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Devon Greatwolf reacted to Tiamondamion in Usage of "Turning The Tide" Unique Asset
Greetings fellow investigators and dear developers of this magnificent game. I am an investigator of "Eldritch Bakırköy: Nightmare Mode On" crew and we had a little bit of arguement about the card "Turning The Tide" Task Unique Asset at our last session of tireless battle againts the Father of Serpents!
Here is the explaination of the card in question:
"At the end of the Mythos Phase if Doom advanced this round or the Ancient One has awoken, you may spend Clues half of the number of investigators to flip this card"
And here comes scenario and therefore our question.
Yig the Father of Serpents had already awoken and our Doom track is at 0. At the end of the Mythos Phase we would like to use this card but since the Doom track can't advance anymore and well we are already battling Yig, we found ourselves in arguement. Can we use the card even though the Ancient One did not awakened at the same round we wish to use this card?If so why?
My personal opinion about it was that we were able to use this card and there was some sort of grammar error at this card. Since "has awaken" state impiles that the Ancient One should be awakened at the same round of usage, some of my friends said that we can't. BUT since awakening an Ancient One means advancing Doom track to 0, why would the author of the card specifies it once more? I believe the text should be "At the end of the Mythos Phase if Doom advanced this round or the Ancient One "HAD" awoken, you may spend Clues half of the number of investigators to flip this card"
I would be really grateful if you folks could clarify this dilemma for us. By the way since our whole investigator group see this game as a great challenge and enjoys every bit of it, we didn't use it until we were able to retreat Doom and advance it once more .
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Devon Greatwolf reacted to Runko in Usage of "Turning The Tide" Unique Asset
Here is response from Nikki Valens to this issue:
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Devon Greatwolf reacted to xodarap in The Dreamlands
An' THAT folks is why you never cross dimensions without your laser pointer....
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Devon Greatwolf reacted to KBlumhardt in The Dreamlands
To add to what Sid mentioned:
They didn't have the new investigators at Arkham Nights. However, Kate Winthrop was clearly visible on the "contents" page of the Dreamlands Manual.
I believe her skills were 3-2-4-2-2 (I'm 90% sure on the Strength and Will and 100% sure on her Observation skill).
Her ability was: "Action: If you are on a space with a gate, you may discard one monster on your space with toughness less than your Observation skill" (which is awesome, considering her starting Observation is 4).
Her passive was: "If a gate would spawn in your space, discard the gate and gain 1 clue" (won't happen all that often unless you're teamed with Akachi, but when it does, it will be amazing)
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Devon Greatwolf reacted to Julia in The Dreamlands
Atlach-Nacha resembles a huge spider with an almost-human face. It dwells within a huge cavern deep beneath Mount Voormithadreth, a mountain in the now vanished kingdom of Hyperborea in the Arctic. There it spins a gigantic web, bridging a massive chasm between the Dreamlands and the waking world. Some believe that when the web is complete, the end of the world will come, because it will create a permanent junction with the Dreamlands, allowing monsters to move freely into the waking world.
Atlach-Nacha probably came to Earth from the planet Cykranosh (or Saturn as we know it today) with Tsathoggua. Because of its appearance, Atlach-Nacha is often referred to as the Spider-God(dess) and is believed to be the regent of all spiders. Furthermore, the giant, bloated purple spiders of Leng are thought to be its children and servitors.
There is some disagreement about its gender. In Smith's original story, Atlach-Nacha is referred to as a male, but in later stories by other authors, it is implied to be a female.
(quoting from wikipedia)
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Devon Greatwolf reacted to Lemmiwinks86 in Couple of quick questions
Hi.
1. First of all, you said "plays one tactic card" and to be clear and avoid confusion I clarify here that you can play more than one. The tactic cards can be played at the appropriate time regardless of who attacked. For example, you moved your troops to a system that has my troops, so you attack first. You roll your dice and while applying the damage you can play your tactic cards that do more damage. Then I can play the tactic cards to block that damage. Then I attack and after rolling my dice I can play my tactic cards to assign more damage and you can play yours to block damage.
2. During your assignment phase, you can at any time reveal you action card and do that action. The only one I can remember right now for an example is Ozzel's. During the assignment phase of the Empire, you can activate it at the start, or assign some leaders to missions and then use the action card to send Ozzel to a system and activate it right away.
3. You don't keep the tactic cards after the combat. When the combat ends, all tactic cards are shuffled together so all 15 space and 15 ground are available for the next combat.
Hope this can be of help to you.
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Devon Greatwolf reacted to Dam the Man in Just got the game and have a few questions about ships in combat.
#1: They fight just like ground units. Note how combat cards even have the ship names on them (for the bottom-half special effect requirements in particular).
#2: No, ships fight ships OR Orbital Strike a world where you have no ground units, they don't contribute dice or HP to a ground battle.
#3: A single Advance Order can only create one contested area, so you can either initiate a space battle or a ground battle, can't move units in a manner that would create both with a single Advance Order. If enemy is guarding the void space to a world you want, you have to use minimum of two Advance orders to attack the world, one to initiate a space battle that you need to win against his ships, then a second Advance to more your units to the world itself to fight for it.
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Devon Greatwolf reacted to kazuki85 in Just got the game and have a few questions about ships in combat.
Hi fellow Zogwort, fellow Ork! I'm here to help!
1. Yes exactly the same combat as in ground. Definitely not orbital strike, OS only happens when there is no contested ground and battle occured in an advance order movement, and OS is only 1 single attack without any cards.
2. Ships would not get involved in any land fight and vice versa, so no assigning damage to ships from land.
3. Ship battles and ground battles are seperate! You cannot use your Ork boyz to shoot at the opponents ship (even though its tempting to do so, but not in this game!). In a single advance order, you can only resolve a single contested battle.
That means if you want to occupy a planet/world, BUT the opponent has a single ship on the void blocking the route to the planet/world, you HAVE to initiate 2 advances : 1st to send your ship over and fight his ship on the void (and you have to win of course) and 2nd advance to move your ground guys to the said planet.
Hope that helps! OrderofGamers.com has a nicely written summary of all the rules in FS, you can get it from here and print it out to refer to the subtle rule wordings easier : http://www.orderofgamers.com/downloads/ForbiddenStars_v1.1.pdf
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Devon Greatwolf reacted to Flint Sound in Fighting with multiple investigators.
Thanks for your reply,
I guess I will have to build up a little more before going in for the attack. And check out Tokyo.
Thanks again...
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Devon Greatwolf reacted to Elder Thing in Rest Actions
Great - that's very clear. Thanks very much for your help.
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Devon Greatwolf reacted to bboi018 in Quick questions after the first game
Don't forget. If you attempt a mission on a system that already contains one of your leaders, those leaders add to your dice roll. (But the original leaders who attempted the mission still HAD to have been able to perform the mission in the first place by themselves)
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Devon Greatwolf reacted to Hersh in Quick questions after the first game
Two and yes.
Two leaders to a card and all leaders present can defend against a capture attempt.
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Devon Greatwolf reacted to vandalDX in Which Card Sleeves?
Ah, I get it now! I appreciate the clarification
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Devon Greatwolf reacted to Shot in the Dark in Printer-friendly FAQ
Don't tell anyone...I print it at work.
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Devon Greatwolf reacted to sgs in Printer-friendly FAQ
Yeah, I guess I'll have to go the way of the majority here... and print it at work
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Devon Greatwolf reacted to dewbie420 in Printer-friendly FAQ
The King County Library here in Washington, USA lets patrons print 25 pages of color pages (75 black & white) each week... for free.
So FFG can issue a new one every week and I don't give a FAQ!
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Devon Greatwolf reacted to Toqtamish in Now FFG, let's play ringwars !!!
Discwars started off with the Terrinoth setting when it first came out long ago.
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Devon Greatwolf reacted to michaeldirrim in Hidden Fleet card makes the fleet not so hidden
You've happened upon the nature of the card... it is primarily defensive and strategic rather than offensive and tactical. "Preparing the Assault" is the one you want to use when it's time to blow the DS. Hidden fleet is a good combo with your starter logistics mission which allows you to either move 5 units to your hidden Rebel Base or move your revealed Base. If you have a Corvette, a couple of y-wings and a couple of x-wings cornered on the board, use your starter mission to whisk them away to your base. Next turn, deploy them on the other side of the board with hidden fleet to spread your forces out and achieve objective points. Contrariwise you might deploy a large fleet from your hidden Rebel base to a more useable location because you plan to move your base at the end of your turn and you don't want the majority of your units stuck on Ryloth. Other uses include: deploying units to a key system you want to build an alliance with (you get +2 dice for that mission if you have rebel troops present); deploying units to an undefended Imperial system on a production turn to blockade; deploying units to an undefended core world with an eye to invading Coruscant the next turn (as you get the first move); and just setting up one of your objectives for the next turn. This card helps you get behind the lines and choose better combat situations for the next turn, where on the first turn you move this fleet into a system to liberate a subjugated system, win space or ground combats, etc.... Sometimes its about finding the right combos. Maybe there's a system you'd like to put your rebel fleet, but there are a couple of Tie Fighters or storm troopers there. Fry them with Rebel Assault and then, move your fleet into the newly cleared system. Hope this helps...
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Devon Greatwolf got a reaction from Stone37 in Which Card Sleeves?
According to this page you will need 2 FFG green packs and 2 FFG yellow packs. Look to left of screen . FFG usually list this information for all their games on the games page.
https://www.fantasyflightgames.com/en/products/star-wars-rebellion/products/star-wars-rebellion/
