Edward Alexander
United Kingdom
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With regard to the Rogue having to take the Treasure she picks up; all Treasures go to the player that picks them up; the rules only say that Loot cards can be passed on.
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Michael B
United States
Mississippi
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While I like this game it's pretty easy to notice that unlike most dungeon crawler board games (Descent, Doom, Space Hulk, ect...) where the game is heavily stacked against the Players, this one is a massive slight to the Console/GM.
I unfortunately get stuck as Console every time we play, always 16 and Super games, I just get completely trounced once the heroes have 2 or three treasures or loots.
So I'd say your not doing anything wrong its just some balance issues with the rules that I really hope they fix with a reprint or expansion.
Or maybe I'm just jaded from only getting to watch the hero players have any fun. Anyway love the asthetic but the rules need work.
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I will try a 16 bit version soon but it's also my opinion that 8 bit is not balanced at all. While it's probably possible for the consul to win it's highly unlikely if the heroes pick well. The 2nd game we played was like this: Archer, win initiative. Move in and target 1 spawn with burst killing 1 unit and damaging the priest. 2nd attack damage the spawn -> pick 1 loot. Priest attack, etc, paladin move in, finish spawn and priest.
Repeat on spawn 2 with 1 burst each round. If you get +1 dex item on the archer it's over pretty much.
At least with using 16-bit when you burst 1 spawn on turn 1 you only lose 1/3 of your spawning power versus losing half when doing 8-bits.
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I have found that one particular missed rule swings the game in favor of the console by a wide margin.
Line of Sight addresses that "models and counters do not block line of sight"
If you fail to notice this, the players will not be able to focus fire on the spawning points as quickly as they should be able to and will quickly be overrun.
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