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kerred

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Posts posted by kerred


  1. PDF files viewable here:  http://boardgamegeek.com/filepage/105295/sleeved-tuckboxes-ffg-recommended-sleeves

     

    Print actual size (no scaling).  Let me know what size in mm the front part printed out as if it does not print right (should be 60 x 94mm for large and 45 x 68mm for small cards).

     

    I also included scans of the backs of the cards I made and the banner images from this site I cropped to make the tuckboxes.

     

     

    They were made to fit Fantasy Flight green and yellow sleeves.

     

    Hope they help keep things organized and prevent baggies from tearing.

     

     

    Note:  You can use packing tape on the printout before cutting to give the box a sturdier, shinier look.

     

    You can either use packing tape to seal the edges, or tape/glue on the inside flaps.  I personally prefer both.

     

    You can also cut t top of the back side for 'thumb room' to slide the cards out.


  2. Concidentally I was thinking of a solo horde-like variant as well.

     

    Personally I don't like solo games that involve rolling dice, as I prefer solo games that involve problem solving, so I didn't think too much about it.

     

    So I thought about a solo mode that involves having six cards, numbered 1 through 6, in which you have to play one every time you roll a die, and can only get them back once you have exhausted them.  Therefore deciding what to his and miss with.

     

    Unfortunately I also prefer solo versions of games to be like the main game as close as possible.  Its a conundrum for me.


  3. When playing in a crowded FLGS, it seems hard for players to remember all their abilities and what not.

     

    Some of the most common things I have to keep reminding players of constantly:

     

    - Nimble skill, as OL I often stop and look at the hero with nimble, and even I forget so the skill has become barely used at all.

     

    - Word of Misery, OLs seem to forget it a lot, I hold the card in my hand or cover the damage tokens as a reminder.

     

    - Champion tokens.  The hero(es) could have won a quest if they remembered to spend them for that vital damage.

     

    - Most "within 3 spaces" effects, it seems with newer players it takes them a long time to get conditioned to remembering the effect.  I thought of having some kind of AoE token near them.

     

    Now keep in mind I play with hundreds of new people and people I only play on a weekly/bi-weekly basis.  I assume in a quiet environment with people fully focused on the game and not used to having crowds around them can remember all their exception text better?


  4. I frequent an FLGS, and asked the owner if I could help run the Forgotten Souls event day.

     

    I played two games by myself to practice a routine to explain and entertain the people signing up for the event.

     

    I just had a few questions, which I may have skipped in the rulebook:

     

    1) Does the rule where a monster can only attack once still apply?  Like if a monste'rs orders are: -engage closest hero, -attack, and a monster is next to a hero, does it skip the first action, attack as its 1st action, skip the engage action again when you repeat the list (if its still close), and attack again as its 2nd action?

     

    2) When it says "roll to spawn X monsters", yet there are not enough spaces (on the exit or next to the cauldron) to spawn, do the extra monsters spawn as close as possible to the spaces, like normal, or do they not spawn at all?

     

     

    A few other questions:

     

    3) Are there any tips any of you have for easily keeping track of all the exceptions?  When playing alone I found myself forgetting the extra monster ability text (like flesh moulders get +2 range), the exploration card abilities, and any peril abilities.  Is there any pattern or habit I should get into to remember all these exceptions going on?

     

    4) Has anyone found any other rules new players often forget or misinterpret that I should keep reminding them?  One thing I kept forgetting was to lower Fate when I draw a peril card due to no monsters.  I put a purple token on TOP of the peril deck as a reminder for me.


  5. While hiding info gives fun surprises for the heroes, there is a very good reason I suggest letting quests be public:

     

    Because when I'm the Overlord, I can't remember everything on the quest, or read or interpret it wrong.  I give the book to the heroes and tel lthem to read it in their downtime to find objections or contradictions to what I interpretted.

     

    This helped a LOT of quests from being done wrong.


  6. I printed out Tuckboxes from Boardgamegeek's files section, but they weren't sleeved, so I re-sized them myself using Tuckbox Generator to print them out.

     

    I use one medium sized storage container I found at a craft shop for all the tokens.

     

    I am able to fit the base and W&W fine in the base box.  Replaced components (like the old unit cards) I put in the expansion box.


  7. I don't entirely "play to win" as Overlord in Descent.

     

    I play to the style of what the heroes like about games.  

     

    Some people want a challenge and are okay with losing or breaking a game, so i'll go all out and exploit any dominant strategy I can.

     

    Some people just want to have a good time, so I will replace what I think are the 'best' moves with 'epic' moves, like a crazy move in chess that's so out of book it becomes chaotic.

     

    There are some... i don't know the term... sore losers maybe?  Those who feel the game is unbalanced?  I dunno.  If I come across them, I play making it look impossible, but somehow they feel like they can still win, or present situations where they can get those big strong attacks in and roll lucky enough to save the day.

     

    Some people I have played with just like picking up treasure and don't really care about winning or losing.    So i'll focus with situations involving search tokens, whether it be blocking the search token, or grinning when I am (bluffing) with a search trap card in my hand, whatever makes them go "WOO! SPACESHIP... I mean, TREASURE!" whenever they successfully search.

     

    All that matters is I have fun when they have fun!


  8. Thanks for the clarification on what to do if a runner can not meet the strength of ICE (subroutines trigger, then end run since runner can't break the ice).

     

    I found it odd that the rulebook doesn't seem to mention it too much (couldn't find a good clarification int he rulebook), and seems to be something important new players need to know.


  9. Judging by the wording "at the end of the turn, each player who had completed (past tense) a non-military victory adds up their score".

     

    That leads me to believe if you have 15 coins, you achieved victory no matter how many coins you lose by the end of the turn.

     

    Otherwise i would think it would have been worded "non-military victories are now checked at the end of the entire turn" or "at the end of the turn, each player who still meets a non-military victory condition".

     

    I think its a good way to prevent someone from getting 15 coins rather than just waiting unti lthey have 15, and then bum rushing them like crazy to knock them back down :(


  10. To the people that play with only two people, if you are going to do that how many characters should the hero player use?  To me I get the feeling the game is balanced around four heroes but that's a lot of stuff for one person to keep track of.

     

    The rulebook says two heroes.  But I guess a better question would be 'how many heroes do you think the player can handle'.

     

    My friend is playing two heroes, a Champion and Thief.   He keeps forgetting he has the horn, lucky charm, shield, and skills.  I helped him by reminding him of everything before and after his turn :)   Eventually (by the 3rd Act I) he can somehwat remember.

     

    So I would recommend two unless the player has a system of checking EVERYTHING before, during, and after their turns, including checking other people's abilities.


  11. My question is basically what is the point of winning quests if you win the finale?

     

    Its somewhat noticable when the heroes win.  Heroes winning quests gets them better stuff for the finale, as the Overlord losing quests gets better stuff for the finale.  That extra experience or that cool new Shield of the Dark God from winning a quest may come in really really handy.  From a gameplay standpoint, its building up sides to an epic finale, but making sure both sides still have a chance, even if one side lost all the time.

     

    I think the main reason for winning/losing quests is just so the campaign feels different every time you play with different outcomes (I felt naked not having the Bones of Woe like I did in the last campaign).

     

    Do heroes keep gold?

    Heroes keep gold each quest, just like Hero Quest.  But unlike Hero Quest's [somewhat odd] rules, heroes share the gold.  When the heroes go shopping for items in between quests, they can discuss what they should buy and who gets what, if anything.   

    Tip: It may be good to make sure each hero gets something at some point, so that each hero gets their moment in the spotlight instead of being suck with default gear every week :)

     

    As for your XCOM-like variant (I love XCOM), I like the idea.  Didn't Descent: 1st Edition's Road to Legend have a campaign similiar to that?  Where it was more of a slow domination than it was the 2nd edition's building up to a finale? 

     

    I suggest thinking up of a framework for that variant before you play Descent (so playing the game will not restrict your thinking), then maybe go back to the variant after you play the campaign to see how it will influence or change your original design.

     

    Regardless, like Hero Quest when I was 10, I use Descent more as a 'toolkit' to create my own game [Descent Cataclysm] than as a game itself. 


  12. I'd like to know how F&F fits with W&W as well.

     

    I just have Wisdom & Warfare, and I feel it is a neccessary expansion, or rather an expansion that will replace old components if they ever make a '2nd edition' print of Civilization.  

     

    As for a Korean Civ, there is a Civilization Leader template you could make for yourself (I can find the link later if you want).  I believe it uses Gimp (free Photoshop equivalent) to make your own, and you just cut it out and put it under the dial of another civ.

     

    My thoughts:

    The Koreans

    Ability:  Great people tiles in your city provide an additional trade.  Gain 3 trade whenever you build a wonder or library.

    Starting government:  Despotism

    Starting tech:  Writing

    --or--

    Ability:  The Koreans start the game with a random Level I tech of their choice as well as their starting tech.  Whenever the Koreans build a wonder or gain a great person, gain 3 trade.

    Government:  Despotism

    Starting Tech:  Writing

     

    (I figure make it similar to their Civ V ability counterparts)


  13. Unfortunately, I have had quite a few of my friends not want to play after a few quests. I'm not sure why... I mainly just play with my boyfriend now. It's a little less exciting playing with only 2 players, but it does allow us to be more strategic against each other since we don't have (some of my rather clueless) friends interfering in the game.

     

    I used to play with my wife and her brother-in-laws in Descent 1e a lot, but harder to get us all together nowadays.  We just stick to Elder Sign :)


  14. This could be interesting.  I own quite a few games with solo modes so I never thought about having one for Nexus Ops.

     

    I will try to remember to tinker around and play some variants and get back to you on how they went.

     

    Just kicking some ideas off the top of my head:

    - use a 2 player map.

    - 10 victory points.

    - use standard rules.

     

    The opponent would play as follows:

    Deploy based on the round, all in the same hex:

    Round 1: 4 humans

    Round 2: 2 rock striders

    Round 3: 2 humans, 2 fungoids

    Round 4: 2 humans, 2 crystallines

    Round 5: 2 humans, 1 lava leaper

    Round 6: x

     

    opposing units always must move towards your home base.

    units must move towards one of your occupied hexes.

    if you have one or more occupied units the same distance from the enemy, you can choose which way the opposing units move.

    enemy rock striders must move two spaces (through or to rock) as long as they end up in another hex with friendly units.

     

    opposing units do not explore

     

    opposing units do not draw any mission cards, energize cards, or collect rubium.

     

    You lose if an enemy reaches your home base.

     

    That could be a base to start on for a wave-like variant.


  15. Sounds like most of your groups gave up because the heroes lost.  Ordinarily I would file this under "sore losers," but it sounds like you deliberately throw the game so the heroes will win (which is fine if that's how you like to play.)  In this case, the only thing I can say is you need to stop trying as hard as you are - clearly you're still winning some of the time, but if you want to heroes to win, just stop trying to beat them at all.

     

    Maybe you should institute a common RPG standby - the DM's shield, so you can roll dice in secret and fudge the results as necessary to ensure the heroes never actually lose, but feel like they've been challenged along the way.

     

    This is all assuming that you want to continue playing the game more like an RPG, of course.  If you're ready to ditch that mode of play and make it a proper competition, you could also do that.  With a proper mindset that either team might win, hopefully people won't walk away just because the heroes lost once.

     

    I never try to let others know I am throwing a game, even for children.  I always try to play the best moves, or if anything, "experiment" by trying new things, even if they aren't the best, or make them think I am making the best mvoes.   Personally I love a challenge and like when others do the same :)

     

    And I like the idea of hidden results, that would go great with certain people!

     

    So far the latest 1-2 people I play with are compeitive, and its nice that we take losses as a fun learning opportunity :D

    Lots of laughs too!


  16. I do not play as the DM. I play to win. My heroes would feel cheated if I did not.

     

    The game is very nitch. It might be hard to find the right group.

     

    I definitely agree.  I would play all the best moves at the start, but realize that I could win very quickly, and when I hear complaints, I will ask if they either wish to play another game, or continue.  So I would just get "that monster is too overpowered" or "this quest is too overpowered".  Its usual to hear from those people, but in a campaign game it sticks out moreso. 

     

    And glad to here it is a niche game.  People wanted to play the 2nd edition after playing my modified 1e, but didn't seem to go over as well as 1e with those.  Others its still great to play 2e with.


  17. You may want to look at why they are quitting. It does sound like it's from a loss, but is it because they lost or is it HOW they lost? Did they feel like there just wasn't any hope or chance of winning? Did they feel like the mechanics allowed the Overlord to "cheat"? You may want to ask the ones why they didn't come back. Preface it with something like "I'm not trying to convince you to come back, but I would like to know why you left so that maybe I could improve the experience for others." After you get an answer, you might have information about things you could change that maybe would encourage them to come back; but you'll have to make that call after you find out why and if it sounds like they would be interested.

     

    Actually yes :)

     

    Group 1:

    First one, teenager: "I want to start over so I can play as my Druid class I made up"

    Second one: "its too easy" (tends to get argumentive when saying a rule he doesn't agree with, so I house rule to his favor to avoid arguments and just have fun)

     

    Group 2:

    "It feels like we aren't getting anywhere, I liked [Descent] Cataclysm better", where they lost each quest.

     

    Group 3:

    First one:  "i'm just rage quitting".  One always wishes to quit games he is not winning in, or if someone attacks him.  i.e. when playing Vegas Showdown, he didn't want to play anymore.  I took his spot.  I had to explain another game, so he reluctantly came back when he saw his position was better than he thought.  He finished third. 

    Second one: "I didn't get good stuff" (he searched instead of defeating a monster, causing them to lose)

     

    Group 4 is working out great.  One owns the game, and the other just likes strategy games and having fun, so we all have a blast despite the heroes not being able to win at all.  :)


  18. Have you had anyone that just wanted to stop playing a campaign?  Either starting over, or wanting to play something else?  What was the reason?

     

     

    I don't have a steady group, so I have been introducing Descent and played the campaign several times with several groups of people over the past year.

     

    Lots of people were excited, as they had played my Descent 1e: Cataclysm campaign previous (I had over 80 character campaign sheets for everyone I met).

     

    The first group stopped playing as they kept using a dominant stragety over and over.  One wanted to stop playing so he could design his own Druid class cards, the other lost interest.  Probably due to one player telling them what to do, taking over for their heroes, and kept thinking of ways to 'break' the game, so to say.

     

    Another group gave up after they lost the first two Act I quests and said they didn't like that they kept losing.

     

    Another group (I was a hero this time) no longer wanted to play after they lost the first quest in Act II.  They won all the Act I and Interlude.

     

    Another group, someone didn't want to play the campaign anymore after losing the Act I and only wanted to keep playing if he had a different character (he filled in for someone that could no longer make it).  He never returned though.

     

     

    In case you are wondering, I play Descent as the Overlord more like a D&D GM.  I try to create epic and exciting positions and moves with my monsters, making it look dangerous, but trying to make the heroes win at the last minute.  I constantly drop sublte hints to what my plan is, and may suggest against moves they may make that would cause them to lose the quest.  I also offer people to play as the Overlord in the middle of the campaign and I will play as the hero if they feel familiar enough with the game.  Anything to make some exciting stories to tell and just have fun :D

     

     

     

    With that said, I try never to make the 'best' moves as Overlord, but scale the difficulty for the heroes to make it winnable but challenging.   However I make them think I am playing the best moves.

     

    I NEVER try to act like I am opposing them.  That there is this evil Overlord that we all hate, like I'm possessed more or less to control the enemy, as if it was a co-op game, but one player progresses the bad stuff.

     

    -

     

    I am playing the campaign once again, but this time just me and another person who owns the game as well.  This seems to be going MUCH better because despite him losing (he chose to be heroes, lost the firat Act I and lost a rumor) he is still eager to play!

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