suPUR DUEper
United States Villa Hills Kentucky
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Hi,
Playing #13.
Are all nightmares active on turn 1?
Our traitor rolled an "8" for movement on turn one which would have allowed all nightmares to escape immediately.
We played that only one nightmare was active at a time but that seemed to make it way too tough for the traitor.
P.S. Assuming all nightmares are active from the get go, this seems horribly unbalanced. With 6 players:
6 nightmares in the dreamers room They regenerate infinitely They are fast (5) They are as tough as the explorers (might=4) They can either swarm individual explorers (who are spread out throughout the house) as they near the room. Or they can wait for a good roll and then just sprint out of the house.
I can't imagine how explorers can possibly win if all nightmares are active immediately.
I would think a better solution would be to allow one nightmare active and each turn add a additional one or some such....
This haunt appears WAY unbalanced.
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I don't know this Haunt in particular, but in general, you should never judge a Haunt from a single play. All Haunts seem unbalanced first time you play them, but it's usually dependent on lots of things, especially house and character development.
In general, a late Haunt will favour the Heroes, while an early Haunt favours the Traitor.
You mention 4 strength. I would say that's slightly better than the avg Explorer at the start, but certainly less than the best explorers late in the game. Did you have an early Haunt?
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suPUR DUEper
United States Villa Hills Kentucky
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I agree that haunts can be somewhat imbalanced due to a variety of factors. However, short of having all 6 explorers in the same room at the start of the haunt, this one is brutal.
Haunt roll we missed was a 6 or 7 so I would say neither early nor late.
The problem is, 6 monsters at strength 4 and speed 5 start in the same room. If they die they just resurrect. Meanwhile the explorers are spread out all over the house. The monsters can easily flee or just bash the explorers into submission.
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Cason Cheong
Malaysia Petaling Jaya Selangor
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I believe explorers defend with sanity, instead of might - which makes the nightmare duels easier. And yes, all nightmare moves together at a go.
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Short answer: yes, you can move all of the phantoms starting on the very first monster term.
Longwinded justification: I was the traitor when we encountered this particular haunt, and I have to say that this is not NEARLY as easy to win with a big house. Most of the escape rooms were on the board- I don't remember how many, but it was higher than the number of Phantoms I had to play with. To make matters worse, whoever was exploring upstairs spent the first half of the game making a beeline in a single direction, leaving the Master Bedroom a good three or four turns' worth of movement away from me when the haunt started. To top it off, all but one of the explorers started the haunt very near me, allowing them to kick the sh** out of my prone body almost immediately.
Admittedly, I did manage to get phantoms out of every escape room except for the master bedroom before I woke up, but I was still a good two turns away from winning.
Moral: the balanced-ness of a haunt can be DRASTICALLY different from one playthrough to another. Take the rules at face value and play it by ear.
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