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Willem Verheij
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We tend to find ourselves pretty much ignoring the elders and whenever they come into play somehow or we take them along, we tend to be uncertain about if we even use them correctly.


It's an entire game element that is just rather confusing to us, maybe someone can help me out? Some help with the special rules with some villains for elders would be great too.
 
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Chuck Hurd
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New York
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There is usually a confusion about when you use their Sprit/Cunning/Honor abilities and when you use their text ability.

Spirit/Cunning/Honor:
These values come into play when resolving certain mystery cards or other game effects that tell you to identify elders that have a certain value for spirit, cunning or honor. That mechanic is fairly straight forward.

There are basically two situations where the Hero gets to take advantage of the elders spirit, cunning or honor and these are so far limited to having to do with certain elder secrets.

On The Hunt:
When a Hero is in the space influenced by an elder by On The Hunt, the hero may add the elder's ability score to their own when making a test. So if the hero has a Cunning of 3 and is in the space that Doc Manning has influenced with On The Hunt, the hero could roll 8 dice for any Cunning test there.
It's not specifically clear, in my opinion, in the rulebook how an elder can be both On The Hunt and an Elder of the People (or have Secret Madness from The Coast for that matter). The way we have interpreted it that works pretty well is that On The Hunt indicates a location for which the Elder has imparted some secret knowledge to the Heroes. So his token on the board represents where the influential knowledge is, but does not represent his physical location. So he could be a Hero of the People (and be physically with a Hero) or have Secret Madness (in which case he is physically on the board), and still exhibit influence on certain spaces with On the Hunt.

Hero of the People:
When an elder is with a Hero as a Hero of the People, the hero may use the elder's ability score in place of his own. So if a hero with 3 Cunning has Doc Manning with him as a Hero of the People he may roll 5 dice instead of 3 when making a Cunning test.

Text Ability: The elder's text ability may be used in two situations also.

Hero of the People:
When an elder is with a hero as a Hero of the People, the hero may activate the elder's text ability.

Hunting Party in a Showdown:
When an elder is with a hero in a showdown the hero may activate the elder's text ability.

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Willem Verheij
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Thanks, that does help a lot.

Do you get to use that elders text ability during every fight round? that seems a bit overpowered.
 
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Robert Clevidence
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Woodburn
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Rhalius wrote:
Thanks, that does help a lot.

Do you get to use that elders text ability during every fight round? that seems a bit overpowered.


Every round of a showdown, yes. It isn't so overpowered since, in our experience anyway, showdowns only last a round or two.
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Neil Edmonds
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Washington
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Do you need more card ideas for the D&D Adventure System games?
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Don't forget the Villain is supposed to allocate one of their attack dice to the Elder. So there's the possibility of the elder being killed and advancing the Shadow Track (if it hits zero, the heroes must win *that* fight round with the villain or lose the game.)
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Chuck Hurd
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Rhalius wrote:
Thanks, that does help a lot.

Do you get to use that elders text ability during every fight round? that seems a bit overpowered.

Yes, it would be available every fight round. So if you are fighting a Ghost minion, for example, and have Reverend Harding with you as a Hero of the People you gain +2 Fight Dice. Those are available to you each round of the fight. If you happen to be fighting with Spirit you can use his Spirit of 6 instead of your own, plus the +2 Fight dice vs Ghost in his text ability.
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