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About Jekzer

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  • Birthday 09/02/1985

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  • Location
    Molina de Segura, Murcia, Spain
  1. Encounter at Amon Din

    Here I think is more the case of "greater than" vs "greater or equal". So if you have a number of rescued villagers greater than captured villagers (or more), then you win. Otherwise you lose.
  2. Guys, just grabbed from my FLGS The Crossings of Poros here in Spain and take a look at Quickbeam (Ramaviva). This has been the second strange thing that has happened not only on this cycle but I think on the entire game since release: first, a front image different to the rest of, at least, USA/English version for The Dungeons of Cirith Gurat (you guys have an orc? I have the dungeon warg). And then, Quickbeam hero with the "unique" icon. What a strange site to live.
  3. So meanwhile I wait for release at my country, has this last AP taken the title of "closing the cycle the hard way", like we've been used in the past (except one or two cycles)?
  4. And in the end, you were right.
  5. Rhovanion Heroes

    So in the end the expansion will be nearly 100% Dale focused. Not a bad thing at all, since it's a faction that needs a good push (and we can see they're becoming a new and fun archetype), but I thought we'd see some Beorning love. Maybe on the linked cycle!
  6. Not as a retail product, but as part of promotions and events.
  7. Agreed, I prefer no rarity layering and just adequate pricing (even if that means different values of valor depending on the card power).
  8. Oh no, all player cards (being normal or favor) will be obtainable via valor. That includes hero packs and cards that can be bought separate. When they decide to show the shop we'll have a better understanding about "pack format". Right now we know that it'll be hero packs (one hero and a few player cards thematically linked to that hero/trait) and separate cards.
  9. More rarity = more expensive to buy with valor (the currency used to buy cards) . It also means that the card will be more powerful.
  10. No demo at PAX. And what video? The've been showing several things: deck builder, 4 of the 5 adventures from the starter scenario (the last only half of it), they've shown favor cards, anatomy on cards (rarity, level and all the core cards, maybe subject to change), the 4 core heroes... A bunch of things! Stil didnt show anything about shop, palantír feature and the "coming soon" feature.
  11. Saw both videos on their channel. Tuesday was more about showing the core Spirit hero: Frodo Baggins. Nicely tied to theme: low threat, low stats and gains +2 willpower whenever Sauron resource pool is depleted. So more brave the moment Sauron exhausts all of his tricks. Oh and it has stealth (IIRC it means that is the last to be targeted, so first target will be sentinels, then normal ones and then stealth ones). Yesterday's stream was more or less the same, first quest, same heroes from first streams... they showed an action bar hidden on the right of the screen that tells who attacked who and what was triggered. Good to have it so we can see how previous turns went. Oh, they also commented about threat not only being a timer, but triggering other things that they haven't revealed yet. I hope is not only "access" to bigger enemies. I'm thinking more about giving to Sauron more advantage, maybe gaining more resources or sonething like that. That kind of design could open lots of possibilities to make a better structure for difficulty levels, new mechanics in new adventures, and so on.
  12. That. In some games you're waiting for them (in my case even recalling them in my head). Right now, at least for me, it's not the case. I think that having sliders for different volume groups (effects, music, master) will solve the problem for all the people.
  13. Hello all! I decided to create a separate topic to talk about FFI LOTR digital card game (or Living Card Game, following the correct name), so we can discuss whatever is commented in here. Of course there's CORT Discord's channel, but we can retro-feed each other! Watched today's stream, which you can see again in here. A mixed bag of feelings for me. And that is a good thing, since it keeps me pushing to test its Early Access when it hits Steam in Q1 2018 and see if what I like is as good as it seems and give feedback for the things I dislike (even if they won't change, I want to help FFI, they are baking a good cake here). In terms of gameplay, there are several things I found interesting: first, how you play cards. As it was explained on the FFI web, they are using a level system to cards, so depending the level a card has it can be played for a matching number of heroes (tactics card level 2 --> you need 2 tactics heroes, from a total of 3 heroes in game). That, added to having only 3 resources per turn that replenish each turn, are giving me a sense of tactical deckbuilding and playing the game that I love, because you can't trivialize playing cards piling up dozens of resources and that makes resources more meaningful each turn. For the level of cards, that's also a thing that helps developers balancing the power of cards (powerful level 3 cards mean that you have to dedicate your deck to a mono-sphere one). Second, one thing that shook me is that favor cards could be also a total with a layer of decision, but first we need to know all the favor cards and how they work. I see some potential in things like "should we use this favor to swarm Sauron or should we use that other Favor to have a source of draw since I'm lacking at it. It's a double-edged sword, I hope it doesn't determine how decks are build and are more like a "second layer" of decision-making. Oh, and they repeated that will not be necessary, just be used to make things easier for people not so used to these games. In terms of aesthetics, here's where my heart languishes a bit, and that could be a problem because, well, they're personal likes. Backgrounds are good, but I think that can be improved (leaves traversing the board, low quality textures in some objects). Card backs are just plain awful for me. Rounded cards: I don't see that as a problem. In general, cards need are informative. For instance, sentinel creates a glow in the shape of a shield, that's cool. Also I don't remember is there's an indication in which phase you are on screen (only when you change phases). Voice-over range from OK to "ohmygodshutup!", sorry but I hate the "FOR RIVENDEL" Arwen's quote. I don't know if they are final, but they sounded a bit off for me. Overall, as I said, really interested in play in Early Access.
  14. Just picked mine today. Out of curiosity, the front image on the Spanish pack is this, different from the USA original. I don't know about other countries, but for Spain this is unprecedented! Anyway, still interested in knowing more experiences from players (since I can't play it until next weekend)!
  15. I had the same feeling of "we're seeing more orcs than haradrim in the Haradrim cycle". And that surprised me. The spider quest for me was a bit out of place. The others were between good and excellent (hoping for the best with Poros), because at least they gave continuity to iconic enemies like The Black Serpent. Didn't remember about half-trolls! I think they decided to be more conservative with this cycle for the sake of not going wild and forcing too much the "out-of-place" feeling of deviating from Tolkien lore an aesthetics. That delivered a nicely woven story but at the cost of being less risky. But for me, they were less brave compared with the 2 previous cycles, where we explored interesting regions too but battled against fresh foes. Heck, even in Grey Havens/ Dreamchaser we didn't see any orcs!