so I looked a little closer at what it takes to trigger one. *Spoiler example*: Rare Book Collection can be triggered by only on 1 Arkham Encounter card. While you are in the Library and you have the Necronomicon and you chose to discard it. Pretty darn slim odds that those 3 conditions line up: Right location, Right card and you already possess the right Item. Ok, fair enough. And keeping it that rare of an occurance is totally reasonable! However, I think a randomized alternative Personal Story deck that the investigators can chose to draw from in order to cause some of these rare special cards to come in to play is a good idea. It would still pretty rare that the Conditions would take effect: You'd have to decide to draw from the alternate Personal Story deck rather than use your standard P.S. Then you'd have to draw the right P.S. card connected to the Condition in question and finally you'd have pass the conditions to trigger it. So it still wouldn't be happening that often, but it does offer a reasonable alternative and a 2nd way of getting that particular card into play.
  10. After playing the game for a few months and coming to truly enjoy it, I picked up Dark Pharaoh, Dunwich and Innsmouth. Personal Stories are one of my favorite additions to the game. I agree that alternative Personal Stories are a great idea! I'm especially taken by the notion of using Personal Stories to get some of the lesser used elements into play. I'm especially interested in getting the Benefits and Conditions from Curse of the Dark Pharaoh into play more often. You could use those 8 "rewards" as the basis for a generic personal story that could be drawn randomly instead of the Investigators "official" personal story. I'd agree if people felt that "Velma's Gratitude" or "Rare Book Collection" might seem a little weak as a reward but its still neat to create a way to get those cards into play more. Here's a quick (and not very good) example of how a Velma's Gratitude P.S. could go. Story side: Some quick text about how Velma is your cousin or something and you want to make sure she gets through the current crisis intact. Conditions side: PASS: When you defeat a Monster on the Easttown street or locations place a marker on this card. Discard 4 markers from this card to Pass FAIL: If there are ever 4 or more monster in the Easttown streets or Locations you fail. Pass side: Place Velma's Gratitude in play and gain 1 Clue token and $2. Fail side: Take the Barred from Easttown Card. Do not discard this Card even if the Terror Level rises. Other investigators make not take this card from you even if they are Barred from Easttown.
  11. I've never considered just setting a timer in the manner you suggest. I've tried both the published Doom Track variant in the core rulebook and the variant threat track that can be found on boargamegeek.com that is based on Midnight expanion's threat track. I like the Threat Track better than the Doom Track personally, especially for solo play. My groups games seem to move along at a good enough pace for the most part that I haven't used the Threat Track too often in group play. Setting a timer seems like a nice tool if you know going in you have a set time limit in which to complete a game. I think 2 1/2 hours is a pretty good pace for a 3 player game. Did you guys feel rushed whatsoever? I'd be even more interested in trying out a speed-Runebound variant and setting lower time limits to see if someone could be the Reds.
  12. I think once you play a few times you get a good sense of how leveled and geared you need to be to start taking on Reds. Its a little lower than you might initially think and of course a little luck in the dice rolls goes a long way against a Red. If the endgame feels like its dragging on for your group, start throwing caution to the wind and taking on reds earlier. Sure you might get smacked down by a Red, but if you endup defeating a Red and gaining its Dragon Rune, everyone else will start going into endgame mode quickly realizing you have a big leg up. I agree that RB is a little more fun when you give everyone a chance to get rolling, but don't be passive. If you feel the game is dragging out, go for the win.
  13. Is each page of this book its own picture or does it vary from page to page? Thanks!
  14. Yes the Adventure Variants only work with base game. I think your budget will kind of dictate whether to spend money on the bigger boxes or small decks. Make sure you like the base game before dropping addition 40-50 bucks on the big boxes. Once you have all these different adventure variants and big boxes you can play a lot of games before ever cycling back to "vanilla" runebound. And when you mix in several challenge expansions to the game you aren't going to be recycling challenges too often in the base game either. here's a repost of something I said earlier about Adventure Variants: "Adventure Variants: Avatars of Kelnov is by far the most similar Variant to the base game. Its a good way to switch up the challenges you face during the Endgame, but doesn't change much else. The Scepter of Kyros plays very similarly for 70% of the game but has a different Endgame experience. I'd recommend trying either of these Variants first if you like the way the base game runs but have grown bored/familiar with its endgame. The Cataclysm and Cult of the Rune change the game in a much more fundamental way by altering the victory conditions (you aren't trying to just defeat the big bad Red Challenges) and adding new tokens to the game play. Cult has a marker that gets moved throughout the game which represents an evil Cult that you are hunting. You need to root out the cultists w/out becoming corrupt yourself. Cataclysm destroys and curses the towns of the map with special new tokens. You then need to work to free the towns via special quest cards, while depending on the meager resources of caravans (a new game mechanic) to sell you items and heal you. These offer a much more significant variation than the above 2. They are a fun way to really shake up your game without spending 40 for a big box expansion." Since then I've tried and enjoyed all 6 adventure variants. I hope that helps in your starting selection.
  15. Artemus Maximus said: I've been messing around with market cards to create a unique deck based on the character of each town presented in Cities of Adventure and together these will be perfect! I like this idea quite a bit. Mind posting futher on what you've come up with so far?
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