Jump to content

guillaumetexas

Members
  • Content Count

    79
  • Joined

  • Last visited

Posts posted by guillaumetexas


  1. The game is perfectly strong as it is, and is a welcome break from other games from time to time. It is well designed and rules make sense. I would happily own this game for years to come, and re-play the campaign once or twice a year without getting bored.

     

    This is one of those games that doesnt do well, I think, when it is played every evening, in all combinations for 6 months, relentlessly going through ALL of the combo of characters/locations as possible. It is very similar to Elder Sign (without expansion), as a once-a-while game.

     

    Now, if and when FFG releases expansions, the game will certainly have more replayability power. But as it is, it is perfectly fine for what it was designed as.


  2. Failed miserably because i didnt read the sentence that says" Snak starts in the shadow". As I started playing, I was completely at loss as to how I was going to do 12 wounds on him. Went through the quest, exploring, finding a couple of good items, and ultimately being swamped by elite enemies.

     

    At the end of the game, did I realize my mistake. I will try again.

     

    These quests are exhausting, in a good way though.


  3. Got the aforementioned game recently, played the tutorial, and stories 1 and 2, and I must say, I really enjoy the game.

     

    I have played all three campaign of that other Adventure Card Game where you play as a Pathfinder ;) , and awkward card combos are therefore nothing new to me.

     

    Regardless, I feel that WQACG is a lot more thematic than many other Adventuring card game. I especially like the constant threat of enemies, even when I try to Rest, that **** orc boy is hitting me. Love it.

     

    We throw FFG plenty of flak when we have problems with games (often resolved by reading through the rulebooks mind you), so for once, those of you who like the game, let Adam and Brady Sadler know that they have done a great job of it.

     

    Many thanks for a great game. Can't wait for expansions and new campaign settings (Chaos, Lizardmen, Undead, Elves...)


  4. Just tested an idea to speed the game up, instead of skipping levels at the beginning change the trophy number required to progress up a level and make it the same as the level required. E.G. at the start you need just 1 trophy point (the first victory!) to get to level 1 then 2 trophy points for level 2. By level 11 the average value would be 6. It makes it easy when you are weak and harder when you are strong. If your character starts with 1 high attribute (like Ogryn) he can win battles but loses out on trophy points as they will be wasted. The start of the game was a lot more fun.

    Let me know what you think.

    Dungeoneer

    This does look like fun, and sure will speeds things up. Will try it soon.


  5. Fantastic!!!

     

    Although honestly I could do without an extra board.

    Looks like the extra board will cover the central region of the original board, just like the Dragon expansion for Talisman.

    Also, I have a question. This new expansion has another nemesis character. Does it mean, Relic owners MUST have the Relic Nemesis expansion to play this new "Hall of Terra" expansion?


  6. yes, another "great game" thread. Just wanted to say thanks to FFG for this game. It comes in a big box, but is actually a very small box game. In fact I feel that you could probably reprint the artwork of the" prototype" on a box the size of "Death Angel", and all the components (Cards and tokens) would fit.

     

    I love the tension in the game, played twice so far, and we never managed to make it out alive. We bumped into Harris while we were on the second floor, and we desperately looked for an elevator but found none... We were trapped.

     

    Love it, love it...

     

    I will not breach the subject of expansion, because I am just discovering the game.


  7. Just because FFG isn't actively working on it, doesn't really mean it is dead. It is still available to buy and the print on demand system means that FFG could carry the game forever. They just need to put the game, as well as the expansions, on print on demand. This way, the game will never go away.

     

    In terms of expansion, I wish for a Grey Knight reskin, with chaos demons instead of tyrannids. With 4 demon types out of the box, enemies could be widely different strategically.


  8.  One think is sure for me I do not want to see an upgrade of Runebound 2e, a revised edition or a clone of other game but only set in Terrinoth.

     

    To be fair, I wouldn't care either way. I and many others have discovered this game after it was out of print. Therefore, FFG could just do a reprint of the game and many of us would get it.

     

    Now that Talisman has gotten its final expansion (there are no more corners FFG, let Talisman go), the expansion for Relic is out, so is the expansion for EH, they have new diskwars coming out, I am not sure what else they have on the backburner.

     

    Very likely an expansion for Battlelore 2, that is due pretty soon I would imagine, and that woould put people's interest back on Terrinoth, and Runebound.

     

    Ah, to wait and wait, but then the game will be even sweeter when it comes out, because it will... won't it?


  9.  

     

    On the other hand, between DQ, BL2 and D2E they might feel there's enough product going into Terrinoth for now and lay off for a while...

     

     

    Indeed, after all, with Relic, Death Angel and Horus Heresy, it's not like Fantasy Flight Games would release a warhammer 40K based card game... that would be too much :P

     

    However, I realize that Dungeon Quest, Descent and Runebound are "kind" of similar games. So FFG may decide not to expand their "exploration type" game too much.

     

    Relic, Death Angel, Horus Heresy and the upcoming Conquest have nothing in common mechanically.

     

    However, having played Mage knight produced by Wizkids recently, I am dying to play Runebound especially as a solo experience.


  10. 1) Once you've upgraded your level to level 12 it is difficult to progress individual attributes (strength etc) as you can't cash in trophies.  This slows down your progress dramatically.

    2) You need a fairly rounded character strong in all areas to progress the Inner Region as you are challenged on Strength, Willpower and Cunning, so you need to strengthen every attribute - no taking daring chances to the middle as a strategy.

    3) Power cards (spells?) play an overpowering role in the game compared to Influence (gold?).  Any characters without power cards are unlikely to progress the game well - unlike in Talisman where there are strong non-magic characters and gold-based characters.

     

    Overall, the upgrade mechanism tries to bring all characters to upgrade their attributed in a more rounded manner making the gameplay of most characters to be much more similar than in Talisman.

     

    Now, these are my opinions and my opinions only. I play Relic about once a month and Talisman about once a month. So I am getting a pretty good picture of player progress. Some of these games are with 2 3 or 4 players.

     

    In Relic, you really don't need to level up to 12 to travel to the middle. In fact, I would advise not to. It takes too long. Someone will have a go at the center by 7-8 because by level 8 you automatically move 1 more space when you enter the inner tier.

     

    You don't need a fairly rounded character either. In my many plays, I find rounded characters to be annoyingly slow and difficult to upgrade. With a Strength based character, I try to land on a red square most of the time and I will likely be increasing my strength rapidly through level upgrades. So what if I suck at willpower? I will loose a life in the inner tier, but if I have enough lives, I can soak it up very easily.

    When I play the sister of battle, my favorite character, I choose 2 attributes to increase and let the third one untouched. That to me, is a great tactic for Relic. Choose 2 attributes, let the third one, your weakest, remain the weakest and focus on 2.

     

    You want two strong attributes because you want some flexibility when it comes to fighting. One attribute is too narrow and it will be difficult to always land on the spaces you want. Three attributes is too many and your progress will be quite slow, Besides, very few characters give you the opportunity to upgrade all 3 attributes. I feel 2 is the right number.

     

    Power cards can become silly, especially with powerful relic interactions: the one that gives you a 6 all the times for example. But I agree that power cards are far more useful than Talisman spells, and I love, love, love the fact that you can use it as a dice roll. For your movement, this is unbelievably critical. You have a strong willpower and a blue tyranid enemy worth 6 pts is waiting face up 3 squares away and you have a Power Card of 3 in your player area. Forget the dice, use the power card to immediately travel there, kill the bug and earn a level up. Power cards are not all about "sixes".


  11. Just an FYI, Nemesis is now listed as 'On the Boat'. I can't wait for this to be released!

    I wonder whether one of these days, we'll be able to track the boat as it is voyaging across the globe with its board game content, then follow the container from port to distribution centers and then to local shops.

     

    We can't be far off this.


  12. Well, let's not get ahead of ourselves here.

     

    Talisman 4th edition revised was released in December 2008 followed a few weeks later by the reaper expansion.

    The Dungeon expansion was released in May 2009.

    The Frostmarch expansion was released in late October 2009

    The highland expansion was released in mid May 2010

    the Sacred pool was released in October 2010

    The dragon expansion was released in September 2011

    The blood moon was released in May 2012

    The city expansion was released in January 2013

    The Nether realms was released in December 2013

    and The firelands was released recently in February 2014

     

    That's a lot of expansion and when FFG is on track, they released an expansion for talisman every 6-7 months. When they are not on track, they released an expansion every year.

    Currently, Relic was released in April 2013. We are getting an expansion March-April 2014. So, that's 1 release every 12 months. If they could keep that up for the next 2 or 3 years (ie a total of 4 expansions), I'd be thrilled.

     

    I can imagine that the next expansion would be a small box expansion, to complement Nemesis, and I could see this coming out for Christmas 2014, but to be fair, FFG now has X-wing, Eldritch Horror and Descent second edition which probably take an awful lot of their time.

     

    Although I don't really know, I can't imagine that FFG had so many popular games where gamers clamored for many expansion back in 2008-2009 when they released Talisman.

     

    I sure would love to read about the list of releases through FFG history.


  13. I'd be happy to give a shout for it. I am coming to the Runebound party a bit late and I have been trying to get a copy after watching a fantastic video review.

     

    I must agree that the artiwork could do with being a bit updated, especially the board. When we see the 3D effect of Descent 2nd, we can only imagine what lovely world they could create on a board.

     

    I myself really want it for the solo gameplay and for the more epic feel than Descent. I have Descent and I don't think it replace Runebound. Instead, we could think about playing the two games in partenrship. How incredible would it be to be able to link campaign from the two games, travelling around the world in Runebound and stopping in a city to enter a dungeon and switch to Descent.... :o  Nerdgasm.

     

    I have been looking for used copies and they go for $250 a pop. Come on FFG, help us out here. This can't be happening.


  14. I don't think there were any reasons it couldn't be done before the release of the Nemesis expansion. FFG probably felt that 6 players on the board would be busy, especially in the early turns when everyone is levelling up in the outer tier. Furthermore, players would not have liked the idea of landing on other player's spaces and not being able to interact (pvp).

    Second, while Relic is shorter to play than Talisman, Relic is still a long game which gets longer the more players you add. With up to 6 players, I feel (just my opinion) that turns need to happen quickly and that 1 player's action in a turn should affect other players out of turn sequence so as to keep all 6 players engaged in the game at all time. Easier said than done of course, but that is what the Nemesis expansion will add. On the enemy of the empire turn, he/she might land on your space and you may have to battle them. Hence, even if it is not your turn, you are still engaged with the game.

    Basic pvp rules such as "if you have successfully defeated (not evaded) an enemy threat card on your space, you may challenge an other character which share a board space with you to a combat using an attribute of your choice. Follow normal combat rules. If you lose, lose 1 life. If you win, you may steal 2 influence or an item worth 1 influence from the character you defeated in combat. You may engage in pvp combat with only 1 character even if there are more characters on your space." This way you are not fighting each others left and right but if you are player number 6 and you just had your turn, you may be called into a combat sooner that you think and this keeps you engaged in the game.

    Otherwise with 6 players, and you just had your turn, you might has well go down to the local supermarket and get some more chips and dips because it is going to take a while.


  15. Hey Lord Aries, I just wanted to let you know that we played the chaos spawn scenarios and we all really like it. It is straight and simple but nicely random. We used the special rule of "spitting back to the Fortress. It was interesting to see that the winner did have a go at the spawn early, went back to the fortress and powered up again. By that point, we realized he was on a winning strategy so we all rushed in the middle to get our tokens on the cards.

     

    It was a very middle-centric game. Normally, players tend to take time to power up in the outer region, but this time, once one player had a token on the scenario card, we powered upin the middle section and powered up quickly. A nice change of pace.

     

    Awesome job.


  16. Well, so also Tyranids are in the threat cards, but we have a special tyranid character in the expansion. Anyhow I'd like if the Nemesis units work in a total different way from the "heroes". A set of Nemesis threat card would be cool with lealist enemies to defeat!

     

     

    Well, this is taken from the description page of the expansion

     

     

    While Imperium characters work to resolve the scenario in the Inner Tier, Nemesis players work to gain infamy through clashing in battles with characters and resolving engagements throughout the Sector.

     

    So, this leads me to believe that enemies will gain infamy by fighting off characters on the board, but that's clearly not enough. Enemies will still have to resolve threats to gain infamy.

     

    Since no current cards from the threat decks have infamy on them, FFG has two solutions:

     

    1- When playing an enemy of the emperium, treat all " gain influence" rewards found on threat cards as "gain infamy: This would be the easiest to implement, but I can't see FFG doing that.

     

    2- Instead, I can imagine having an infamy deck from which the enemies "may choose" to draw whenever they land on a threat deck. After all, if you look at the picture with the contents from the box, we can see that the attribute boards with the little wheels for the new enemy characters only has 3 attribute wheels: A green wheel which is I think is probably life, a red wheel which should be strength which would indicate that enemies ONLY use strength to resolve threat AND there is that third wheel that looks like a chaos icon which I presume is the infamy attribute wheel.

     

    So there must be some kind of special enemy deck otherwise enemies will have a hard time increasing their strength even though it seems to be the only attribute which enemies will be able to use when faced with threats.

     

    Interesting...


  17. You see, when players use proxies the opponent feels somewhat cheated that they have spent and time to put together these models and these lists, and why should YOU have all the enjoyment without having to put the money and effort into it.

     

    It is about judging "how much proxy will that player allow". Some, as we have seen, allow a fair amount, others don't want to see any.

     

    To the OP: it is always better to introduce a few proxy at a times (like 1 or 2 cards) and see your opponent's reactions. Then, if you continue to play with that person, you MAY be able to bring in more proxies as they become more tolerant of it.

     

    Miniatures games are a very personal hobby and players feel cheated when their opponents are taking a shortcut.

     

    Also, some players get really defensive about their FLGS and scorn at anyone who buys from discounted stores. Currently, I have a very limited hobby budget so I mostly play with what I have and save money aside every month to buy more.

     

    There is something to be said about waiting 3 months after its release to pay for that Lambda shuttle at full price at the local store.


  18. I was looking at my Relic box today and I thought to myself:

     

    "Why isn't Relic and this MAGNIFICENT box not proudly displayed in GW stores? And wouldn't that be just a great entry game for players?"

     

    I know that FFG owns the Relic game, but I am wondering, would GW be allowed to sale this game in their stores?

     

    If they were allowed, would you think GW would sell those in their stores (we all know that answer)

     

    And finally, would you think that a game like Relic could be a gateway game for brand new players to get into miniatures: ie, johnny (let's call him johnny) walks by a GW store, see the models and wants some. Mommy (she doesn't have a name) sees the prices of the boxes, turns white and pulls Johnny away from the window.

     

    Instead, Mommy sees a board game (and all the bits that go in it) and think that maybe daddy can play with Johnny. After several plays, johnny really likes warhammer 40K and wants a whole army of Super space Marines...

     

    Am I crazy? am I missing something critical? would this not help out Games Workshop (and FFG since they may sell even more copies then).

     

    And what about Diskwars? Why not have those in GW stores, they are available in our FLGS all over the world?

×
×
  • Create New...