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Dungeon Saga: Dwarf King's Quest» Forums » Rules

Subject: solo play questions rss

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Jan Colpaert
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Which level do the heroes start when you solo play with uncharted dungeons?

Which number is the adventure number (used when drawing the 1st invisible overlord card)?
 
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Nevin Ball
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And let me add how do traps work in the solo uncharted game? If you add trap tiles like the rules instruct, the heroes will simply not step on them. Therefore the trap rules are pretty useless.
 
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Chia Mac
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Created heroes--including solo play--start at Level 0. You need to gain Glory before you Level up.

Adventure number--I assume you mean the Commands per turn for the overlord. Page 76 of the AC indicates Commands number. Add up the total levels of your heroes. 0-8 means Overlord Commands=2. 9-16 = 3 Commands. 17+ = 4 Commands. In Solo Play, this means for the 1st IO card in every Overlord Turn, you play this number of Commands. Then you pull the second IO card and do whatever it says on the card.
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Brad P
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Nevin wrote:
And let me add how do traps work in the solo uncharted game? If you add trap tiles like the rules instruct, the heroes will simply not step on them. Therefore the trap rules are pretty useless.


Yeap. Seems that way. Trying to fix it.
 
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Jan Colpaert
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OK, thx. I have an extra question concerning the energy chrystal power. Can you use it to both recharge and play a spell of a level higher?
 
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Jan Colpaert
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And what about the traps?
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Brad P
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neo.colpaert wrote:
OK, thx. I have an extra question concerning the energy chrystal power. Can you use it to both recharge and play a spell of a level higher?

Certainly not.
 
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Chia Mac
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Re: Traps. My understanding is play as written.

Map Traps usually just become obstacles you have to walk around. Some monsters might be able to Slam you into a trap. You could treat map traps like furniture, so you can't squeeze between a map trap and a model/furniture that are diagonally adjacent to each other. But I agree, the map trap rules are not engaging.

Lock Traps trigger when they are picked (or door is smashed/ward broken)--apply the effect to the triggering character. If there's a persistent trap effect, place it in the same square as the character.
 
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Brad P
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neo.colpaert wrote:
And what about the traps?


If you want questions answered officially (but not immediately) put them in the Official FAQ question collection thread:

https://boardgamegeek.com/thread/1661646/official-faq-and-er...
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Jan Colpaert
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OK, thx again! Problem is I'm playing the game right now, Brad. That's why I'd like a quick answer.
 
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Brad P
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neo.colpaert wrote:
OK, thx again! Problem is I'm playing the game right now, Brad. That's why I'd like a quick answer.


My quick answer would be not to combine Uncharted and Solo as they are the worst parts of the DS experience.

I have some discussion of them here:
http://twilight40k.blogspot.com/2015/11/dungeon-saga-adventu...
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Reverend Uncle Bastard
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neo.colpaert wrote:
And what about the traps?


You could always houserule traps. In a room that has a trap, simply roll a die every time you enter a square that hasn't been entered before and pick a probability that there will be a trap there (i.e. on a roll of 1).
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Chia Mac
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For now, I like a house rule like this. I would adjust it somewhat, as it could be time-consuming to mark/remember every square that has/n't been entered. Also, 16% chance in every square is gonna lead to a lot of traps on the board.

I would suggest, rather than every square, that when a Hero ends their move (regardless of whether the square had already been traversed), roll a dice. On a roll of 1, there's a trap. There is a maximum of 3 traps in the room, same as the Map Traps rule.
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Nevin Ball
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ChiaMac wrote:
For now, I like a house rule like this. I would adjust it somewhat, as it could be time-consuming to mark/remember every square that has/n't been entered. Also, 16% chance in every square is gonna lead to a lot of traps on the board.

I would suggest, rather than every square, that when a Hero ends their move (regardless of whether the square had already been traversed), roll a dice. On a roll of 1, there's a trap. There is a maximum of 3 traps in the room, same as the Map Traps rule.


That's a great house rule! Simple yet effective. Mantic needs to make this official in their second edition.
 
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Brad P
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Nevin wrote:
ChiaMac wrote:
For now, I like a house rule like this. I would adjust it somewhat, as it could be time-consuming to mark/remember every square that has/n't been entered. Also, 16% chance in every square is gonna lead to a lot of traps on the board.

I would suggest, rather than every square, that when a Hero ends their move (regardless of whether the square had already been traversed), roll a dice. On a roll of 1, there's a trap. There is a maximum of 3 traps in the room, same as the Map Traps rule.


That's a great house rule! Simple yet effective. Mantic needs to make this official in their second edition.


I already have something similar in mind but a little more interesting for the next DS release but instead of encouraging you to race across the tile to minimize the rolls, it encourages taking time to carefully cross the tile which fits the timed structure of the game.
 
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Brad P
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Oh No, I have said too much, now I have to kill you.
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