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Subject: Some things we didn't know... rss

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Chris J Davis
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A few things I gleaned from the Learn to Play and Rules Reference Guide:

- Both the skills and the assets are divided into groups that you'll be able to swap out once expansions are released. There are currently three asset groups (A, B and C) and six skill groups. I can't remember the names exactly, but they're something along the lines of:

-- Military Training (body)
-- Strength of the Wild (body)
-- Friends in Low Places (mind)
-- Need to Travel (mind)
-- Rune Magic (spirit)
-- Blessing of the Gods (spirit)

- There are rules for PvP (they are basically the same as for monsters), but they are "disabled" by default. Only abilities (like Corbin's) can allow PvP, which includes some quests.

- The introduction text in the LtP Guide makes it pretty clear that co-op scenarios are on the way.

- Heroes can trade with each other while in the same space (doesn't cost an action).

- There is a section in the RRG on good sportsmanship; players should only trade with each other for mutual benefit (rather than king-making), and players should always control monsters to the best of their ability.

- The RRG explicitly states that the next player may take their turn while combat is resolving, if they wish.

- There's no consistent pattern of quest type ratios in any of the quest decks.

- When a quest deck is exhausted, it is NOT reshuffled.

- When a hero succeeds at a quest, he takes the quest card as a trophy by default unless the card says "discard this card" (I may be little wrong here, I'm going by memory. Basically, you nearly always get the quest as a tropy if it is a monster or exploration quest, but only if the text says so if it's a social quest. It should become kinda obvious upon reading the cards.)

- The dice and tokens are all good quality. The stickers fit in their recesses well.

- Someone else mentioned they had read about a white crease down the board. I'm pleased to say that the crease is no more noticeable than on any other game with a folding board.

I'll try to think of anything else I got from the guides and update here when I do.
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Manu
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Thanks Chris. I'd be lying if I didn't say I was excited to get my hands on this. Mage Knight takes too much effort these days, and I am in need of a good adventure game.
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Luke
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Despite the competitive nature, any chance this can be played solo?
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Emmanouil Karakostas
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Terinoth Adventurer's log, Year 1139:

Less than 10 days to release, and no rulebook posted from FFG...
It is starting to get suspicious...
Do they have something to hide, after all?
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David Williams
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Great stuff - thanks Chris!
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Chris J Davis
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Soul_Guile wrote:
Despite the competitive nature, any chance this can be played solo?
Considering the rulebook is hinting at co-op scenarios, that naturally also leads to solo scenarios.

There is no official solo option in the base game, though. But I'm sure it wouldn't be difficult to just play it that way if you wanted to.
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VonMeister
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manolios wrote:


Terinoth Adventurer's log, Year 1139:

Less than 10 days to release, and no rulebook posted from FFG...
It is starting to get suspicious...
Do they have something to hide, after all?
Or maybe just waiting for the release date?
 
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Enon Sci
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Chris,

When are you planning your first session?

VonMeister wrote:
manolios wrote:


Terinoth Adventurer's log, Year 1139:

Less than 10 days to release, and no rulebook posted from FFG...
It is starting to get suspicious...
Do they have something to hide, after all?
Or maybe just waiting for the release date?
Board games don't have video game-esque release dates. For the people who can shop at CoolStuff Inc, the game is already released (it seems). And for many in Europe too, as evidenced by this very thread.
 
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Scott Forster
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Anarchosyn wrote:

Board games don't have video game-esque release dates. For the people who can shop at CoolStuff Inc, the game is already released (it seems). And for many in Europe too, as evidenced by this very thread.
my FLGS has it as of last night!
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Chris J Davis
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I'll be playing tonight.
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bleached_lizard wrote:
Soul_Guile wrote:
Despite the competitive nature, any chance this can be played solo?
Considering the rulebook is hinting at co-op scenarios, that naturally also leads to solo scenarios.

There is no official solo option in the base game, though. But I'm sure it wouldn't be difficult to just play it that way if you wanted to.
I soloed the game a couple of times. As long as you don't play Corbin, it's all about your honesty in how you handle your foe's tokens. 100% feasible.
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Mark Laufgraben
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Would you mind elaborating on the solo play? Are you playing against some kind of time mechanism? Did you find it difficult? Will it work with all of the scenarios? Who or what is Corbin, and why doesn't it work for him or her?

Thanks for your help!
 
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Ken Marley
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mjlaufgr wrote:
Would you mind elaborating on the solo play? Are you playing against some kind of time mechanism? Did you find it difficult? Will it work with all of the scenarios? Who or what is Corbin, and why doesn't it work for him or her?

Thanks for your help!
Both scenarios have a time mechanism.
 
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Cameron McKenzie
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Six skill groups and six heroes.. Is there any correlation here (matching symbol or something?)
I thought it would be cool to, in the future, randomize a pool of six heroes, build a deck from corresponding skills, and then play. This would ensure you don't have something like a shaman or druid character when none of the skills whatsoever have to do with nature.
 
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David Williams
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mjlaufgr wrote:
Who or what is Corbin, and why doesn't it work for him or her?
Corbin is a hero, and while I think there's nothing preventing him being used in solo, one of his abilities is to initiate PvP which would be useless in a solo game.
 
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mjlaufgr wrote:
Would you mind elaborating on the solo play? Are you playing against some kind of time mechanism? Did you find it difficult? Will it work with all of the scenarios? Who or what is Corbin, and why doesn't it work for him or her?

Thanks for your help!
There are a very few situations that are confrontational in the core set scenarios. The most important of these, is due to a hero (Corbin) that could "challenge" (once / hero / game) the other heroes playing. Clearly this ability won't be useful at all if you solo the game. And this honestly is the only problem with soloing the game: that you can't use at 100% potential that hero (you still use his 95% potential; please note that I played Corbin with other heroes and never used that ability because I don't like this aspect of the game)

If something "confrontational" arise due to cards, simply discard those cards and draw again: there's enough variety in each of the decks to allow you to discard one or two cards / game and still have a huge replayability.

The game has a time track, so that solo play works exactly like normal play: every round the time advance, then you resolve eventual effect triggered by the time advancing, and then you have a series of actions to resolve (move, adventure, explore, and so on); at the end of your turn, you start anew, you advance the time, and so on.
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MasterDinadan wrote:
Six skill groups and six heroes.. Is there any correlation here (matching symbol or something?)
I thought it would be cool to, in the future, randomize a pool of six heroes, build a deck from corresponding skills, and then play. This would ensure you don't have something like a shaman or druid character when none of the skills whatsoever have to do with nature.
There's no direct correlation between heroes and skills to be used in the game, sorry
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Chris J Davis
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Scarlet Witch wrote:
MasterDinadan wrote:
Six skill groups and six heroes.. Is there any correlation here (matching symbol or something?)
I thought it would be cool to, in the future, randomize a pool of six heroes, build a deck from corresponding skills, and then play. This would ensure you don't have something like a shaman or druid character when none of the skills whatsoever have to do with nature.
There's no direct correlation between heroes and skills to be used in the game, sorry
No direct correlation, but there is a loose thematic correlation between the six heroes and six skill sets.
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Okay, so I played. Any further questions?
 
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Did you have fun?

How many players?

How long?

Which scenario did you play?

Any rule problems?
 
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youperguy wrote:
Did you have fun?
Yes, though one of the players (someone I had never met before) was being kinda annoying and so spoiling the experience a little. I'm hoping to play again tomorrow, this time only with my usual gaming group.

Quote:
How many players?
Three. And I'm glad they capped the player count at four, as that really would be the upper limit I'd be willing to play at. Three was fine, though the annoying player was disengaged throughout (one of the annoying things about him).

Quote:
How long?
Started at about 7:45-8pm and finished at 11:30pm. So about 3-4 hours.

Quote:
Which scenario did you play?
I ignored the LtP Guide's recommendation to play Margath and played Vorakesh instead. Mostly because it seemed as if Vorakesh would be shorter (and I think it was). But I see why they recommend Margath, as it's more straightforward and probably easier for the heroes to win (we all lost, though the annoying player came close to killing him; me and the other player both had our arses handed to us by Vorakesh).

Quote:
Any rule problems?
A couple - I'll post a separate thread about them.
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Mark Laufgraben
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One last question for those who have played- is the time limit a "soft" limit, meant to force players into an endgame so as to avoid boredom, or is it a "hard" limit, where it is very possible the players might fail?
 
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mjlaufgr wrote:
One last question for those who have played- is the time limit a "soft" limit, meant to force players into an endgame so as to avoid boredom, or is it a "hard" limit, where it is very possible the players might fail?
It's a hard limit I believe - if nobody has defeated the boss by the time it's done then nobody wins.
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Orion3T wrote:
mjlaufgr wrote:
One last question for those who have played- is the time limit a "soft" limit, meant to force players into an endgame so as to avoid boredom, or is it a "hard" limit, where it is very possible the players might fail?
It's a hard limit I believe - if nobody has defeated the boss by the time it's done then nobody wins.
This is correct.
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Orion3T wrote:
mjlaufgr wrote:
One last question for those who have played- is the time limit a "soft" limit, meant to force players into an endgame so as to avoid boredom, or is it a "hard" limit, where it is very possible the players might fail?
It's a hard limit I believe - if nobody has defeated the boss by the time it's done then nobody wins.
This is incorrect. Vorakesh has a time trigger limit, Margath has a movement trigger (the dragon moves on Tamalir after Act 2 ends) that in theory could go on for several further rounds.

In any case, the limit is not so "soft": it's perfectly plausible for all heroes to be defeated by the villain. Which is something that gives the game a truly epic aspect, I believe.
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