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About jadedbacon

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  1. jadedbacon

    Basic vs. Basic II

    Basic 2 has a couple things going for it that a lot of people overlook. The big thing you have to remember is that the extra text that shows up at the bottom that's archetype specific is in addition to the other effects of the card. You don't have Dash, but you have Blinding Speed which can be better. If you use it on a Warrior and they fail both tests, the monster gets 6 movement points, whereas they only get 2 if any hero fails 1, or if the Warrior fails only 1. The other important thing to realize regarding Blinding Speed is that this gives movement points, not a move action, so this gets around Immobilize. Frenzy doesn't have a direct counterpart, instead it has 1-2 pseudo counterparts and only 1 really being on par or better than Frenzy: Flurry. You need a surge to make it work, but the additional attack gains a Green Die which can give a nice damage boost. It's situational though, if you roll excess surges on the first attack to which you could use all the surge abilities you wanted and still make use of Flurry, then Flurry is better because the second attack will carry the extra green die. On the other hand if you had to use the only surge you had for the extra attack instead of that nice +3 damage ability and then your flurry attack rolls crap, then it's worst. The other card that is sorta like Frenzy is Overwhelm, but it's tricky to pull off and if you work too hard to make it happen, then it might not be worth it. Either you get an extra attack, or the target is stunned/immobilized. Again, it's situational. Befuddle is amazing during quests that have attribute tests or if you really want Blinding Speed or whatever else to go through. Mimic is great, sometimes pulling a search token away from the heroes can really mess with their heads. If they have to split up to chase it down and you can capitalize on it, bonus points. Reflective ward is the pseudo Dark Charm, except it's only for damage. I have weird results whenever I've used it, I always catch a hero with 0-1 fatigue, but they tend to miss or roll poorly on the attack. Mental Error and Dirty Fighting are good, used on the right archetype and they give a nice boost. Grease Trap if used right is amazing, splitting up the heroes at the right time (or just costing them an action) is always good. To Sum up, Basic 2 can be better, but it can also be worst. Its power can be situational and you have things to help tip the scales in your favor. If you want to have reliable power, then go with Basic 1. Also keep in mind though that if the Heroes pick a Warrior with high Awareness/Knowledge, then Blinding speed/Mental Error won't be that good. If the Mage has high Willpower/Awareness, then Uncontrolled Power/Grease Trap won't be as good. I'd stay away from Basic 2 if the heroes have attribute tests that directly counter some of the cards.
  2. jadedbacon

    Timing question

    So we picked up Mafia and are going to be getting a group together this Friday to play. I'm going to be the facilitator so I'm trying to make sure I have the rules figured out before then. One scenario I thought up was what if the Mafia decides to kill the player who happens to be the Sheriff? Does the Sheriff get to use his ability that same night or is he considered Blocked, or does he get to pick a target but that target doesn't get killed? Thanks
  3. jadedbacon

    what's yours is mine epic finish.

    Also the Bounty Hunter's Longshot would add another 3 since the attack would be way beyond the 5 space minimum requirement... so a Bounty Hunter using Longshot equipped with a Boomerang, Scorpion helm, Sunstone with the Secret Formula buff, could get 19 if the stars were to align. That'd be one hell of a throw. To add, there's a Disciple skill that gives a yellow attack die to someone who's been affected by Prayer of Healing, so the max range with the above hypothetical would be 20 (If the BH received that buff instead of Secret Formula... 21 with it).
  4. jadedbacon

    I'm murdering my players :(

    They might need to take advantage of the fact that Sweep requires LoS, so just have 2 people in the front to absorb the blow (Wolf or images come to mind). Then move/dismiss them on their turn to unload on the giant, they should be able to take him down in a turn or two. Then move up to prevent the blockade. Weapons would definitely be a factor though, starting weapons are usually pretty weak (barring the Arcane Bolt... iz nice)
  5. jadedbacon

    Crossbow question

    Simply put surges cannot be spent if the attack is a miss unless the surge is spent to overcome the miss. (such as range or shadow, for example) I will say that if your rules lawyer-fu was strong enough you could argue that moving the monster into position makes the attack not a miss and is therefore valid, if it wasn't for the fact that part of the effect that moves the monster also adds 1 to the damage, which means the movement wouldn't be applied until when damage was dealt, and therefore couldn't move the monster into position to get hit by the attack in the first place. Man, re-reading that is making my head hurt, hopefully you got the gits of what I was saying. The short and sweet of it is that no, what they did wasn't legal.
  6. jadedbacon

    Best plot deck?

    Belthir is probably one of the simplest Plot Decks to use as the Plot cards all synergize with the Basic 1 deck. You can practically ignore buying any OL cards and convert nearly all your Xp into extra threat to buy/use Plot cards as much as you'd like. (Of course don't overdo it, don't want to give the Heroes an advantage with Fortune tokens) There are a few exceptions, simple traps like Web Trap and early Warlord cards like Blood Rage can replace the Basic 1 cards that Belthir's plot deck doesn't interact with.
  7. jadedbacon

    attacking while in a hazard space?

    The figure isn't defeated unless it ends its turn in the hazard/lava space. It can move through and interrupt in hazard/lava spaces as much as it can (taking damage as appropriate). From the Rulebook (Page 18, bottom left): Since the hellhound still had movement points left, the OL was allowed to move the Hellhound out of its current spot to safer ground.