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Subject: Event cards question - heavy on interrupts? rss

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Ryan S.
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Good afternoon! Quick question about the event cards: how many of them are interrupts to be played on the marines' activations? This was something my group always struggled with in Descent, as every move and attack had to be slowly executed while we just waited for the invader player to yell "STOP" and toss a card on the table.

So are the event cards mainly focused on being played on the invader turn? Or are they mainly marine interrupts? Or a mix of both?

Thanks!!
 
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Jordan S.
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So, out of 36 Invader event cards, only 11 of them could conceivably be played outside of the Invader's turn. Of those:

- 4 of them are "While a demon is defending" and simply modify that demon's defense result.

- 7 are "Play at the start of any activation" and either let the Invader reorder the top 3 cards of the Event deck, give a demon bonus Movement Points or give the Invader a bonus when a demon is fragged.

These cards are all found in the "Armored Offensive", "Blood Rush" and "Infernal Sorcery" event sets.

All the rest of the Invader's event cards are either played to boost a demon's attack or are played at the start of a round and produce an on-going effect for that round.

The Baron of Hell and Possessed Soldier each have an Argent ability that can trigger when they're attacked, but that's about the closest to an "interrupt" the Invader player gets.

Actually, the marines tend to get more "interrupts" than the Invader. A few of the weapon cards let a marine take a retaliation attack after defending against a demon.

So, if part of your concern about Descent was that stop-and-go nature of funky cards interrupting the player's turns, DOOM shouldn't give you that same problem.
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Jake Waltier
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The game is very clear about abilities that occur "after an attack is made" and the timing (first defender abilities, then attacker abilities) and abilities that would happen at the same time (first invader abilities, then marine abilities) in order to avoid most timing issues.
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Ryan S.
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Webhead123 wrote:
So, out of 36 Invader event cards, only 11 of them could conceivably be played outside of the Invader's turn. Of those:

- 4 of them are "While a demon is defending" and simply modify that demon's defense result.

- 7 are "Play at the start of any activation" and either let the Invader reorder the top 3 cards of the Event deck, give a demon bonus Movement Points or give the Invader a bonus when a demon is fragged.

These cards are all found in the "Armored Offensive", "Blood Lust" and "Infernal Sorcery" event sets.

All the rest of the Invader's event cards are either played to boost a demon's attack or are played at the start of a round and produce an on-going effect for that round.

The Baron of Hell and Possessed Solider each have an Argent ability that can trigger when they're attacked, but that's about the closest to an "interrupt" the Invader player gets.

Actually, the marines tend to get more "interrupts" than the Invader. A few of the weapon cards let a marine take a retaliation attack after defending against a demon.

So, if part of your concern about Descent was that stop-and-go nature of funky cards interrupting the player's turns, DOOM shouldn't give you that same problem.


That's perfect, thank you! Yeah, the issue we ran into was indeed the stop-and-go nature. All to often the best play strategically as the overlord was "ok, you started the turn you've been meticulously planning out, give me an agility check.... ok, you failed. Your movement is over. Next."

Glad to hear the event cards aren't that way in Doom. The Argent abilities don't bother me as they're open information on the table, and not dependent on the hidden cards in someone's hand. More of "if we attack this demon, we're going to have to likely deal with him doing X."

Thanks again for the quick response!!
 
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