Sign in to follow this  
Followers 0
rfisha

Credibility Lost

13 posts in this topic

My eight year old daughter just beat me on Castle Dareon as the OL.  She managed to get 5 threat since playing the introduction quest (two rumour cards and knockouts etc) and summoned Eliza Farrow.  With the combos she was pulling on Overlord cards, Sir Alric never missing his OverPower ability I got owned.

 

I cannot believe I lost!  We were playing with the Errata changes!

 

 

Anyone else lose to the OL on Castle Daeron with the Errata?  We have always marked this down as a win for the Heroes.

 

Also, I am not 100% sure of the rules when it comes to playing Overlord cards on villagers etc considered as figures when the Overlord card states 'play on a hero' (Befuddle in this case). Does anyone know the ruling on that?  We assumed hero to be taken as figure controlled by the hero player.

SolennelBern likes this

Share this post


Link to post
Share on other sites

Tokens treated as hero figures (such as the villagers in CD) count for three things: hero abilities, OL cards, and monster attacks.  Therefore yes, your daughter may target them with OL cards as if they were heroes.

 

Normally such tokens would auto-fail any tests they were asked to make as they don't have attributes, however, the special quest rules for CD go on to say that they always PASS tests, so that's something to be aware of.

rfisha likes this

Share this post


Link to post
Share on other sites

This only proves one thing to me. I must teach my younger siblings to play this game. They are ready ^.^!

 

You have a smart daughter, btw. My hat is off to you. 

rfisha and Robin13 like this

Share this post


Link to post
Share on other sites

Wow that must have been...frustratingly fun hahahah!

Good job playing with your kids, grest moments they won't forget, especially when they beat their parent! ;)

Edited by SolennelBern
rfisha and Ser Folly like this

Share this post


Link to post
Share on other sites

Just stumbled across the post looking for an idea on a problem in castle Daeron.

 

If the villagers count as heroes, they have two actions, right?...

 

And could move twice, right?

 

Or once plus lighting a beacon, correct?

 

That would win the first part without even having the OL activate once...that doesn't feel right.

Share this post


Link to post
Share on other sites

If the villagers count as heroes, they have two actions, right?...

 

And could move twice, right?

 

Nope. They are treated as "hero figures", not as full-fledged heroes. FFG has clarified that this basically means the same as the text found regarding treating familiars as hero figures (p. 18 of the rulebook):

[They] block line of sight and movement, but are considered friendly figures for hero movement. They may be targeted and affected by monster attacks, hero abilities, and Overlord cards that target a hero. Similar to monsters, if they are required to

make an attribute test, they automatically fail. [They] are susceptible to the effects of terrain during their movement and may be affected by conditions. When ... defeated, remove it from the map.

 

However, the quest rules specifically state exceptions ([brackets] and emphasis mine)

Villagers block movement and line of sight. [Meaning even for heroes] ... They cannot recover (wounds) by any means, they are immune to all conditions, and they pass any attribute test they are called upon to make. When a villager is defeated, place its token in the overlord's play area.

...

When activated, each villager may perform a move action and may either open or close a single adjacent door. Villagers cannot perform other actions.

Edited by griton
Ser Folly likes this

Share this post


Link to post
Share on other sites

Thanks just overlooked the part about possible actions.

 

Anyway I (as OL) was so greedy for experience, that I chose this Quest. Any advice how to actually win it?

 

Answers very much appreciated...

Share this post


Link to post
Share on other sites

The Quest got pretty tough since Palamon can now perform a move action and gets out of reach very quick. try to throw him with an ettin into a bunch of monsters and punch the **** out of him. also be aware of sir alricks overpower ability. since it is no attack you may perform it twice an activation, if you move smart, you may trade spaces 2 times with sir palamon, resulting in 2 fatigue damage, resulting in 2 blank damage (per overpower-action), which he cannot defend against.

 

when playing basic 1 deck keep your word of misery in your hand up to the moment where your can get 3+ attacks on palamon. every damage you deal him will deal him also 1 fatigue, rasulting in 1 pure damage. a frenzy or 2 will work wonders as well under w.o.m.

keep a dash up your hand for encounter 2 to get the red ettin close to palamon and throw him back into the mass of monsters, you do not want him to get behind the heroes!!!

 

 

i do not know whether you are playing with the conversion kit. in the first encounter merriods are a strong pick for the first open monster group which the heroes face, they are tanky , attack up to 2 heroes (flail) and immobilize, which can be lethal in the first encounter. 2nd monster group works good with either shades (pierce2, black defense roll) or deep elfs (pierce 4 without surge!!!). making the defense roll of the villagers obsolete.

 

for the 2nd encounter pick either a tanky monster group for the 2nd encounter when ur heroes are not dealing high damage, to block the entrance and keep the heroes out of the hall and palamon in it.

pick alot of squishy monsters when your heroes do deal alot damage to distract them. more targets need more actions to kill, even when you one hit them.

 

still - really tough quest since palamon outruns your most of the times.

Share this post


Link to post
Share on other sites

- also, as the thread owner describes, do the lieutenant-plot-decks alter some game balances really hard. when playing with splig, you could use his knockback ability. or just any agent will work, since they are often tanky and can dish out some damage = )

Share this post


Link to post
Share on other sites

I pretty much messed up the quoting function.... :huh:

 

Krawallbürste said...

 

The Quest got pretty tough since Palamon can now perform a move action and gets out of reach very quick. try to throw him with an ettin into a bunch of monsters and punch the **** out of him. also be aware of sir alricks overpower ability. since it is no attack you may perform it twice an activation, if you move smart, you may trade spaces 2 times with sir palamon, resulting in 2 fatigue damage, resulting in 2 blank damage (per overpower-action), which he cannot defend against.

 

Me...

My initial idea was blocking the two escape spaces frome the throne room with zombies and trying to throw Palamon into the passage using the ettin, then letting sir Alric attack him from behind together with the reinforced monsters from hall and throne room. Ettin would have to keep of the heroes for a while but then they can hardly use their nice explosion magic...

 

 

i do not know whether you are playing with the conversion kit. in the first encounter merriods are a strong pick for the first open monster group which the heroes face, they are tanky , attack up to 2 heroes (flail) and immobilize, which can be lethal in the first encounter. 2nd monster group works good with either shades (pierce2, black defense roll) or deep elfs (pierce 4 without surge!!!). making the defense roll of the villagers obsolete.

 

for the 2nd encounter pick either a tanky monster group for the 2nd encounter when ur heroes are not dealing high damage, to block the entrance and keep the heroes out of the hall and palamon in it.

pick alot of squishy monsters when your heroes do deal alot damage to distract them. more targets need more actions to kill, even when you one hit them.

 

Well merriods were my choice for encounter one. And a group of 'Flesh Moulders' (only have the base set and that in German). Merriod (3 heroes) from river and the others down from the north using ranged attacks and healing.

Edited by Ser Folly

Share this post


Link to post
Share on other sites

FYI, I recall getting beaten by my daughter Befuddling (from Basic II Deck) Sir Palamon, giving her enough time to use Sir Alric's Overrun ability to get through my wall of heroes and smash him with in conjunction with her OL cards.  She would also throw me with her Ettins and use their reach abilities as well.  Eliza's Plot Deck (she had the healing based cards) turned out to be more useful than Eliza herself if I remember correctly.

 

Really proud of how well she played, and it's not the first time she has beaten her Dad!

Edited by rfisha
jadedbacon and Ser Folly like this

Share this post


Link to post
Share on other sites

Really proud of how well she played, and it's not the first time she has beaten her Dad!

 

I have to say I'm really jealous you have such daughter  :)

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  
Followers 0