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I have Labyrinth of Ruin ... Questions?

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I have my copy of Labyrinth of Ruin in my greedy, grubby little hands.  If anyone has any questions about it, its contents, etc. let me know.  Be happy to answer any and all of them.

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heyho, any hints on the new quests please!? Are they similar to the first campaign in terms of scale/rulez etc. ? any clues on the new shop items?? thanks a lot!

 

greetz cipheron ;)

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heyho, any hints on the new quests please!? Are they similar to the first campaign in terms of scale/rulez etc. ? any clues on the new shop items?? thanks a lot!

 

greetz cipheron ;)

 

Please keep in mind that I just pick this up yesterday, but have not played it at all, and really didn't go through the Rules/Quest Guide (one book) in detail.  Having said that, one thing that jumps out at me right away is that many of the encounters seem to involve a map that in general is bigger than those in the base game.

 

Labyrinth comes with 21 new board pieces broken down as follows:

 

1. 5 large pieces including 1 8x8, 1 9x6, 1 7x8 1 5x6, and 1 6x7.  Note that except for the 8x8, all of the other pieces are non-square (irregular) in shape.  As you can imagine, these pieces, along with the base game pieces, can make for some large maps.

 

2. The other 16 pieces are long hallways, connectors, and doors/brush walls.

 

There are 11 ACT I item cards and 10 ACT II item cards included in the expansion.  Some of them are very interesting indeed, as they provide alterations to your hero unlike anything that came in the base game.

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Any new cool stuff that boost the OL overall power and scariness?

The theme in this expansion is really cool, remind me of the Anh Qiraj raid in WoW :P

 

The expansion comes with 4 new monsters, 8 new travel cards, a new Basic II OL deck, 2 new universal cards, and 2 quest rewards cards for the OL.  As to what extent these cards will assist in upping the OL's "power" remains to be seen.

 

I should note that in the Basic II deck, 12 of the 15 cards, when played against a specific Hero class, has additional impacts.  Some of the impacts are significant.

 

In addition, with the 2 green dice available, there are cards/monsters that utilize them in unique ways to deal additional damage and/or force the heroes to suffer additional fatigue.

 

I should note, in case you have played Descent V1, the green dice are significantly different in V2.  The two dice are identical to each other.  The six sides of the dice are as follows:

 

1 ~

1 H ~

1 H

H ~

H

~

 

As you can see, you can only ever do 1 additional damage at most.  Still, there seems to be some creative ways in the game that the green dice come into play.

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One other interesting thing I noted when going through some of the cards.  As you probably are aware, there are both new Lieutenant cards and Ally cards in this expansion.  What is interesting is that 1 lieutenant has both Act I and Act II cards, and 1 Lieutenant has only an Act II card.  The book explicitly states that this is the case, so I know I am not missing anything.

 

As for the Ally cards, this is very strange indeed.  The Act II Ally cards explicitly have the standard II on the card indicating that it is an Act II card.  The Act I cards do not have the I on them.  I don't really know if this is intentional, or a mistake in printing.  It made it rather confusing when I went through the deck.

 

I guess it is time the RTFM.  :P

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One other interesting thing I noted when going through some of the cards.  As you probably are aware, there are both new Lieutenant cards and Ally cards in this expansion.  What is interesting is that 1 lieutenant has both Act I and Act II cards, and 1 Lieutenant has only an Act II card.  The book explicitly states that this is the case, so I know I am not missing anything.

 

As for the Ally cards, this is very strange indeed.  The Act II Ally cards explicitly have the standard II on the card indicating that it is an Act II card.  The Act I cards do not have the I on them.  I don't really know if this is intentional, or a mistake in printing.  It made it rather confusing when I went through the deck.

 

I guess it is time the RTFM.  :P

 

Okay.  Now this is really not right, especially for us aged folks.

 

There are actually 2 Ally cards included (those that do not have an Act I/Act II indicator on them).  The names of the Allies are Serena and Raythen.

 

There is 1 Lieutenant with both an Act I and Act II card.  It's name is Ariad.

 

There is 1 Lieutenant with just an Act II card.  It's name is Queen Ariad.

 

And then, get this, there are 2 more Lieutenants with just an Act II card, and their names are .... wait for it ... wait for it ... THE SAME **** NAMES as the Ally cards ...  Serena and Raythen.  Obviously, you can understand my confusion.

 

I guess it is time once again to RTFM ... some more.  :blink:

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The LT with just the Act 2 card - likely doesn't show up until an Act 2 quest - therefore you would not need an Act 1 card for that LT.

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The LT with just the Act 2 card - likely doesn't show up until an Act 2 quest - therefore you would not need an Act 1 card for that LT.

 

Yes, I understand that.  I was just noting it as a difference between the base game and the expansion.

 

After RTFM, I also have discovered why there are LT cards with the same names as the Allies.  I think it is a very nice and clever twist to the game.

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Yeah - I haven't had the time to really page through the manual yet. Brought it to work though so I can scan it in to a pdf and read it on my iPad. (NO, I won't share the file! So don't ask!) But - I can sit and read on my iPad at work all day... but would get frowned upon if I were reading an actual game manual. :P

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Is Queen Ariad the giant spider thing on the cover? I remember seeing a lieutenant token of it in the instructions book. :)

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Is Queen Ariad the giant spider thing on the cover? I remember seeing a lieutenant token of it in the instructions book. :)

 

Yes, the picture on the Lieutenant card for Queen Ariad matches the picture on the quest book and the box.  Yes there is an oversized circular token for it included with the game.  It is like 3-5 times the size of the normal Lieutenant tokens.

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What does the Sun Stone relic do? What does Sun’s Fury relic do? 

 

The winner of the Introduction is awarded a relic.  If the heroes win, they get the Sun Stone Relic.  If the OL wins, they get the Sun Fury relic.

 

The Sun Stone relic says the following:

 

It is a Trinket.  Add 1 additional green power die to your attack pool.  If you are defeated, place the Sun Stone token in your space.

 

The Sun's Fury Relic says the following:

 

Add 1 additional green power die to this lieutenant's attack pool.  Return this card to the game box during any Campaign phase to gain 1 XP.

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What does the Sun Stone relic do? What does Sun’s Fury relic do? 

 

The winner of the Introduction is awarded a relic.  If the heroes win, they get the Sun Stone Relic.  If the OL wins, they get the Sun Fury relic.

 

The Sun Stone relic says the following:

 

It is a Trinket.  Add 1 additional green power die to your attack pool.  If you are defeated, place the Sun Stone token in your space.

 

The Sun's Fury Relic says the following:

 

Add 1 additional green power die to this lieutenant's attack pool.  Return this card to the game box during any Campaign phase to gain 1 XP.

 

 

This obviously leads to the question "What is the Sun Stone Token and its impact?"

 

The Sun Stone is a powerful relic unique to this expansion.  Along with its Relic card, the sun stone is also represented by the sun stone token.  While a hero is equipped with the "Sun Stone" relic, he places the sun stone token on his Hero sheet.  If that hero is ever defeated, he must place the sun stone token in his space and set the "Sun Stone" Relic card aside.

 

As an action, a hero or a monster may pick up the sun stone token.  In the case of a hero, place the token on his Hero sheet and that hero gains the "Sun Stone" Relic card.  In the case of a monster, place the token on the monster's base.  If the monster carrying the sun stone token is defeated, place the token in the monster's space.

 

If a monster is carrying the sun stone token at the end of any encounter, the token is returned to the game box and the overlord receives the "Sun's Fury" Relic card.  Any lieutenant may wield the "Sun's Fury" relic in addition to any other relic he wields but does not drop the sun stone token when he is defeated.  This is an exception to the normal relic rules that limit lieutenants to wielding only one relic at a time.

 

Obviously, this is some significant incentive for the OL to attack and defeat the Hero that is carrying this relic.  If he can do so and end the encounter with it, the OL gains a pretty nice advantage.

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List the Basic 2 Overlord cards and their effects, if you would please.  I simply must know.

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Well ... if you simply MUST know ...

 

The Basic II cards are:

  1. Sign of Weakness - Trap (1): Play this card when a hero performs a rest action.  He tests Awareness.  If he passes, draw 1 Overlord card.  If he fails, each monster in that hero's line of sight may move 1 space.  Healer: If he fails, the hero is also Cursed.
  2. Uncontrolled Power - Magic (2): Play this card when a hero attacks a monster, after rolling dice.  He tests Willpower. If he fails, you choose how he spends his Surge results.  You must spend as many Surge results as possible and the attack gains Surge: Suffer 1 Fatigue.  Mage: If he fails, the attack also gains Surge: Suffer 1 Heart and 1 Fatigue
  3. Befuddle - Magic (2): Play this card immediately after a hero passes an attribute test.  The hero must reroll the test and add 1 Shield to the results. Scout: The hero also suffers 1 Fatigue.
  4. Dirty Fighting - Event (2): Play this card when a monster attacks a hero, after rolling the dice.  Add 1 Surge to the results.  Healer: This attack gains Pierce 1.
  5. Flurry - Event (1): Play this card when a monster attacks a hero, after rolling dice.  This attack gains Surge: Perform an additional attack after resolving this attack.  Add 1 additional green power die to the monster's attack pool.
  6. Reflective Ward - Magic (1): Play this card when a hero attacks a monster, before rolling dice.  The attacking hero may choose to suffer 2 Fatigue.  If he cannot suffer the Fatigue, or choose not to, he will be dealt Hearts equal to the Hearts dealt to the monster.
  7. Overwhelm - Event (1): Play this card during your turn on a hero adjacent to 4 or more monsters.  He tests Willpower.  If he passes, immediately perform an attack with 1 adjacent monster of your choice.  If he fails, the hero is Stunned and Immobilized.
  8. Blinding Speed - Magic (2): Play this card when activating a monster.  Choose a hero to test both Knowledge and Awareness.  If he passes both tests, draw 1 Overlord card.  If he fails at least one test, the monster gains 2 movement points.  Warrior: If he fails both tests, the monster gains 4 movement points.
  9. Grease Trap - Trap (1): Play this card when a hero enters an empty space from an adjacent space.  He tests Awareness.  If he passes, he suffers 1 Fatigue.  If he fails, move the hero 3 spaces in a straight line in the same direction he last moved.  For each space he cannot move, he suffers 1 Heart or 1 Fatigue (your choice).  Mage: If he fails, the hero is also Stunned.
  10. Mental Error - Event (1): Play this card when a monster attacks a hero, after rolling dice.  The hero tests Knowledge.  If he passes, the hero suffers 1 Fatigue.  If he fails, the attack gains +2 Hearts.  Warrior: If he fails, the attack also gains 1 Surge.
  11. Mimic - Trap (1): Play this card when a hero searches, before revealing the search token.  Place a Fatigue token on the search token.  The search token is now treated as a minion Volucrix Reaver.  Once defeated, the search token is immediately revealed and is considered searched by the closet hero.  Scout: The Volucrix Reaver may perform an immediate Skirmish action.

The Universal cards are:

  1. Dark Remedy - Magic (2) Cost 1: Play this card on a monster group during your turn and choose 1 condition.  Each monster in that group may discard 1 token corresponding to that chosen condition.

The Quest Reward cards are:

  1. Splig's Revenge - Event (1): Return this card to the game box at the start of your turn.  Replace a figure with goblin in its name with Splig.  Splig cannot wield a relic.  At the end of this quest, if Splig was not defeated, regain this card from the game box.
  2. Twin Souls - Magic (1): Play this card when activating Lord Merick Farrow.  Immediately remove Lord Merick Farrow from the map and replace him with Sir Alric Farrow.  Sir Alric Farrow cannot wield a relic.

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Awesome, thanks a ton!

 

Basic 2 looks way cooler than the Basic 1 stuff, albeit more situational.  I'm all about being able to mess up the heroes at hilarious times though--tragic that it lacks a Dark Charm equivalent, but this looks like what I'll be using full time.

 

Also, I'm glad to see they finally gave the Overlord something to combat immobilize.

Edited by Sym

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what is written on the cursed card?

 

Cursed Card

 

You cannot use monster actions or skills denoted with the Action symbol.

 

At the start of your turn, test Knowledge.  If you pass, discard this card or token.  If you fail, keep this card or token.

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    What is the new skills of the new monsters  and what are they about ?

 

The new monsters included with Labyrinth of Ruin are as follows:

 

Goblin Witcher   Attack Type: Range   Traits: Building, Cursed

     Act I:   Minion   Speed: 4   Hearts: 3   Defense: Gray   Attack: Blue Yellow

                              Surge: Curse   Surge: +1 Range

                Master   Speed: 4   Hearts: 5   Defense: Gray   Attack: Blue Yellow

                              Action: Bewitch   Surge: Curse   Surge: +2 Range

     Act II:  Minion   Speed: 4   Hearts: 6   Defense: Gray   Attack: Blue Yellow

                              Surge: Curse   Surge: +2 Range   Surge: +1 Heart

                Master   Speed: 4   Hearts: 8   Defense: Gray   Attack: Blue Yellow Green

                              Surge: Bewitch   Surge: Curse   Surge: +2 Range   Surge: +2 Hearts

 

Bewitch: Move each adjacent Cursed hero up to 2 spaces in any direction of your choice.

 

Curse: If this attack deals at least 1 Heart (after the defense roll), the target is Cursed.

 

 

Volucrix Reaver   Attack Type: Melee   Traits: Building, Mountain

     Act I:   Minion   Speed: 4   Hearts: 3   Defense: Gray   Attack: Blue Yellow 

                              Action: Skirmish   Surge: Pierce 2

                Master   Speed: 4   Hearts: 5   Defense: Gray   Attack: Blue Yellow

                              Surge: Ravage   Action: Skirmish   Surge: Pierce 2   Surge: +1 Heart

     Act II:  Minion   Speed: 4   Hearts: 4   Defense: Gray Brown   Attack: Blue Red

                              Action: Skirmish   Surge: Pierce 2

                Master   Speed: 4   Hearts: 6   Defense: Gray Brown   Attack: Blue Red

                              Ravage   Action: Skirmish   Surge: Pierce 3   Surge: +2 Hearts

 

Ravage: Both of this monster's actions on a turn may be attack actions.

 

Skirmish: This monster may move 3 spaces, then perform an attack.

 

 

Carrion Drake   Attack Type: Melee   Traits: Water, Dark

     Act I:   Minion   Speed: 5   Hearts: 6   Defense: Gray   Attack: Blue Yellow

                              Fly   Surge: Disease   Surge: +1 Heart

                Master   Speed: 5   Hearts: 8   Defense: Gray   Attack: Blue Yellow

                              Fly   Plagued   Surge: Disease   Surge: +2 Hearts

     Act II:  Minion   Speed: 5   Hearts: 7   Defense: Gray Brown   Attack: Blue Yellow Green

                              Fly   Surge: Disease   Surge: +1 Heart   Surge: +1 Heart

                 Master  Speed: 5   Hearts: 10   Defense: Gray Gray   Attack: Blue Yellow Green

                              Fly   Plagued   Surge: Disease   Surge: +2 Hearts

 

Fly: This monster may ignore enemy figures and the effects of terrain while moving.  It must end its movement

       in an empty space following normal movement rules.

 

Plagued: When a hero adjacent to this monster would discard a Poisoned or Diseased Condition card, he

                instead keeps the card.

 

Disease: If this attack deals at least 1 Heart (after the defense roll), the target is Diseased.

 

 

Arachyura   Attack Type: Melee   Traits: Wilderness, Curse

     Act I:   Minion   Speed: 3   Hearts: 5   Defense: Gray Brown   Attack: Blue Red Green

                              Action: Pincer Attack   Surge Surge: Pierce 1

                Master   Speed: 3   Hearts: 7   Defense: Gray Brown   Attack: Blue Red Green

                              Lingering Curse   Action: Pincer Attack   Surge Surge: Pierce 2

     Act II   Minion   Speed: 3   Hearts: 7   Defense: Black   Attack: Blue Red Green

                              Action: Pincer Attack   Surge Surge: Pierce 2

                Master   Speed: 3   Hearts: 9   Defense: Black   Attack: Blue Red Green

                              Lingering Curse   Action: Pincer Attack   Surge Surge: Pierce 3

 

Lingering Curse: When this monster is defeated, each adjacent hero must test Willpower.

                            Each Hero that fails is Cursed.

 

Pincer Attack: Perform an attack targeting up to 2 heroes adjacent to this monster.  1 attack roll

                       is made but each hero rolls defense dice separately.  Each target that suffers at

                       least 1 Heart from this attack (after the defense roll) is Immobilized.

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