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  1. From http://www.fantasyflightgames.com/edge_minisite_sec.asp?eidm=263&esem=1#different ----- What’s Different in DungeonQuest Revised Edition? We’ve listened to the feedback since the release of DungeonQuest Third Edition and while working closely with designer Jakob Bonds, have implemented numerous important changes in DungeonQuest Revised Edition. Some of these changes are detailed below: Combat has been simplified: Combat has been redesigned to feature a streamlined combat system that harkens back to the classic editions of the game. DungeonQuest Revised Edition features a card version of the combat chart found in a previous edition. The new combat system delivers the same tension that DungeonQuest players love, but allows combat to be played out much more quickly. For more detailed information on combat, please see the “Combating the Dungeon’s Monsters” section above. Search once per room: In DungeonQuest Revised Edition, rooms in the dungeon can now be searched only once per game. This encourages brave dungeon-delvers to venture deeper into Dragonfire dungeon, and is easy to track by placing a search token on the board. Move between towers: When a hero enters a tower room, he can now optionally move to any other tower room and continue his turn. This change allows you to shadow other players who have created successful paths through the dungeon, adding a new layer of strategy. This also prevents you from being stuck in the opening turns of the game. Escape using Agility: This streamlined escape mechanic allows players to test Agility in order to successfully escape from a combat. New rulebook format: DungeonQuest Revised Edition takes advantage of our new rulebook format. The rules are split into two separate, streamlined documents–a Learn-to-Play guide, and a Rules Reference book. This means that you’ll be able to begin exploring the dungeon as soon as you open the box with the help of the handy Learn-to-Play guide. The Rules Reference guide will answer any questions that you may have as you play the game. A deadlier dungeon: Dragonfire Dungeon is deadlier than ever before, adding new challenges for seasoned dungeon explorers! Surviving the dungeon is a heroic feat, and only the bravest of the brave will make it out alive. Torchilight Variant: When using the Torchlight Variant, when a player moves into an unexplored room, his torch casts enough light to make out what lies ahead. As a result, he also draws and places adjacent rooms that he has line-of-sight to. This variant adds an element of strategy to the game, as well as creates a much fuller and more complex dungeon throughout the game.
  2. Anybody else really jazzed Fantasy Flight Games is reprinting "DungeonQuest"? Seriously, I was angry with myself I didn't buy this game when it was available, I was even looking at buying a used copy, but now it appears I'll be able to correct my mistake. =) Q3 can't come soon enough.
  3. "Android: Netrunner" has seven factions; three runners and four corps. You could build a complete deck right out the box, and even do some deckbuilding. I trust "Warhammer 40,000: Conquest" will allow for head to head play with just the core set. FFG has not mentioned neutral cards (yet), but they could reasonably exist. I would gladly pay double for a core set with a full playset (i.e. whatever the max number of copies you can include in a deck is) of every card, but I just know that would be asking too much. There's too much money to be made selling multiple core sets. I haven't bought a second core set for "A Game of Thrones", "The Lord of the Rings" or "Android: Netrunner", and I won't do it for "Warhammer 40,000: Conquest" either. I won't support that sort of marketing. I like the LCG model except the core sets. At least release a core set expansion, with one or two additional copies of cards that are included as singles or doubles in the base core set.
  4. Playing your cards to a central line of cards is shared by "The Call of Cthulhu" LCG and "Blood Bowl: Team Manager". I've played the latter and winning a face off gets you a big prize. From what I understand of "Warhammer 40,000: Conquest", you have to win on three battlefields that share a common symbol; tech, strongpoint, or material.
  5. Yeah, the Blood Axes trade with and have acted as mercs for the Imperium before. Probably in exchange for some nice Imperium dakka. Give an ork something that does good dakka and he'll do what you tell him to.
  6. Another thing about the faction wheel; the Imperial Guard wouldn't fight Imperial Space Marines, and vice versa. They're both members of the Imperium of Man, they both fight for the Emperor of Mankind. Imperial Guardsmen would be scared to death to fight Space Marines, and Space Marines see Imperial forces as their fellow brothers in battle, however lesser mortals they are. Yeah, there might be tensions between the Guard and the Astartes (Space Wolves especially), but they don't go massacring each other... Khornate Knights and Adepta Sororitas excluded.
  7. Don't the Eldar and Dark Eldar hate each other with a passion? Like Space Marines and Chaos Space Marines level hate? I can see Orks being used as expendable mercenaries by the Imperium, but Eldar allying with Dark Eldar? One of them embraces Slaanesh values of pleasure above all else and the other feel rather embarrassed about bringing one of the Chaos gods into existence in the first place. The Necrons and the Tyranids wouldn't ally with anyone. Necrons are soulless killing machines and Tyranids just want to consume everything. They'd have to be outside the faction wheel. The battlefield selection feels like "Blood Bowl: Team Manager" to me, but I've only played the "A Game of Thrones" and "Android: Netrunner" LCGs.
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