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2 years ago ::
Sep 09, 2011 - 3:43PM
#1
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Date Joined:
Dec 12, 2003
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How long the game took.
1 Hour
How many standard action cards are in each player's discard pile.
Drow 2 Hero 0
How many minor action cards are in each player's discard pile.
Drow 0 Hero 1
How many immediate action cards are in each player's discard pile.
Drow 1 Hero 2
How many standard action cards are in each player's hand.
Drow 4 Hero 5
How many minor action cards are in each player's hand.
Drow 1 Hero 1
How many immediate action cards are in each player's hand.
0
How many gold the winning player had left.
Vault 7 Supply 1
How many creatures are left in each player's creature deck.
Drow 1 Hero 1
The total levels of all deployed creatures for each player at the game's end.
Drow Living 17 Drow Dead 11 Hero Living 8 Hero Dead 11
Heroes Won
My fellow playtester was concerned about what might happen if you "spawn camped" someone and blocked up all of their start area with your own figures, as impossible as that seems with the current rules.
He started in the bottleneck start area and it was instrumental in his victory, he was able to turtle and kill each of my creatures as they approached. This seemed like a problem. He didn't intentionally turtle the whole game, but once I backed him into the corner, we both don't think it was possible for me to win.
Nowhere that we could find does it state in the rules that you cannot end your activation inside a square that holds an ally (or an enemy if you are using flight or scurry). Also, flight does not state that it ignores the "stop when you become adjacent to an enemy" rule, but we assume the intent is that it does.
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2 years ago ::
Sep 09, 2011 - 4:41PM
#2
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Date Joined:
Jul 25, 2002
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Did counterattacking make it seem like engaging the enemy was a bad idea?
Peter Lee Tabletop Games Designer/Developer Dungeons & Dragons R&D Wizards of the Coast Twitter: @minipete
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2 years ago ::
Sep 09, 2011 - 4:49PM
#3
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Date Joined:
Dec 12, 2003
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I would say it *made* it a bad idea, because that's what I did...and I died. I really like the mechanic though. The main problem is that once I had less gold than him, he could essentially sit in a bottleneck and let time expire. With something like victory areas that might be alleviated. I did openly avoid attacking the rogue because of his as of now auto sneak attack. So basically the Rogue got free reign to shank anyone he wanted because I didn't want to give him an extra attack, don't know if that's intentional.
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2 years ago ::
Sep 09, 2011 - 4:55PM
#4
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Date Joined:
Dec 12, 2003
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I mean made it a bad idea in a bottleneck. It makes it a bad idea to attack a group, then makes it a good idea to cluster your forces, then makes you a prime target for a fireball.
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2 years ago ::
Sep 09, 2011 - 6:27PM
#5
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I would say that reinforces the need for an objective. The first thing I was surprised at when I started the game was the lack of an objective. It seemed basically just a face off and who runs out of gold first.
Far better would be to put something into the center of the board and say 'go get it' and whoever gets it gets some bonus points.
VP Points versus gold seems another issue. I would rather forget about VP points and make it all about gold and not running out first. Put some objectives on the map where you can get more gold.
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2 years ago ::
Sep 10, 2011 - 12:07PM
#6
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Date Joined:
Mar 20, 2010
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Yeah I dont like or understand the Victory points. Unless they have some rules that say player with most victory point after mulitple games. Maybe a tourney format would use victory points but just as a pul out of the closet boardgame I dont see the need. I have only played it a few times and the rules are a good start.
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2 years ago ::
Sep 10, 2011 - 2:15PM
#7
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Date Joined:
Dec 12, 2003
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Yeah I dont like or understand the Victory points. Unless they have some rules that say player with most victory point after mulitple games. Maybe a tourney format would use victory points but just as a pul out of the closet boardgame I dont see the need. I have only played it a few times and the rules are a good start.
Because you can cause someone else to run out of gold, then they cause you to run out of gold through retalliatory attacks. Victory points are basically a tie-breaker should you need it.
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