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Frog

Of Adventure to Come (1st Wave of Adventure Packs)

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BeardFan said:

I think you can easily do a houserule for that. Enemy player draws 8 cards. Plays 1 card for each player on the stage zone (plus additional cards required by some effects). Enemy player plays shadow cards for combat. Enemy player fills up hand to 8.

The variable is the number of cards the Enemy player can hold. More will make it harder for the heroes, less will make it easier.

Or something like this :D

Don't know if it will be fun for the Enemy player, though.

 

I think you could probably work something like that but, but if the encounter deck had objective cards - like the key or a clue for gollum, they'd need to be some ruling that prevented the DM keeping those cards in his hand indefinitiely!

 

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 The objective cards of the 3rd scenario went into the staging area before starting. The problem with the objectives is, that when they are in the draw pile, they may be drawn as a shadow card and go into the discard without you having a chance to get them. One of the "boss" orcs in the scenario made objectives go to the draw pile, and man, did we sweat not to draw the card as a shadow card.

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BeardFan said:

One of the "boss" orcs in the scenario made objectives go to the draw pile, and man, did we sweat not to draw the card as a shadow card.

Ouch! That's nasty. So, apparently there are other ways to lose the game than reaching a threat rating of 50 or all heroes getting killed.

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I got an official news that the 1st Adventure Pack - Hunt For Gollum will be avaliable at the end on May (should be 28th May - but this can change).

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 I was really hoping there would be some official scenario creation rules.  I just question the replayability with set scenarios when there is no opponent.  My hope was a system for competitive play for example where you create your own scenario deck, then you play against  your scenario deck, but after the first round you switch scenario decks and play against someone else's.  That would give incentive to make a deck that is hard so that your opponents don't get too many points off it, but not so hard that no one could beat it.  If for example every scenario card had a victory point value, then scenarios could be given a point total that you had to make your scenario deck and then let the players decide how they wanted to reach that point total in the scenario design.  

 

Of course that is a very unpolished example, but it seems that the lack of official scenario rules is a big missed opportunity to make the game more re-playable and greatly increase the deck building options with each adventure pack.  

 

I'm also curious as to how the adventure pack scenarios are going to work together.  Are the adventure pack scenarios going to be completely self sustained between the pack and core set?  Or will they combine cards from different adventure packs, in which case I am curious as to how that will work for players might not have every adventure pack released prior that the scenario requires.

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Karazax said:

I'm also curious as to how the adventure pack scenarios are going to work together.  Are the adventure pack scenarios going to be completely self sustained between the pack and core set?  Or will they combine cards from different adventure packs, in which case I am curious as to how that will work for players might not have every adventure pack released prior that the scenario requires.

If you look at Pg. 26 of the Rulebook, you'll see that answer to your questions. Each scenario has it's own unique set of encounter cards but then adds in a couple of thematically appropriate Encounter card sets. So the Carrock expansion will have it's special set of Carrock encounter cards but will then probably include the "Wilderlands" set and maybe the "Dol Guldur Orcs" set. It seems like each scenarios specific card are only used for that scenario but then, as said above, will include cards from the broader pool of badguys.

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