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Assussanni

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Everything posted by Assussanni

  1. I think FFG are under pressure from Asmodee to reduce their costs/increase profits. They had their own customer service team reduced/disbanded/rolled into Asmodee customer service and laid off their role playing and digital games departments at the start of this year, then stopped producing their own brand card sleeves. Now the X-wing, Armada and Legion miniatures games have been transferred to Atomic Mass Games. I think these games were responsible for a large proportion of the forum traffic (X-wing alone has in excess of one million posts!) so I guess that they (FFG? Asmodee?) have decided that the forums are no longer worth supporting from a business perspective.
  2. The forum on BoardGameGeek for Marvel Champions isn’t bad (https://boardgamegeek.com/boardgame/285774/marvel-champions-card-game/forums/0). It’s not as good as here in my opinion, but most of the people there are nice and try to be helpful when answering rules questions. Discord is a good platform for real-time discussions but I find it much more of a pain to use if I want to find old topics and conversations.
  3. If you prefer the forum style, where old posts are easier to find than, say, on Discord then I’d recommend heading over to the Arkham Horror: The Card Game’s page on BoardGameGeek (https://boardgamegeek.com/boardgame/205637/arkham-horror-card-game/forums/0). There are a lot of helpful people on there who will be happy to answer any questions that you have. While it does have a different feel to here, it’s still a pretty friendly place.
  4. Nephthys’ text box looks like it reads: So if you take the first option of her free triggered ability the Bless tokens are released and go back into the chaos bag. If you take the second option the Bless tokens are returned to the token pool - they do not go back into the chaos bag.
  5. Release (Flute of the Outer Gods, Nephthys second ability first option) is defined under the rules for Seal: “When a chaos token is "released," it is returned to the chaos bag and is no longer considered sealed. If a card with one or more chaos tokens sealed on it leaves play for any reason, any chaos tokens sealed on it are immediately released.” We also have cards that instruct you to resolve the token sealed (Favour of the Sun/Moon), in which case it is exactly as if you had drawn it from the bag. For B/C during a skill test this is: +2 or -2, draw another token, return B/C to the token pool rather than the chaos bag at the end of the test. Finally we have “return X tokens to the token pool” (Nephthys second ability second option) which means they go back into the pool of available tokens which can be added to the bag. I hope I understood your question correctly and that my answer is helpful.
  6. The rule can be found under "Experience", the second bullet point under section 2: "Each card costs experience equal to the card's level, to a minimum of 1 (purchasing a level zero card still costs 1 experience)." I know of more than one group that allows some tweaking of level 0 cards for free after the first scenario (and only the first scenario) if a deck isn't performing as hoped, so this might be one of the more common house rules.
  7. I’m always hesitant to say too much about someone else’s deck, in my opinion the best way to learn is by playing, but my initial thoughts would be: What will Zoey be doing on turns when there are no enemies to fight? It might be worth trying to fit some clue tech into her deck, such as Flashlight or Rite of Seeking. I’d take two Old Books of Lore instead of two Medical Texts for Daisy. Seeing Old Book of Lore early is great because it helps you get set up, while Medical Texts is useless until you’ve taken some damage. I’d also try and get a Deduction or two into Daisy’s deck, clue acceleration is generally very helpful. Perhaps instead of Perception or Flashlight? Daisy’s base Intellect of 5 means she shouldn’t need help investigating at most locations, particularly if Dr Milan is with her.
  8. You take all the basic weaknesses from one copy of each product you own, so for you this will be one Core Set and one copy of the Dunwich Legacy. This should make your pool: Amnesia (x2) Paranoia (x2) Haunted (x1) Hypochondria (x1) Psychosis (x1) Chronophobia (x2) Internal Injury (x2) Indebted (x2) Silver Twilight Acolyte (x1) Stubborn Detective (x1) Mob Enforcer (x1) If memory serves this rule is somewhere near the back of the Learn to Play booklet.
  9. Best heroes: Dr. Strange (Cloak of Levitation), Captain America (Heroic Strike), Captain Marvel (Energy Absorption), Spider-Woman (Pheromones), Black Widow (Attacrobatics). Worst heroes: Hulk (Banner’s Laboratory), Thor (Thor’s Helmet), Black Panther (T’Challa/Black Panther), She-Hulk (Legal Practice), ... maybe Hawkeye (?). Allies: Sentry, Daredevil, Maria Hill, Iron Fist, Mockingbird. Events: Relentless Assault, Clear the Area, Make the Call, Tackle, Earth’s Mightiest Heroes. Upgrades: Jarnbjorn, Counterintelligence, Inspired, Energy Barrier, Target Acquired. Support: Hall of Heroes, Beat Cop, Team Training, The Night Nurse, Avenger’s Mansion. Most wanted heroes: All of the X-men (don’t make me choose) 😛. Invisible Woman and Punisher would be my non-mutants picks.
  10. Yes, I think that is the best approach to take. Take the player cards from each of the mythos packs and add them to your collection before building your decks.
  11. We used Zoey and Daisy our first time through Dunwich. I had fun looking back at those decks, assembled with just one core set and the deluxe box. Zoey was wielding Knives and Kukris!
  12. I mash shuffle a few times with an overhand shuffle or two thrown in to make sure the top and bottom of the deck are getting shuffled during the mash. I've not noticed a problem with clumping but I've not been actively looking for it.
  13. I got given one as part of an organized event. I use it and like it, it has a nice feel to it and I find it makes the cards a bit easier to pick up and move around. However, I probably wouldn't bother replacing it got lost or damaged.
  14. It is a misprint: Source: https://hallofheroeslcg.com/official-ffg-rulings/
  15. Spoilers can be hidden using [ spoiler ] and [ /spoiler ] but without the spaces but as far as I know there is no button on the text formatting toolbar for it (which, as you say, is weird).
  16. Wasp is the next release and she is out in January. Hall of Heroes also says that there are no new Marvel Champions products in December.
  17. Silas’s signature cards only care about whether you committed a skill card to the test, not whether it is still committed by the time the test ends. So I believe it is a valid play to commit a single skill card to, say, a fight test using the harpoon, pull the card back with Silas’s ability and still get the +1 damage. I hope that helps.
  18. If you take a skill card back to hand using Silas’s reaction then for most cards you won’t get any benefit from its text box (you also don’t get the icons on the card towards passing the skill test). This is because the card is withdrawn after step 3 of the skill test (reveal chaos token) and so it is no longer committed by the time you get to steps 5 (determine skill value), 6 (determine success/failure) and 7 (apply skill test results). Cards committed via his Elder Sign effect do give their icons and effects as normal because the card returns to your hand after the skill test ends. I hope that helps.
  19. You spend an action to activate Duke and Fight with a base combat of 4. This change to your base combat lasts only for the duration of the fight. You can't activate anything else that costs an action, such as Fire Axe, while fighting with Duke. However, you do still get any static bonuses to your combat (e.g. from Beat Cop), can use free triggered abilities (e.g. from Physical Training) and commit cards (e.g. Vicious Blow) as normal. I hope that helps.
  20. Yes, doom is removed from all cards in play when in threshold is reached unless otherwise specified.
  21. We haven't found that we've needed to do this so far, we squeaked through The Unspeakable Oath on our blind play through and did okay with Where Doom Awaits and The City of Archives - although I can see how it could be very difficult for some decks so we may have been a bit lucky there. With that said, time is valuable and I can appreciate that you wouldn't want to replay a campaign from the start to see the story. Some things I'd consider if I found myself in your position: Decrease the difficulty. We play on Standard but I would have no qualms about dropping to Easy, which despite its name does still require you to make decent decisions during play to win. If you gained knowledge from the scenario that would help you beat it then replay it, maybe allowing changes to level 0 cards in the investigators' decks and/or changing how experience was spent if there is a weakness in your deck that the scenario is exploiting (intellect tests for WDA, mobility for TUO, reliance on item assets for CoA). If you don't feel that replaying the scenario would help, or simply don't want to replay it, then you could take trauma instead. Instead of being killed take 1 physical trauma or instead of being driven insane take 1 mental trauma then carry on. You may need to read one of the other resolutions for the scenario to get the necessary campaign log entries if investigator defeat doesn't allow continuing - probably take whichever one looks worst if there is a choice. You could also take however much xp is in the Victory Display at game end. Finally, losing The Unspeakable Oath doesn't end the campaign by the rules - you continue into A Phantom of Truth with new investigators. Granted starting mid-way through a campaign with 0xp characters is rough and I can understand why you may not want to do that but it would allow you to experience more of the story without breaking the immersion.
  22. If the card has a Revelation effect that doesn't specify that the card enters play then it is discarded after its effect is resolved. Using cards from The Gathering as examples: Grasping Hands has a Revelation effect that causes you to take an Agility skill test. Once the skill test is complete and the effects of failing (take damage) or passing (no effect) are resolved Grasping Hands is discarded. Dissonant Voices and Frozen in Fear both tell you to put them into play in your threat area. The cards remain in play until stated. For Dissonant Voice it leaves play at the end of the round because of its Forced effect. For Frozen in Fear you take a Willpower test at the end of your turn and if you succeed it is discarded. If you fail it stays in play, in your threat area, and you will take another test at the end of your next turn to try and discard it. All of these cards have the Terror trait, which by itself does nothing but may be referenced by other cards (e.g. Logical Reasoning). I hope that helps.
  23. Because Teamwork does not say "base" or "printed" it appears to include upgrades and any relevant bonuses from the text box. Ruling/comment from Caleb about Teamwork on Hall of Heroes seems to support this:
  24. If you're playing solo or providing all the cards to play with two players then personally I'd go for the Innsmouth Conspiracy for the extra scenarios you get. If you are joining in with another group who are providing the scenarios (which admittedly seems less likely given the current state of the world...) then I'd go for one of the starter decks.
  25. This caused me a fair bit of searching the first time I played the scenario too. To qualify as a unique cultist for the victory display they must have the Cultist trait and have the star icon before their name - which is what defines them as unique (see Unique in the Rules Reference). Neither Acolytes nor the Wizard of the Order count towards the 6 cultists you are trying to find to advance the Act and do not go into the Victory Display.
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