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Sentinels of the Multiverse» Forums » General

Subject: Typo? rss

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Nathaniel Walter
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Here is a picture of took of my Rook City/Infernal Relics rule book. Gloomweaver shows as a 1 difficulty. If you look at the Sentinels of the Multiverse enhanced edition rule book, Gloomweaver shows as a 3 difficulty. One of these has to be a typo right? Did they finally decide to lower Gloomweaver's difficulty?
 
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Dennison Milenkaya
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Wow! Two typos on the same subject. What a find!

The correct difficulty is 0. Check the errata sheet.
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Bill Stull
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Not a typo. They updated some of the villain difficulty listings with the Infernal Relics/Rook City box which is newer. I wouldn't be surprised if the latest printing of the enhanced edition core game has an updated difficulty chart.
 
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Take Walker
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Wait, seriously? They finally accept that Gloomweaver is in no way threatening? Hallelujah.
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Nerds call me
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TakeWalker wrote:
Wait, seriously? They finally accept that Gloomweaver is in no way threatening? Hallelujah.


If only there was a 0 rating, Gloomie and Chokepoint would rock it.
 
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Timothy 'Peachy' Devery
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Oh, Chokepoint makes me a sad, sad panda. At least GloomWeaver can fall into a damage route. Not a winning one, but oi, at least it's a start?
 
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Nathaniel Walter
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They also need to fix the video game then. They list him as a 3.

FlatOnHisFace wrote:
Wow! Two typos on the same subject. What a find!

The correct difficulty is 0. Check the errata sheet.

I agree he is basically a 0.
 
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Dennison Milenkaya
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We tried to make Chokepoint tougher by giving her 2 card plays per villain turn. Still an easy win. How'd her deck make it through play-testing?
 
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Take Walker
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Two plays didn't do it? How many heroes? o.o
 
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Bill Stull
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Chokepoint has regular destruction but just not much damage to multiple targets to take advantage of her damage boost on the flipped side. I'm really hoping her challenge mode is just something like H-2 damage to all hero targets or H damage to the lowest health hero target.
 
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Everything between now and the next game is just killing time
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FlatOnHisFace wrote:
We tried to make Chokepoint tougher by giving her 2 card plays per villain turn. Still an easy win. How'd her deck make it through play-testing?

The same way any deck does, that's the way Christopher wanted it to work.
 
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Dennison Milenkaya
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Here's hoping that next craze takes into consideration what the payers want.
 
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Dennison Milenkaya
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TakeWalker wrote:
Two plays didn't do it? How many heroes? o.o

Four.
 
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Lynk Fox
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FlatOnHisFace wrote:
We tried to make Chokepoint tougher by giving her 2 card plays per villain turn. Still an easy win. How'd her deck make it through play-testing?


You wanna make her tougher? Player AZ, Bunker, and Unity against her. That is a rather tough fight.
 
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Charles S
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lynkfox wrote:
FlatOnHisFace wrote:
We tried to make Chokepoint tougher by giving her 2 card plays per villain turn. Still an easy win. How'd her deck make it through play-testing?


You wanna make her tougher? Player AZ, Bunker, and Unity against her. That is a rather tough fight.


I agree this makes her tougher. I did this on a whim after deciding she was difficulty 0, and was shocked at how hard it was.
 
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lynkfox wrote:
FlatOnHisFace wrote:
We tried to make Chokepoint tougher by giving her 2 card plays per villain turn. Still an easy win. How'd her deck make it through play-testing?


You wanna make her tougher? Player AZ, Bunker, and Unity against her. That is a rather tough fight.

Which, of course, you probably know this, but that's the canonical Termi-Nation battle, right?
 
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Steve Kaylor
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greylag wrote:
lynkfox wrote:
FlatOnHisFace wrote:
We tried to make Chokepoint tougher by giving her 2 card plays per villain turn. Still an easy win. How'd her deck make it through play-testing?


You wanna make her tougher? Player AZ, Bunker, and Unity against her. That is a rather tough fight.

Which, of course, you probably know this, but that's the canonical Termi-Nation battle, right?


Exactly.

One of my favorite "hard" variants of her is to give her a +X/-x damage boost/resistance to each hero for how many cards she has flipped down.

For example, if she has 2 of AZs cards, she does 2 more to him and takes 2 less from him. Really changes how you want to approach which card gets discarded while flipped down.

Basically it's the same wording she has on the back of her card currently, but it's an X instead of a 1. Makes advanced mode harder too.
 
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Take Walker
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The +X is fine, but I still think going X DR off the cards is going to majorly screw some heroes. If everyone's got +2/-2 against her, you're gonna have some major damage dealers twiddling their thumbs while waiting for their cards to get destroyed. And that's just not fun.
 
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