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Axensmash

Couple of Questions...

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This is going to be a dumb question but bear with me:

When all the heroes are in town and it is the Overlords turn - he gains threat and draws cards as usual but is he allowed to spawn monsters anywhere and move them around as he likes (within their movement rates anyway) ?

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 Yep!  While the heroes are away, the monsters will play.

The OL can spawn (still only one per turn) and move monsters at will in areas that have been revealed.  The OL may not place monsters on active glyphs to prevent heroes from returning.

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Rednek said:

The OL can spawn (still only one per turn) and move monsters at will in areas that have been revealed.  The OL may not place monsters on active glyphs to prevent heroes from returning.

But you can and should find the toughest monsters you can and place them all around and as close to the gylph as you can so the Heroes have to fight their way through to get off the glyph :-)

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StarBurn said:

I find that advice weak... since a mage can come in and blast the room twice... In my experiance...then the other three will clean the room

Really?  Spawn 2 Beastman War Parties, have them all stand around the glyph so there is no way for the Hero to move off it and then have that mage come through and try to Blast.

See what happens.

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Hi,

Big Remy said:

But you can and should find the toughest monsters you can and place them all around and as close to the gylph as you can so the Heroes have to fight their way through to get off the glyph :-)

I disagree - the monsters will be wasted then. The first hero spends 1 fatigue to appear on the glyph, makes a battle action to remove at least one monster, and maybe spends another fatigue to move off the glyph. Then the next hero spends one fatigue to appear on the glyph...yadda yadda...end result: Lots of dead monsters with no chance for them to strike back.

 

Better spawn them some spaces away so that the heroes need at least to advance (and thus waste an attack) before being able to attack them.

 

-Kylearan

 

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Plan how the monsters will wait for the players.  At the very least place a tiny group to prevent the heroes from running past your carefully planned ambush.  Then keep a group blocking whatever you think the heroes will run toward first.  Chests or the door, ect.  Finally, keep a final group hidden out of LoS or range and get ready to advance them in once its your turn.

This keeps 2 road blocks and a group that should be safe enough until its your turn.  The first road block keeps them on the glyph, meaning 1 hero has to waste his turn just opening up the way out.  The second road block wastes another player's turn getting to the objective.  A third might make it to the objective if they're lucky or you just have bad luck.  maybe the fourth could clean out your ambushers but probably not get all of them.

Save up some good cards while they're in town and you can drop traps and all sorts of other things to make it harder for them too. 

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