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  1. I've felt a little creative this morning. I guess it happens when I lack sleep or when I've just been doing a lot of writing. The new Old World cards are supposed to make the game feel a little more cooperative, but I think that was just a throwaway draw. It didn't really happen. We're all still dicks. My suggestion doesn't make the game much more cooperative, but I think it's much more interesting. What if a 6th player actually controls how the Old World functions? He'd have 6 power points to use and even some figures (no cards). The Old World deck wouldn't be set, but tracked for the appropriate number of turns, modified accordingly with Franz's Decree. During the Old World phase, he can spend any number of those points to look at that many more Old World cards from the top of the full deck and choose one of them to apply. The rest are put on the bottom of the deck. Any that get used up during the course of the game will get discarded forever; no possibility of reusing Franz's Decree, Electors Sue for Peace, etc. The figures will all be 0/1 with effects. The "cultist" costs 2 points and will remove one corruption from the region during the corruption phase, after checking for ruination. The "warrior" substitute will also cost 2 and simply act like any normal hero token, except that Slaanesh cannot directly benefit from his presence. The "greater demon" costs 3 and does both. Effectively, this player would win if nobody else does. This is already the case anyway, right? There are no ties with this game. The Old World is already considered the winner if everyone else loses, so that is unchanged. The difference is that this player only wins if the game lasts as long as possible. He can't rush the win as others could when left unchecked. It seems like this would be balanced, assuming I could figure out the appropriate number of each figure. Undoubtedly it would make the game harder, though Slaanesh might actually profit. Slaanesh is fine advancing his threat dial at a leisurely pace and still getting the win. The average number of rounds would increase, making this a slightly more comfortable scenario for him. That makes Slaanesh a good character to hit by default. Of course, that easily changes once someone gets a significant lead. Feelings? I'm going to propose this with my group soon to try it.
  2. My experience with Space Hulk was rather poor. I was introduced by someone bad at teaching who had never played it with anyone else. The instructions seem to do a poor job at teaching, sadly a bad trend among hobby games. On that front, Chaos definitely took some dancing to really get it. The basics were there, but we had to frequently correct our procedures. I'd like to call it a heavy weight game (complex), except I'm told there are far harder games out there. It's definitely not something to try without serious exposure to other hobby gaming. However, it is quite well balanced. It has the feel of a war game simultaneously with simply developing yourself. I've even played a game where we managed to ruin a region within a single round! I disagree with the nail-biter, though. Of course, leaving anyone alone for a single round can make them incredibly powerful, but we've had many games where it was effectively decided for 1or 2 players with 1 or 2 rounds left before victory. A common example of this is Khorne having 2 dial advances to victory while everyone else has 4+. One person would have to achieve more dial advancements than anyone else, including Khorne, for both of the rounds (you can only get 2 advances per round, going to whoever was best at advancement), a tremendous challenge given how powerful Khorne is at that point. Even more, once one of those rounds is accomplished as such, the other players are effectively delegated to "kingmaker" status. I really hate that. Still, a very enjoyable game. With Khorne, luck plays a role similar to what I've seen in Catan. Without Khorne, it's a much more intellectual game as Nurgle's the only significant beatstick left. Without him and with the Horned Rat, players have no more than 4 figures that can attack (out of 10, 12, and 15-figure sets). The game is really different every time based on who's playing, how the cards go, and how the dice figure. It's very intellectually stimulating, and appeals to all my favorite gaming aspects. Wall of text. Clearly I am bored.
  3. It took a bit of digging, but I managed to find what he was trying to show. It's nothing major, just in image showing a bit of a preview for this. It shows part of the overall board, surprisingly accurate to the actual board (I would've expected something makeshift, barebones), threat dials at various stages, points assigned by point markers, tokens placed around the board, and the Great Unclean One placed in Brettonia. No cards of any kind. There is also a very minimal interface.
  4. What you consider to be the more balanced option is not the question. The question is what is the rule? This upgrade is worded identically to his old Chaos card that draws for each kill, probably also the new one that makes them into corruption (I don't have it handy to check). Therefore, I've been ruling that it's 2 per body, not region. It really hasn't made much of a difference among us, anyway. Bloodthirster upgrade is a "win-more" card, not a "win" card. If you already are doing well, it just makes you do even better by the same means. However, given that Khorne is entirely reliant on dice and the existence of killable models, it just increases the reward you gain for the same risk. The cultist upgrade and drawing for dominating both give him the means to consistently dominate regions (in theory, nobody's dared to try it yet). Less risk, more reward, definitely a good equation. Vengeance makes it more likely for you to kill, because you'll have more dice. It kinda makes up for being incapable to hit in all regions like he used to with the old cultist upgrade. Equal reward, less risk. Similar logic applies to the Bloodthirster. You put it someplace after everyone's pretty well committed to their location, and you suddenly have an extra 4 dice in that region. All of these options reduce your risk except for the Bloodthirster. I personally prefer to guarantee my victories rather than attempt to rush them. I've seen the opposite end of Bloodthirster work simply because the dice would not work for me.
  5. I am actually in disagreement over this. Because there's no explicit limitation on timing, I've been ruling that it's each individual action. It only matters for the Morrslied set though, since Tzeentch has a Chaos card that moves around 2 corruption. I also had an issue about Slaanesh getting 3+ corruption over multiple phases within the same round.
  6. Jackwraith: Well, that's new knowledge for me. Thank you for enlightening me on another difference between British English and American English. Tepes: Interesting observation on Rampage. It would've helped me out in 2 games had I known it got around Havoc and Plaguebearers. It definitely seems correct to me. As for the "storage cards," I disagree that the figures can be on both cards. They're being moved from where they were to a new place. Clearly we are in disagreement on this and Filth. The language (or lack thereof) makes both of our conclusions reasonable, so I hope these are included in an official FAQ. Personally, I feel that Tzeentch and Slaanesh are rather settled for me. The only thing that bugs me is the mention of Perverse Infiltration in the old FAQ, suggesting that if not for the dial advancement clause, he'd be able to get dial from two copies of it. This is definitely sketchy enough that I hope it gets a mention too, but in the meantime, I'm ruling that it only cares about each individual action.
  7. I've been playing with 7 cards for 5 players based on the reasoning behind more cards for less players. With only two targets, Khorne is not likely to get any dial at all, let alone double on round 1. It's more likely with 4 players, but that doesn't actually change at all with 5. It's just as likely as it ever was. If anything, it's less likely when you consider he can't play a card to get more dice with the Morrslieb set (yes, I know you don't have to use that set). It's really all about Khorne. The rate at which everyone else gets points & dial is otherwise rather unchanged. Make it 6 cards and Khorne can only afford to miss double dial twice (once with Franz's Decree). That puts him right back in Nurgle's old camp of being forced to win by points. Similarly, Nurgle can only afford to miss it once, if at all, and he would also be forced back into points. 7 is perfectly acceptable to me, but not so much with 6.
  8. I devoted most of Friday and Saturday to playing this expansion with my group. So that everyone else can have a more enjoyable experience, I've compiled things that either were issues for us or at least seem counter-intuitive. Individual interpretations Bloodletter upgrade: When I initially saw this card, I felt that it was a true/false statement for each region. Another friend of mine showed me that the wording is extremely similar to the old Chaos card Ritual Slaying. It uses "each time" rather than "for each region." Under that interpretation, I managed to get 22 points in one round, though I still wasn't able to outrace others for points in the end. It also doesn't matter what else is contributing battle dice; just that a Bloodletter exists where you're killing things. Vengeance: Not so much a rules issue, but a stern reminder. For the first 3 games we played with this upgrade, we forgot about it for at least one round (the first one went without it for three rounds after it was taken). This makes up for the cultists not being able to attack anymore, so if you're having as much trouble as we did, I suggest putting it on the board with a figure where space permits. Skulltaker: This Chaos card makes dead figures turn into your domination value. Remember, it doesn't matter whether Khorne's the one that kills the figures. In fact, if there's a surplus of attacking figures in the region, you could play it without even being around there and potentially dominate it with their efforts. Rampage: This very unique card makes an instant battle in the Summoning phase. I was quick to point out that if you have multiple copies of this card, you'll only get one dial advancement in that region from the Summoning phase. Multiple Rampages will not give you more dial. Lepers upgrade: Keep in mind that this is a true/false statement, not an "each." You'll only get 1 bonus corruption per region with this upgrade, not 1 per cultist. Plaguebearers upgrade: This upgrade adds corruption during the battle phase, so you could theoretically get 2 tokens from the same region: 1 from the warriors dying, 1 from whatever you're doing in the corruption step. If these guys are your only source of corruption when the region gets ruined, you do not get the top ruiners points. That is checked in the corruption step only. Great Unclean One upgrade: Like Bloodletters, it doesn't matter how many other warriors you have fighting there, just that the Great Unclean One is there while you're killing things. Cavalcade of Decay upgrade: It doesn't matter who controls said cultists, so count opposing cultists as well as your own. In practice though, I've found this unlikely to work out. Infested Colony upgrade: Although domination is handled separately from corruption, they are both in the same phase. If you were already getting 2 corruption during the corruption phase, this will not give you another dial advancement counter. Quicken decay: There are quite a few effects that summon multiple figures at once, be they from summoning, moving, or placing. In most cases, you should only care about figures entering or leaving and not care about summoning. The only exceptions I could see are Bolt of Change and the Horned Rat's dial advancement bonuses (the card's gone by the time he summons with that). Filth: You are not adding corruption. You are simply changing what corruption is there. Think of it like changing control of the corruption. Therefore, it does not work for your dial advancement. Acolytes upgrade: From the way it's worded, this will only work once in a battle phase at all, regardless of different regions. That means only 1 total Acolyte could be saved. However, all the hits are assigned at once, and only by exactly lethal amounts. That means whatever you do try to save is guaranteed to live. Your opponent will have to anticipate a rescue attempt when considering what to hit. Horrors upgrade: You're allowed to summon, following all the normal rules of summoning except for the timing and cost. That means if you want to summon from the board, you may do so. Bolt of Change: As I said, this card uses the word "replace," rather than the words "summon," "move," or "place" that are all synonymous in the rules. It will not affect Quicken Decay or Festival of Sinew. The Blue Scribes: This is a little iffy, so I hope I got it right. I interpret this as adding corruption in a region, giving Tzeentch an extra dial advancement counter during the summoning phase. I cite the synonymity (yes it's a word) of "move" and "place" with summoning. If they're similar there, it seems realistic to think so here. It certainly didn't significantly alter Tzeentch's power for dial in my games one way or the other. However, there is one interaction I had not considered until I wrote this. Tzeentch has no phase restriction for his dial advancement like Khorne and Nurgle (pay close attention to the wording on their character/reference sheets). By that logic, this card could be a real dial mover for Tzeentch. I strongly request feedback on this! Fall from Grace upgrade: I let it go at the time because it really didn't matter in the game at hand, and I also didn't have the proper reasoning. Slaanesh had 1 cultist, 2 warriors, this upgrade, and Havoc was in the region. Rise to Glory upgrade: Just as a point of clarification, you don't need a figure in any regions to dominate, nor do you necessarily even need card costs with this thing. Heck, Norsca with 1 Noble and 1 Skaven + Rise to Glory and nothing else in there = 2 points for Slaanesh. Pleasure Shield: This is up to interpretation, but I don't think it's a large stretch of the imagination to figure that two of these make the equation of 2(2X)=Y. For non-math magicians, it would double twice, meaning the Keeper of Secrets could get up to 16 defense. The Under Empire upgrade: VERY IMPORTANT DISTINCTION OF MECHANICS! For the first time, we have to realize how ruination goes. You check to see if it's ruined during the corruption phase, and then score the ruined regions in the end phase. Let's say theoretically that 5 regions have Skaven tokens and they're all going up in flames (only 5 regions can be ruined at all). Horned Rat exists in region A, then immediately proceeds to region B that would ruin, and so on until we get to region E. We'll say it's Estalia. All that movement happened during the corruption phase when ruination is checked. That means he's not in regions A-D when scoring ruined regions in the end phase. He'll get the "ruiners" points for regions A-D, making 3+4+4+5=16 points. For region E, which we've settled on Estalia, he gets "ruiners" points for existing there, making 5 points. Then you check to see who has how much corruption. With this much movement, he likely has 1st place for 11 extra points. 16+5+11=32 total points. You do not get the 1st/2nd place points in regions A-D. Skitterleap: Unlike the Under Empire upgrade, this works during domination. You check for domination before checking for ruination, so if you move away with Skitterleap, you do not get the ruiner's points. However, you will get ruiner's points as well as 1st/2nd place wherever you settle if it goes up that round. Warp Token Cache: You get the extra 2 power points at the beginning of the summoning phase, so you have to decide if you want it before the first move is made, be it by Khorne, Nurgle, or even Tzeentch (if neither of those are present). Verminous Horde: It looks like Temporal Stasis, but it's not quite as power. RTFC. This increases costs by 1, not 2. The Horned One's Due: Look very closely! At first glance, it appears this game came with an extra Horned One's due card. That's true for the most part. However, look closely at the new card with the Morrslieb mark. It's an event card using Event tokens. There's two implications to this. 1) It doesn't add Skaven tokens, so the Horned Rat is kinda screwed with it. 2) It kicks off whatever other Event card is working already. Rousing the Rabble: There was some discussion as to whether this works only if heroes already exists. To me, this is just foolish. I eventually won the argument just because with 4 hero tokens in the game, it clearly doesn't have much power the way they said. For the record, I rule that all peasants act as heroes. The point of contention was the word "additional." Closing the Portal: Tzeentch particularly hates this card, but it applies to everyone. Draw 1, not 2 or up to 5/6. Light of Day: With this card out, it becomes much more realistic that more than 5 regions would end up being corrupted once it leaves. Keep in mind that only 5 can ever be corrupted at all and it all starts with Norsca, following the arrows. Card interactions Rampage vs. Greenskins Invade/Electors Sue for Peace/Vermin Outbreak: These are the Old World cards that nullify or minimize battle. Khorne's always hated them. Greenskins Invade makes a maximum of one battle die, Electors makes none at all. For Greenskins, it actually just checks the battle phase, while Electors says there can never be battle dice. Because of this distinction, Rampage gets around Greenskins. Electors still works as normal. Vermin Outbreak also just looks at each battle, so whenever a battle happens, it restricts by two. This similarly applies with the old card Reborn in Blood: 1 for Greenskins, 0 for Electors, 2 dice once + 2 dice in the other battle for Vermin Outbreak. Mystical Disregard vs. The Horned One's Due (old version) & Empty the Warrens: This actually came up, though we also made some other misses in that game. The Horned One's Due restricts the placement of Chaos cards in regions that have Skaven tokens to 1 instead of 2. A player already had a card in a region free of Skaven tokens, and then the Horned Rat played Empty the Warrens to add a Skaven token. That effectively went beyond the maximum of the Horned One's Due because of the timing, but it worked out. I was the Tzeentch player and played a card on top of another one there (they were both 0 costs with instant effects, so it didn't really matter which). I wasn't playing a second card, just playing a card on top of one already there. I'm pretty sure this is how it would work out, though it was rather awkward when I did. Fall from Grace vs. Havoc: Yes, this actually happened. Slaanesh had 1 cultist, 2 warriors, and this upgrade while Havoc was in play. He argued that this card makes no statement on phases, so it can stretch across them. I disagreed, but let it go because it really didn't matter for the game in question. The evidence to back up my statement actually isn't where I thought it would be. Khorne and Nurgle reference "the same phase" on theirs, but not Slaanesh & Tzeentch do not (the Horned Rat does not need to). My argument now is that there are two actions that add corruption: the warriors during the battle phase (when Havoc works) and the cultist in the corruption phase. Fall from Grace checks each individual action. Of course this is all up to interpretation, but I feel I'm in the right here. I would strongly request getting some feedback on this! Shroud of Secrets vs. Rat Ogre upgrade: More a strategic note here than a rules issue. Don't play this with 1 Peasant and your only rival being the Horned Rat. If you can't kill his Rat Ogre, you'll be forced to hit the Peasant, and then you're not protected anymore. Slaanesh has to hit first. Clan Rats upgrade vs. Grey Seer: As stated in the blog, you can get 4 cultists at once this way. Just FYI though, it's supposed to be "gray," not "grey." The Council of Thirteen upgrade vs. the Horned One's Due (both versions): This one is extremely tricky. I understand that the intent of this upgrade is to allow him an extra card where he couldn't normally play it, but the wording is just too sketchy to make that work. The effect of the Old World card (both versions) says that only 1 Chaos card can be played there instead of two. The Skaven/Event token does not actually fill the slot; it just restricts whether something can be played there. That means both slots will not be filled, so the Council of Thirteen will not work. Overall, it's a very enjoyable set, but more difficult to interpret correctly. I already had a lot of trouble with the first set, making corrections to my rulings even going into this year. That's why I really felt this would be helpful to the community. I appreciate any feedback, and hope this could be stickied for future buyers.
  9. I'm rather disappointed. I've found that the Horned Rat is on the June list of game releases. FF said on May 18th that it would be on store shelves "next week." The most generous interpretation would allow it to go into the 28th. I got everyone hyped that the first glorious game would happen this weekend, now I find I have to wait at least another week. I suppose I shouldn't be surprised... this is a game involving dark gods, after all.
  10. This game is definitely not bad at all with 3 players. The nature of the game changes significantly, but it is so well-designed that a 3-player game still has good balance for all players. I've always found 3-player games very interesting, particularly in how I have to adapt to new situations. Most relieving is a game without Tzeentch, in which case Khorne doesn't necessarily have to start with his Bloodthirster out of fear of Teleport. I'm a little concerned with what will happen when one of those 3 players is the Horned Rat, but can't say either way until it's released.
  11. My only issue remaining is if the card covered has any cost to it, does that cost no longer exist for the purpose of domination? I believe the intent is that the card will be gone entirely, therefore removing the cost. I just want confirmation about that.
  12. If Slaanesh takes control of an opponent's cultist, we already know that he gets the benefit of that cultist's upgrade, too. This particular one allows further summoning, though. My question is what happens in Slaanesh takes this cultist and summons it to a place that would normally get this benefit, what happens? Does Slaanesh get a second Clan Rat, and if he does, what's a legal source for summoning? Can he summon from the board as well and/or stockpile? I already know that if Slaanesh controls 2 Clan Rats, he could move both of them just fine. Summon = move, after all, and he clearly controls the second Clan Rat.
  13. This game has 4 layers of randomness, so the replayability is certainly there. 1) The starting tokens are fairly random. Tzeentch likes Warp Stones, Slaanesh likes Nobles/Heroes, and the Horned Rat will like Skaven tokens. Each of the 9 regions will receive some token to start, and only 2 of them benefit no players. Khorne is very interested in eliminating opposing figures, so working with the randomized tokens, the first round is certainly up in the air (though it's still realistic he'll get no kills whatsoever that round). 2) The Old World cards can impact the game severely, especially the new ones coming up. You never know what's going to happen, and it can cause players to drastically change their previous plans. 3) Each player's Chaos decks add to the randomness, simply because you never know what capabilities your opponents have. I've won games because I accurately called that an opponent did not have a certain card in their hand. Tzeentch's Teleport card alone makes a Bloodthirster in the Empire a good opening move. 4) Of course you also have the battle dice. Khorne's the only player who can have all the skill in the world and lose due to the dice. What figures die has a huge impact on the game. Don't get me wrong, this game is plenty strategic. It's far more strategy than luck, but with these 4 elements to it, it's got plenty to make the replayability high.
  14. Of course, that's the standard thing. Nurgle's going to further emphasize the difference between "tick" and "token."
  15. I just had a couple sessions yesterday, and one of them went without Khorne. It was rather interesting. I played Slaanesh and managed to make significant progress with the dial for eventual victory that way. The first Old World card that came up worked to remove corruption, certainly rather appropriate for the setting. I discovered something rather intriguing, though. Not only is Nurgle the beatstick, but he realistically could win by dial, too! He's got 6 cultists to use and the regions he wants for it won't change. If nobody puts out warriors to stop him (and it's not likely to do that in round 1), he can get 3 tokens per round while still working with up to 8 attack dice around the board. His chaos cards also help tremendously to this, making him tougher, allowing him potentially a bonus dial token, and let's not forget the Great Unclean One's upgrade. Unfortunately, the Nurgle player did not realize this (he's not very skilled at these things, but very enthusiastic). It would've been very interesting to see how that might have worked out.
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