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Everything posted by mitchjmiller

  1. Its pretty much dead in the water. The IP belongs to Games Workshop but the game itself (mechanics etc.) belong to Fantasy Flight. Unless the two start working together again, then this game has reached the end of its life.
  2. mitchjmiller

    Coin Caps

    Great idea! Can imagine the game gets a lot noisier with these, but surely no worse than dice. Probably adds a nice feel to them as well I imagine? Pity my copy of Runebound doesn't see enough play to warrant capping my tokens.
  3. Yep, no surprise here. I'll be more surprised when something replaces it as his #1.
  4. Can't argue against it being average and bland too much, but it's not the worst. I'd say it's just a little paper thin, which it kind of has to be to have all the characters playable and all the villains reusable. But to be honest I'm a little sick of the same theme and characters and creatures and world being slapped onto all these new games. A bit of variety would be nice sometimes which is why I liked WQ:ACG. A game with great mechanics but in a different setting. Nothing really against the Terrinoth setting, I just think I've seen too much of it and it just doesn't really excite me that much anymore.
  5. Think this forum could do with a "custom content" sub forum to encourge more stuff like this. If FFG do drop the game for whatever reason, it would be great to have a community willing to build content for the game.
  6. It's nice to see older games getting some love alright. It does shine a bit of hope that Rune Age will get some more love. I agree that the game is pretty well rounded now, but the more variety the better I say! The current six races are good, but some more mercenaries and scenarios would be a great addition. Especially a new scenario with some unique mechanics just to freshen it up a bit. Would say a small box expansion would be nice. Maybe not POD as they seems to have issues with matching card quality, but even a small expansion would mean a whole lot!
  7. In the rules it states: Passing If you do not wish to perform a combat action, you may pass. If you pass, you cannot perform any more combat actions during this round of combat, but you can still spend {shield} symbols. So in essence you can just choose to do nothing that round to avoid damage, and then at the start of the next round recast all your tokens. This is pretty much what you were saying but just being a bit more specific.
  8. Hey Guys, While browsing the forums I had an interesting thought! What if it was possible to create RtL maps through the quest vault! It would be a very interesting idea and blow open the potential for custom content! I'd imagine there would be a few limitations when it comes to building maps and whatnot, but I don't think the current Quest Vault interface is far off creating the maps! It would just need implementation of controlling monster groups and added flavour text to events and items/objective tokens. After that, monster activations could be pseudo randomised (as they appear to be in the app itself). To build on that further, the ability to manage special monster groups would be a nice to have, but I feel this would be delving further into actual campaign building that the Quest Vault would be able to support currently... What do you guys think? Would you say porting Quest Vault over to RtL be desirable and possible?
  9. Just received mine there yesterday. I'd also have to agree about the card quality being pretty bad. They mention on their site that they aren't linen finished, which they aren't and that's fine because it was expected. But the cut edges are very rough, almost as if they were cut with a blunt edge. Some of the edges aren't straight either. The card stock is also a completely different colour to the others so they stand out like a sore thumb in the box. These POD cards really wouldn't work for any card that would need to be shuffled in with the core game's cards; but at least these ones don't need to. Haven't gotten to play with the heroes just yet, but said I'd leave my comments about the card quality as well.
  10. You have to remember that the boxed expansions are their own self-contained product. They include their own complete campaign based on the traditional way to play Descent with an Overlord. Road to Legend is also an expansion of sorts, that has its own self contained campaign and unlike previous expansions; allows you to optionally incorporate content from other expansions. This in of itself is great! But just because you choose to play solely with the app doesn't mean you should expect the boxed expansions to provide an extensive amount of content for it. They are their own product that luckily can be incorporated somewhat into the app. Not to say I wouldn't be happy to see RtL complete campaigns based on each expansion; but I do think its a high and unreasonable expectation. Hero/Monster packs are a good alternative to adding content to RtL as they are cheaper and don't contain much campaign related content of their own.
  11. I love when aggro posts instantly get shot down
  12. That's is the most reasonable delivery price to the EU from the US I've ever seen! Knowing Ireland though they'll be stingy and hold it and charge me the €2 customs on it. Ordered anyway
  13. That said, it's kind of a known thing that FFG don't interact with the forums a lot. Whether that means they don't see posts like this, I'm not sure. Just wondering if there's a medium outside the forums that might put Rune Age a bit more into FFG's spotlight? I know Runebound is one of their latest releases and I own it myself, but I'd much prefer a Rune Age expansion over that personally
  14. So many people hating on Spiritspeaker. Vigor is amazing! Throw that skill on Elder Mok and you've got a pretty beefy character that just all round improves the team.
  15. Hey guys, Let me describe a scenario that may be familiar to many of you. You're playing Overlord, you've setup all your lovely monsters on the map ready to ruin the heroes' day. The quest guide informs you to place you monster groups in specific rooms around the map; one of which is the room directly in front of the heroes. The game begins; heroes activate. The first hero storms into the room and attacks, killing one of your precious spiders or what-have-you. Next hero activates, another spider down. Third hero activates, this one is ranged and pulls off two attacks; two more spiders down. You see where I'm going with this. Its finally your turn; the heroes have practically taken the first room. Your turn to attack. Your last remaining spider moves in for the attack; a tiny dent made. Heroes turn again. TLDR; Sucks when all heroes activate and wipe out an entire monster group on turn 1. This is something I've always had an issue with in Descent and I think a mechanic built into RtL may provide a solution. So for those who've played it, you'll have noticed that monster groups activate in between hero turns. This gives a much nicer flow to the encounter I think. It prevents all the heroes storming through a map. It gives monsters a chance to attack before they all get wiped out. It adds a bit more of a back and forth interaction to the game. Monsters can immediately react to hero actions, and vice versa. So, how do you think this would mesh into normal Descent gameplay (without the app)? Granted it would be a little bit more difficult to track turns etc. (the app handily does this for you), but it could be managed by flipping the hero cards (as described in the rules); and the same could be applied to the monster cards to keep track. The OL could choose the order in which they all activate as they see fit. And as with RtL, each group/hero would still only ever receive one activation per round as normal, its just the OL and Hero turns would be essentially merged. Can anyone see any significant downside to this approach? I may give it a try next time I try a normal quest (may not be soon, stuck into RtL campaigns atm). If it works out well do you think it could be something that could get errata'd in? Similar to the significant change made when HoB was released regarding the extra hero actions during a 2 hero game. Thoughts?
  16. Has anyone gotten their hands on the characters yet? Would you recommend picking them up? I'm relatively new to the game, but would be more than happy with some extra content.
  17. Could always give the heroes shop items as well. Could be lazy and award them the treasure chest and let them draw a free item from the shop deck. Or, you could pick specific shop items; possibly from Act II when they're in Act I to avoid the cases where they've already purchased them. Would have to be careful this so as not to make them too overpowered. Could give the OL a specific OL skill (tier III) that there's no way they would have been able to purchase up until that point. Could also do some simpler things that give them a perk in the next quest but not a long term advantage. E.g. heroes start with a health potion, or warding talisman at the start of the next quest. They could get the gold from it at the end as normal too if you want to add a more permanent reward. This would be good for giving a reward that feels significant, but doesn't sway the balance too much. Could also remove a monster from the starting limits for the next quest too. Again, an advantage doesn't does sway the balance long term. So instead of 5 spiders in the next quest, the OL starts with 3 or 4. Wouldn't affect group limits for reinforcements so it may not be a massive disadvantage for OL. For the OL side, they could add one or two monsters from an additional monster group (can keep it specific too if you like). E.g. If the OL wins, he gets two extra zombies in the next quest. Just a few quick ideas off the top of my head
  18. They do say on their Print on Demand page (http://www.fantasyflightgames.com/en/more/print-on-demand/) that the card quality would be different from those included in the base games (particularly the linen finish that is on all the Rune Age cards). For that reason a POD expansion that includes new units etc. may not work as you could tell them apart in the deck. New scenarios should definitely be possible though, as they aren't shuffled together with any other cards. Is there anyway to show FFG the community's interest in such expansions, given POD are generally small, cheap and quick to develop expansions for games that they can't/don't want to fully support with boxed expansions? I'd say RuneAge is the perfect candidate for these types of expansions! A scenario pack would be awesome I say!
  19. Three item identifiers on the tokens ( the colour, image and code), two of which are non-colour dependent, is pretty good by most game standards I would say. I generally stack all the tokens of to the side (generally by colour, but you can easily sort by code) before playing. Makes it quick and easy to find tokens. You're rarely going to be in combat and shopping in the same turn anyway so finding them can be done on other people's turns too. If you wanted, you could also bag all the token types separately to make setup and token retrieval easier.
  20. Not sure if its useful, but prints did eventually become available in Europe a few months back. Managed to get both Incursion and Dominion for about 10% above RRP, which was probably the best I was going to get. Cosmic Incursion is still available for a reasonable price, but Dominion is as you said, well about RRP (currently going for £58 on Amazon.co.uk). No idea on if there are other reprint or deliveries due though.
  21. I own Runebound 3rd Ed and Rune Age (+ expansion). Rune Age is one of my favourites in the Runebound Universe and really really wish it got more love from FFG. I have my fingers crossed they'll consider a small POD expansion for it in the near future! In short its a deckbuilder with some of the popular factions in the universe. It comes with a whole host of scenarios, some coop, some PvP, some race for victory etc. For this reason I love it for the amount of variety you get in the box. Runebound as it's been said is an adventure game (different from the dungeon delving of Descent). Less depth to it than Descent, but a play session essentially encompasses the happenings of an entire campaign in Descent. At least that's the way I like to look at it. Its still new, and FFG missed a few opportunities in the base set, but it's already getting expansion love and some of them look pretty good. The base set really screamed for expansion, and its clear that that was its sole purpose. At least FFG are delivering. I like to look at the different games as different scopes to the universe. RuneAge/Battlelore are the in depth nitty gritty, focus on individual battles. Descent is moving around the world, but focused on individual quests in detail. Runebound then has an even larger overlooking scope where you're travelling the world completing an entire story arc in a single sitting.
  22. Only just got the game recently, so I was reading the rules recently. My understanding is that "spawn" means to place the enemy engaged with the active player (or party leader if there is none) unless otherwise specified. So I would assume the nemesis follows the same rules and would be placed engaged with the active player.
  23. Even still, it would be a simple UI implementation and anything that makes a UI user friendly is a plus. Probably just a minor thing they overlooked.
  24. It would be so amazing if FFG considered something like this for a mini expansion/scenario pack. Just a smallish deck of cards; contains maybe a new unit for each faction (hero type units?), a scenario deck, maybe some common unit for the centre pool. Be similar to the scenario packs being made for Runebound at the moment, except even easier to put together. All cards are the same dimensions, no minis etc. Very similar to the Warhammer Quest expansion packs they're making actually. Would be a nice refresher for the fans I think, and wouldn't require quite as many resources as their more current games. What would ye think of a mini expansion like this? Deck of maybe 40-60 cards with all of the above. I'd be all over it!
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