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  So the threat build up is insane with four players.  We used Legolas, Aragorn, Elena and Gimli....there were a few difficult challenges that just bogged the whole thing down and the board was quickly overrun with almost every monster in the box?  We were all about to die....many had last stands and I guess the threat dial saved us?  So the dungeon part starts....and we carry all wounds over into the place?  I replayed solo and it was a lot worse....whats the secret to managing threat?  I think we gained up to +14...it was over in 4-5 turns but the wounds from double warg or the 3 armor goblins was just too much.  It seems like just one failed search and its over.

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Threat increases based on number of characters, number of threat tokens, and number of unexplored territories. You can't do much about the first one of course, but clearing out threat tokens as a priority and also exploring quickly seem to be the best ways to keep threat from ramping up too quickly. I think the intention is to ensure large groups spread out over the entire map rather than staying all bunched together.

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Yeah I played a game and a half before looking up how threat was tracked (demoing at Adepticon) and realizing that each unexplored area adds an extra threat definitely allowed us to take an whole extra turn. We still lost, but I think it was the closest any of his demo groups had come to succeeding that first mission, he said.

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Yeah we are getting crushed...just a few missed skill tests (rope or mud or tree house) and its over.  You get 5-6 maybe 7 total turns with 4 people on the first scenario, which always leave us short of exploring the map or failing multiple challenges.  I dont think we've passed one of the tracks challenges on the first go...I mean it depends on who finds it.  I believe you need 3 successes which makes it almost impossible..unless we are playing it wrong.

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6 hours ago, Yivrael said:

I dont think we've passed one of the tracks challenges on the first go...I mean it depends on who finds it.  I believe you need 3 successes which makes it almost impossible..unless we are playing it wrong.

I think some tests require a set amount of successes over multiple tests (the mud seemed to take somewhere around 6-7 successes, but they built up every time  you tested), whereas some might get easier if you fail them (for example if you need 3 successes and you get 2, then the next time you only need 2?). That's speculative based on just a couple of tries at the first mission, but. They can do a lot of variance like that for different kinds of tests, with the app.

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I believe FFG has to re-address the scaling algorithm for this game.  It doesn't make sense to me to scale every aspect of the game just because there are more players (you can't get 9 women together and have a baby in one month).  One easy fix would be to reduce the threat increase per player so you have time to deal with all the other increased difficulties (more enemies, less insperation/player=fails, more difficult tests).  I really love the game with 2-3 but it just isn't enjoyable at 4-5.

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On ‎4‎/‎23‎/‎2019 at 11:08 AM, SpiderMana said:

I think some tests require a set amount of successes over multiple tests (the mud seemed to take somewhere around 6-7 successes, but they built up every time  you tested), whereas some might get easier if you fail them (for example if you need 3 successes and you get 2, then the next time you only need 2?).

As far as I'm aware I believe the tests are all cumulative. Each test (usually) requies about 3-4 successes to pass, and if you manage 2 one round and 2 the next you'll usually succeed.

There may of course be harder tests in the game for more tricky objectives, but my above statements are a good rule of thumb in my experience.

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9 hours ago, Majushi said:

As far as I'm aware I believe the tests are all cumulative. Each test (usually) requies about 3-4 successes to pass, and if you manage 2 one round and 2 the next you'll usually succeed.

There may of course be harder tests in the game for more tricky objectives, but my above statements are a good rule of thumb in my experience.

I’ve played a whole lot more since writing that comment and I think you’re right, though some definitely only require one or two for sure.  Though some tests also have scaling levels of success/outcomes from there.

I’m sure the number of successes for some things can also change based on difficulty, and I wonder if it’s one of the things that is randomized to a degree?

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