|
2 years ago ::
Sep 07, 2011 - 8:25AM
#1
|
|
|
Bear in mind, never played 'minis' so I'm a noob. I suspect there is some way that a 'tap' is recorded but I cant tell. 1) Map puzzleAfter printing/cutting out the map I tried to arrange it into a floor plan but as I suck at puzzles I struggled to get the final layout, perhaps a master map showing a sample layout would help. 2) Card decks Cards do not identify which faction they represent. I assume in production there would be color/insignia on card to identify drow or heroes. 3) Instructions: Step #1I assumed but perhaps it should state that the card decks are shuffled. 4) Instructions: Step #4: I assumed the player is not choosing cards, rather picking from the top of the card pile. 5) Instructions: Deploy PhaseIn your PDF there were no miniatures so it was not clear when the statement 'if you do not have a miniature available' would be true - I am guessing it only happens for duplicate cards e.g. Demonweb spider. (EDIT Already answered as not a restriction, you need a miniature per card)6) Instructions: MovementPerhaps state that allied creatures cannot share the same square. 7) Instructions: Immediate actionsNot sure of the timing of the immediate action and revealing the Standard Action card being used. Can I announce I am using an undisclosed Standard Action and complete my melee attack, wait for any response (such as playing Retreat) and then hand over any additional effects the card may affect the hit target. Or do I have to tap, disclose which Standard Action I am using and then allow any immediate actions. 8) Instructions: CoverIt was not clear when a ranged attack would ever hit someone with cover. Is there ever a time when the target creatures controller can not tap that creature to dodge the ranged attack. ( EDIT I get this now, the creature is only untapped if they havent already taken a turn).9) Instructions: Ending the GameI had to read this several times, confusing me was that the game ends and yet the current turn continues. Perhaps this is clearer (if correct). The game ends when the last player tries to move gold from his or her vault and cannot.Each player with gold remaining in his or her vault gains a number of VP equal to the number of gold in his or her vault. The Player that caused the last player to remove gold additionally gains 1 VP token for each gold the last player could not remove.10) Powers: Shield'Choose a creature within 5 squares. Prevent all damage to that creature from one source'. Within 5 squares of what? At first I thought it was an ally shielding another creature or perhaps it should be 'Choose a creature. Prevent all damage to that creature from one opponent within 5 squares for the phase.' 11) Heroes: Halfling Sneak'deals +5 damage against tapped creatures'. Does this include the melee attack that is not on your turn, the one which is in response to being attacked by an adjacent creature? I would have thought not but you have to tap the creature to make it attack the halfling in the first place.
|
|
|
|
2 years ago ::
Sep 07, 2011 - 10:48AM
#2
|
Date Joined:
Jul 19, 2011
|
OK. Lots to answer here. Thanks for the feedback! Bear in mind, never played 'minis' so I'm a noob. I suspect there is some way that a 'tap' is recorded but I cant tell.
1) Map puzzle
After printing/cutting out the map I tried to arrange it into a floor plan but as I suck at puzzles I struggled to get the final layout, perhaps a master map showing a sample layout would help.
Put the 4 big tiles together so they're long walls are all facing to the right or left, then add the small tiles to the open edges. And below I've attached a horrible diagram of what I mean.
------------- - s - s - - - - --- --- -- - - - - - - b b - - - - - - - - - - - - - - b b - - - - - --- -- ---- - s - s - - - - -------------
2) Card decks
Cards do not identify which faction they represent. I assume in production there would be color/insignia on card to identify drow or heroes.
We're looking to fix that. 3) Instructions: Step #1
I assumed but perhaps it should state that the card decks are shuffled.
Yeah. These rules are in no way final, it's just the nitty gritty platest copy.
4) Instructions: Step #4:
I assumed the player is not choosing cards, rather picking from the top of the card pile.
Again, yes.
6) Instructions: Movement
Perhaps state that allied creatures cannot share the same square.
That will be covered in movement rules once they are fleshed out.
7) Instructions: Immediate actions
Not sure of the timing of the immediate action and revealing the Standard Action card being used.
Can I announce I am using an undisclosed Standard Action and complete my melee attack, wait for any response (such as playing Retreat) and then hand over any additional effects the card may affect the hit target.
Or do I have to tap, disclose which Standard Action I am using and then allow any immediate actions.
The bold option is correct.
9) Instructions: Ending the Game
I had to read this several times, confusing me was that the game ends and yet the current turn continues. Perhaps this is clearer (if correct).
The game ends when the last player tries to move gold from his or her vault and cannot.
Each player with gold remaining in his or her vault gains a number of VP equal to the number of gold in his or her vault. The Player that caused the last player to remove gold additionally gains 1 VP token for each gold the last player could not remove.
Well, it comes down to timing. If I kill one guy to clear your vault, there is a chance to collect more VP if I finish my turn, so that turn finishes and you collect VP for kills for the duration of that turn.
10) Powers: Shield
'Choose a creature within 5 squares. Prevent all damage to that creature from one source'.
Within 5 squares of what? At first I thought it was an ally shielding another creature or perhaps it should be 'Choose a creature. Prevent all damage to that creature from one opponent within 5 squares for the phase.'
Within 5 squares of the acting creature. Whenever we note "within x squares" we are refering to the acting creature. In this example, it is the the creature taking the immediate action (the one with the INT ability).
11) Heroes: Halfling Sneak
'deals +5 damage against tapped creatures'.
Does this include the melee attack that is not on your turn, the one which is in response to being attacked by an adjacent creature? I would have thought not but you have to tap the creature to make it attack the halfling in the first place.
For now, yes.
Chris Dupuis Tabletop Games Designer Dungeons & Dragons Twitter: gameguruchris
|
|
|
|
2 years ago ::
Sep 07, 2011 - 11:15AM
#3
|
|
|
Great thank you, I really like the game, it has nice balancing effects (like your initial lowbie creatures are getting slaughtered - but now you have enough supply gold to bring out the high level creature in your hand). The variety of actions makes for nice strategic play - but they are trickled out so you are not overwhelmed at once. Definitely a game one could play over and over with your friends/kids e.g. I didnt use my archers properly the first time but I bet they could be pretty deadly. I wonder if you could do a capture the flag variant with few changes :-)
|
|
|
|
2 years ago ::
Sep 07, 2011 - 2:29PM
#4
|
Date Joined:
Aug 31, 2010
|
8) Instructions: Cover
It was not clear when a ranged attack would ever hit someone with cover. Is there ever a time when the target creatures controller can not tap that creature to dodge the ranged attack. (EDIT I get this now, the creature is only untapped if they havent already taken a turn).
Also, there are ways to untap creatures even if they take a turn. The Human Ranger has the Nimble ability, which means it untaps at the end of it's player's turn. This means it can take a full turn, tap for effect, and is still untapped and ready on the opponent's turn. This is VERY powerful. The Hero card Action Point also allows an untap on demand. Finally, a creature CAN take a turn - it can move and play Minor Actions, but choose not to tap for a Standard Action or Attack. This leaves it untapped, despite having had a turn. The most common example would be a melee fighter moving up, but not reaching any opponents to attack that turn.
9) Instructions: Ending the Game
I had to read this several times, confusing me was that the game ends and yet the current turn continues. Perhaps this is clearer (if correct).
The game ends when the last player tries to move gold from his or her vault and cannot.
Each player with gold remaining in his or her vault gains a number of VP equal to the number of gold in his or her vault. The Player that caused the last player to remove gold additionally gains 1 VP token for each gold the last player could not remove.
Basically, this says "When someone's vault runs out of gold, this becomes the last turn. Finish the current turn, and then the game is over."
AlexandraErin: If last season was any indication, I think Encounters is pretty much the elemental opposite of "organized" play!
|
|
|
|
2 years ago ::
Sep 08, 2011 - 8:04AM
#5
|
Date Joined:
Oct 27, 2007
|
I'm still not sure why we need victory points if the game ends on the turn that a player can not remove gold from his/her vault... maybe because one player could defeat a monster and bring the other player's vault to zero. Then the other player starts their turn and tries to move gold to their supply. They can't so the other player gets a VP. Then the current player's turn resolves and they hope to get greater than 1 VP on that turn or they lose.
Or maybe because this is a playtest and there will be other ways of gaining VP. Like the circles and other things on the maps...
|
|
|
|
2 years ago ::
Sep 08, 2011 - 9:30AM
#6
|
Date Joined:
Aug 21, 2009
|
In playing I think the point is that generally both players (in the few games I played it worked out like this) have fairly equal amounts of gold. Meaning that, if you kill an opponents character and they can't move enough gold, then you get the Victory Points for that, however in continuing your turn, your opponent has the opportunity to retalliate through immediate reactions that could potentially kill your character giving them Victory Points as well if you can't pay the reaper giving them a chance to win. However this only came up once and gave my buddy a narrow victory. The other times everyone was already tapped so no immediate actions were available for him or I to take.
|
|
|
|
2 years ago ::
Sep 08, 2011 - 9:33AM
#7
|
Date Joined:
Aug 21, 2009
|
1) Map puzzleAfter printing/cutting out the map I tried to arrange it into a floor plan but as I suck at puzzles I struggled to get the final layout, perhaps a master map showing a sample layout would help.
Put the 4 big tiles together so they're long walls are all facing to the right or left, then add the small tiles to the open edges. And below I've attached a horrible diagram of what I mean.
------------- - s - s - - - - --- --- -- - - - - - - b b - - - - - - - - - - - - - - b b - - - - - --- -- ---- - s - s - - - - -------------
Put the 4 big tiles together so they're long walls are all facing to the right or left, then add the small tiles to the open edges. And below I've attached a horrible diagram of what I mean.
------------- - s - s - - - - --- --- -- - - - - - - b b - - - - - - - - - - - - - - b b - - - - - --- -- ---- - s - s - - - - -------------
Do you have to set it up so linear? We made sure all paths connected but assumed that just because an exposed edge on a card doesn't have a blacked out wall, since no adjacent tile was connected to it that it was considered a wall.
|
|
|
|
2 years ago ::
Sep 08, 2011 - 9:43AM
#8
|
Date Joined:
Jul 19, 2011
|
No. It doesn't have to be as linear as I described, but we have been making sure that there are no exposed edges, and every tile can be reached.
Chris Dupuis Tabletop Games Designer Dungeons & Dragons Twitter: gameguruchris
|
|
|