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We ended up playing two games back to back because scenario 48 was a bit disappointing. #48 Crimson Jack. It was only a three player game with two post-haunting heroes with high knowledge and when the haunting began we already had the weapon we needed to kill Jack. With two of us in the same room, we mastered the weapon in three rolls and then hit Jack - who had only managed one traitor turn. We couldn't work out from the rules if Jack was dead from a single blow with the magic weapon or if we had done 2hp damage from Jack's Might of 3. Couldn't find any rules clarification and general consensus online seems to be that scenario #48 is not very good.
Seems like it needs a house rule. Best suggestion would be that Jack's Might is diminished as per normal attack, but the killing blow must be with magic weapon? This would mean that other players could attack normally and allow for the special item to be kept back? Although you couldn't guarantee you wouldn't kill Jack normally and end up bringing him back even stronger.
p.s. After this we played again with a couple of extra players (now 5) and had a very different experience. Needed 5 locations to complete a ritual (I forget the number, but basically the heroes age by a number of decades after every traitor's turn. We only had two of the locations by the start of the haunting and one character kept failing the ritual. The traitor picked us off with ease. Much more exciting, though, than 48.
Jack's scenario can be very unabalanced depending on whether you have the item, whether you have the knowledge, etc.
He can really start to completely run out of control if he manages to get himself killed a few times.
Also given that you, the traitor, can attempt to steal the specific item needed to kill him with a successful steal roll, can make it much harder.
But if you manage to get him before he fully sets up, ya, it's a cakewalk.
I'm pretty sure he just outright dies if you successfully melee him with the weapon, because he has special rules regarding damage to him. A proper stun to him removes him from the game until the beginning of the next traitor's turn, etc.
Like you said, you had the perfect set up. You don't need house rules for it, you just need to understand that sometimes, the haunt will be in your favor. Other times, you'll be SoL.
If you are caught in a certain flooding haunt when you've been trapped downstairs and can't find the way to the middle floor, it's the opposite. It all depends on the set up you get.
- Last edited Mon Aug 29, 2016 1:17 pm (Total Number of Edits: 1)
- Posted Mon Aug 29, 2016 1:15 pm
I think any attempts made to balance this game are going to result in frustration. Many, perhaps even most, of the scenarios can be extremely lopsided depending on the board state prior to the haunt. It's best just to roll with the punches and laugh about it.