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Everything posted by Sadgit

  1. Release Notes----------------CRRG Version 1.14. (08/2019)modified entry Sneakymodified entry Entrance and Exitadded uFAQ to Burrowupdated images for Nimble and Reinforcemodified entry Andira Runehandadded Pest Control to available side quests in table 3.1added details for Embers of Dread in section 3added uFAQ for All-Knowingadded uFAQ for Tideadded Lost Legends classes to entry Classes and table 3.1.modified entry Monsters/Monster traits with higher quality images
  2. Yes, when playing the cooperative Road to Peril you MUST use the staff at the first opportunity.
  3. 1) All encounters that have Peril decks without a Deadly Peril card should automatically end due to quest mechanics shortly after the last Minor/Major Peril card is drawn. 2) Yes, reroll abilities can be used as usual. All relics that usually require decisions of the overlord have been modified for RtP. You can find the details on p.11 of the rules and quest guide. For Staff of Shadows the modified ability is: Thus, only if a blinded hero would defeat a monster, Staff of Shadows would be used.
  4. I just sent the following questions to FFG support:
  5. Thanks a lot for posting the full text of your question. It is indeed very strange that Nathan did not comment on the possibility to use All-Knowing multiple times during a turn. Your question clearly should have led to Nathan addressing this. He did not. I can only assume that FFG intends to allow multiple uses of All-Knowing a turn. It is my opinion that this puts All-Knowing into "game-breaking" territory. I will house-rule that card in any game that I play.
  6. Yes, the mechanic just results in randomized open groups. The monster deck should be reshuffled between encounters.
  7. The timing problems of the Elementalist are resolved.
  8. I had an extended Kingdom Death: Monster session with my weekly gaming group yesterday night. Such drama .
  9. I do not agree with you here. I think that: 1. All-Knowing is supposed to exhaust when used. 2. All-Knowing is supposed to be limited to once per turn. Adding "other" by the uFAQ ensures that. 3. All-Knowing is supposed to target only skills that have been exhausted. Everything else would be stupidly overpowered. Your interpretation would allow many broken combos. For example a Lorekeeper with 5 Stamina (common for a mage) and standard Prayer of Healing + Divine Fury build would allow heroes to recover 5 red dice worth of damage AND add 5 yellow die to the attack pool of a hero every single turn for 1 rest action. Add Cleansing Touch and you can remove up to 4 conditions. Bottled Courage would still allow 5 additional attacks per turn. With Stamina Potions it's even more crazy. This is clearly not intended. Maybe it would help if you post the question that you sent to Nathan. @kbalazsa: Who can sleep with so many great games to play
  10. Nathan's answer is clarifying that All-Knowing is not supposed to target itself. Why should a player target All-Knowing if not to refresh it?
  11. I have not been thinking properly. Nathan's answer on All-Knowing does make sense only if All-Knowing would be exhausted when used. This is not the case. At least not from the text of the card provided by FFG. I guess, he simply forgot to mention it.
  12. I updated the page with the Lost Legends erratas. If you find additional typos, issues, etc. just post here or PM me.
  13. I am just including official erratas. Not re-designing the cards.
  14. Thanks. Took a while to get those correct. The elemental symbol is still not 100% right.
  15. Thanks for that. I created versions of the cards including this errata. Download them from here. Finally something to put into the CRRG
  16. It actually has its niche: Quests where the goal is to kill many figures treated as heroes. There also might be some decent combos with plot cards other OL cards or quest mechanics that I have not figured out yet.
  17. If your players enjoy Astarra, Mok, Logan, One Fist and double servant OL decks that much. More power to you. It got stale for me very soon. I suggest to use a customized system that ranks the heroes, classes, plot decks and servants and assigns points to each. Then agree on a certain number of points for the OL and the heroes and you should be fine. Much easier than trying to modify a lot of components for balancing reasons. Just my 2 cents.
  18. Yes, there are differences in the power level of OL cards, heroes, classes, plot decks etc. So what? As long as no component is truly game-breaking I see this as a chance for customization: Estimate the experience and power level of your opponents and choose cards accordingly. In a cut-throat competitive environment you can use e.g. a point system to allow for roughly equal power levels.
  19. I am actually not sure here. Although there are components that are stronger than others my feeling is that in general the game is sufficiently well balanced. Even with Mok the bard and Logan the treasure hunter. The only exception that comes to mind are the overlord's servants. They seem a bit too strong overall and should only be considered if the overlord is facing a very strong hero team played by experienced players. For Lost Legends I cannot say anything as I haven't played it enough.
  20. I like the thoughts that Charmy put into his suggested changes. As he clarified, the document he linked is work-in-progress. Everyone's input on this is very welcome. No need to be rude. Even if you do not agree with Charmy's ideas. Ideally, the community will come up with: A) An errata'ed version that just corrects any inconsistencies with the rules. FAQs from FFG would be fantastic here. B) A modified version that takes care of cards with problematic power levels in standard play. I have not play-tested the new classes enough to identify problems. Some cards seem to be natural candidates for nerfs, though.
  21. Thanks for that. I am currently playing Leoric as an Elementalist in a Road to Peril PBF on legendary difficulty level. He is really strong for now (3. quest) but I would like to wait for the campaign to be completed before I judge the power level. What really concerns me are the timing issues on some cards. Some cards simply do not work within the context of the rule set. Really disappointing as this should have been addressed in proofreading. I added corresponding comments to your document.
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