Jump to content
Sign in to follow this  
Cursain

New info on Chains the Rust

Recommended Posts

But you could unequip some of your trinkets or even armor if you wanted to during your turn :)

Which would fall in the OL's trap, because once unequipped, you cannot reequip until the next equip phase...

 

so the defence die provided by that armor and those trinkets is lost to ALL the OL's monster's attacks...

 

Threaten players with the Colossi, then when they strip off their defences, sweep in with the Dispossessed and the Marrow Priests! :o

Edited by Alarmed

Share this post


Link to post
Share on other sites

I notice there is almost no difference between the minion and master Marrow Priest. Only 2 hit point. There is usually a bigger gap, or am I wrong?

Not always. Check out monsters like the "Ettin", "Elemental", and the "Ynfernael Hulk".

Share this post


Link to post
Share on other sites

 

Maybe this is true for some cards, but since downsizing the OL deck is extremely important, high powered cards are very valuable imo. Case in point I think the uthok demon trap from the saboteur deck is one of the most powerfull cards for the OL, especially in a small deck, where you may be able to play it 2 times in one quest.

The problem is, there are many relatively high power level 1 cards out there, which you get access to long before you can purchase a level 3. Deck size is not a problem since you should always trim it to 15 anyway, it's just you have to make an informed choice as for which cards will make it into it each quest. That's what I do all the time. But yeah, one Blood Rage, one Dark Resilience and one Solidarity. besides the class you´re investing in. That's a crazy good choice you have already there covering many types of quests. Generally speaking, of course.

 

Three level 1 cards give you a ton of flexibility. A level 3 is... just one card. I´ll pass you the eventuality that it gets countered by Marshal, Elder Mok, or some ugly travel card, because that's when things are getting disastrous. It's always the same discussion you know, some people think using one single über monster is better than several small ones. In a vacuum, I´m not going to talk about weapon type, blast or anything here. The problem is that failing your defense roll on the über monster is far more disastrous than failing a couple of the same roll on the small monsters. Since luck is in the party (and this quite heavily), putting all eggs into the same basket can prove catastrophic, and definitely something I´ve experienced in the past. Don't get me wrong here, I sincerely don't know what's right or wrong, the answer is likely to be "it depends" and a mix of these configurations. But my point is that you take a risk by going all in on a monster or card and leaving the rest unconsidered, stuff that might not be as powerful individually, but grant you flexibility and overall higher chance of adapting thus surviving and in the end winning an encounter.

I find that Uthuk Demon Trap is overrated. I mean no offense to the overlord players using it with great success, but barring the above considerations around the fact it's a level 3, I´ve found that the kill is rarely relevant at this stage of the campaign. My scout friends never dart away from the party, so that revival is what normally happens. Dying is just a delay, and sure it sometimes is all you need, but since you cannot dictate when to get that kill (searching is not something you see every turn, and then you need a good target for taking the attribute test), it often ends up being a small inconvenience. Plus the heroes would know it's coming anyway so it's not like you´ll have them panic over it or something. They'll heal the scout and carry on as if nothing happened. I would take Curse of the Monkey God over Uthuk to be honest.

 

I find Treacherous Shadow much more dangerous, for the hero parties that are low on Willpower ofc.

 

 

I think you made good points. Especially in case of heroes/classes that can make the OL discard cards frequently, I think you are right that lvl 3 cards are a risky investement in these instances.

 

However I feel that Uthok Demon Trap becomes extremely powerfull in the later stages of the game and especially in the finale. There are nearly always a bunch of doors in the finale and outright killing off one hero you didn't attack the encounter or severly wounding one when they have invested a lot of resources into armor, is imo extremely impactfull. You can even raise your odds with befuddle or similar cards.

 

If you manage to kill off a hero when he has actions remaining (killing the hero on his turn) is also one of the more serious delays for the heroes.

 

So imo you are right that Uthok Demon Trap isn't the universal "god card", but I have seen it deciding too many quests and finals to not think that it's power is vastly superior to 3 lvl 1 cards against a majority of hero parties, especially in the finale (which some believe is the game you are building your deck for).

Share this post


Link to post
Share on other sites

 

I like the punkture ability of the shampling colossus:

 

Puncture: Each of this monster's attacks ignores one shield for each defense die rolled by the target of the attack.

 

Very nice. If I understand that correctly, this is essentially piece(#defdice). So, having an additional brown defense dice is bad for the heroes since the brown die has on average 0.666 defense. If you roll a blank, then -1 should still apply. I.e. grey+brown with 2 shields +0 shields gives 0 defense. Rolling 2 shields with a single gray die would give 1 def.

 

This is bad for the heroes. A number of skills (beastmaster, deciple) give you a brown die.

Do you have to roll all the dices in your defense/attack pool?

 

 

Usually. There are some effects that say "may", at which point I'd assume you can also say thanks but no thanks. But most say that you just add, and thus, you do. I double-checked Beastmaster's Survivalist. Ouch. No "may" there.

Share this post


Link to post
Share on other sites

I don't understand the Marrow Priest's Shadow Step.

 

Does it mean that as soon as you attack it (and don't spend Surge), it gets to move 5 during your hero's turn?

Or does it mean as soon as you attack it (and don't spend Surge), it gets +5 stored in its move action pool, for it to use when its turn comes?

Share this post


Link to post
Share on other sites

It gets to move right then. It will not affect your range for the attack.

 

A.. are you entirely certain, Zaltyre? This was my interpretation too, but since the question was asked, I re-read it, and.. I'm not sure anymore. It says:

 

Shadow Step: Each time a hero performs an attack that targets this monster, he may spend 1 (Surge). If he does not, this monster gains 5 movement points after the attack resolves.

 

It doesn't say that the priest gets to immediately move 5 steps, or that he gains 5 movement points to be immediately spent. It says that the monster gains 5 movement points. It could easily be interpreted as those 5 points being added to the number of movement points the Marrow Priest gets when it's his turn again.

Now, I don't think that's the intent, I'm convinced that our original assumption was correct, but.. I'm not sure that's what the RAW is saying.

Edited by Luckmann

Share this post


Link to post
Share on other sites

 

Q: If a skill or ability allows a figure to gain movement points during

another player’s turn, when can those movement points be used?
 
A: Any movement points gained during another player’s turn, such as
if the Wildlander uses the First Strike skill with the Running Shot skill
during the overlord’s turn, must be used immediately. If these movement
points not used before the active player resumes his turn, the movement
points are lost.

Share this post


Link to post
Share on other sites

 

 

Q: If a skill or ability allows a figure to gain movement points during

another player’s turn, when can those movement points be used?
 
A: Any movement points gained during another player’s turn, such as
if the Wildlander uses the First Strike skill with the Running Shot skill
during the overlord’s turn, must be used immediately. If these movement
points not used before the active player resumes his turn, the movement
points are lost.

 

 

<3

Share this post


Link to post
Share on other sites

1 xp

Quick recovery

When hero in your los starts turn, he may recover 1 hp and get 1 mpvement.

Or any hero may discard condition for flipping search card.

Both cost you 1 fatigue

2xp. Trailblazer

+2 to every attr during travel

Exhaust-you and each adjacent hero may move 1 space.

No fatigue

3xp. Unity

When a hero in los recovers hp, also recovers fatigue. Test will power after or exhaust.

Each other hero may use your search cards.

Also costs no fatigue

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
Sign in to follow this  

×