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MeeKey

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  1. Fang Pendant counts as a separate weapon card so it won’t benefit from a bow’s ranged symbol.
  2. Definitely one of the best mats I’ve used aesthetically wise. But no in game function.
  3. On the Campaign’s “Select Difficulty” screen, the “Normal” option is a picture of Gulgotar. He’s got the same pose and detail as the miniature. That is the only official artwork of the 3 bosses currently available.
  4. I find mine warp a lot when I'm playing in front of my air-conditioner on heat. They normally go back to normal by next game. Try stacking them all with something heavy on top.
  5. It’s mostly quite random. Even on replays I’ve had the Hill Troll at diff times. Generally though I would say: Heroes (you want) → Ruffians → Goblins → Orc Marauders → Archers → Wargs → Wights → Troll
  6. It’ll be great if Gandalf and Bombadillo where Title cards! One use per adventure.
  7. These can’t compare to JiMe though because they are list building and army tailoring games. JiMe would be equivalent to Imperial Assault campaigns where contents are limited to the box. It sounds like an app glitch. It’s not specified anywhere that there is a component limit but that’ll be because the app should know and control the component count.
  8. A Shaman role would be nice. Cross between musician and hunter. I feel Gandalf would be to powerful for this type of game. However he doesn’t really show his true power a lot and this could be fixed by increasing the threat level by 2-3 when Gandalf is fielded.
  9. Yes that is correct, as long as the different tiles were adjacent to each other.
  10. Page 11 of Learn to Play, Attack Tests: Each ability indicates how many successes must be spent to resolve it, and each ability can be resolved only once per attack. This is not specified in the Rules Reference 12.1 Hero Attacks however, which is weird.
  11. Elite enemies DO become exhausted after they counterattack for the first time. However: 28.2 Elite enemy groups can counterattack heroes even if the enemy group is exhausted.
  12. Think about it this way: worst case scenario is you would fail your first 2 adventures, giving you a total of 6xp. You add 2 blank cards. This takes the odds from 26.7% to 23.5% to draw a success. Not a big difference when it comes to drawing successes! But you do add some new abilities if you pull them and prepare them.
  13. The damage is in addition, so no matter what you’ll suffer an additional 2 facedown damage. Even if you are suffering damage from other sources.
  14. With that, if you have 1 prepared card then it’s impossible to discard 2 prepared cards, then you must suffer the 2 damage. You don’t split the effects.
  15. It’s definitely hard to say whether you choose one of the effects, or suffer the first and if you can’t then you suffer then next. However since it is damage/fear which is bad, I’d say you don’t get a choice! So it’ll be do the first effect and if you cannot, do the second.
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