Recommend
7 
 Thumb up
 Hide
14 Posts

Conan» Forums » General

Subject: New Official Scenario Online - Curse of the Shapeshifter (KS Extras) rss

Your Tags: Add tags
Popular Tags: [View All]
Ken M
United States
Virginia
flag msg tools
Can't wait to try this new scenario. I imagine altar 3 is getting used first. Who wants to turn into a camel, right?

English:
http://www.monolithedition.com/conan-en/the-curse-of-the-sha...

French:
http://www.monolithedition.com/conan/la-malediction-du-metam...
9 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Niki Gyoshev
msg tools
Worst scenario by Monolith so far. Absolutely unbalanced. The heroes has no chance to win it. They don't have even the slightest chance to be close to winning. The blue and grey mummies have 2 life points and 3 pt armor, and the purple ones has 2 pt life and 2 pt armor, which make them so hard to kill by the weak starting weapons of the heroes (for example Conan start with an axe (2 yellow dices). You can see how much gems a hero must spend to kill a mummy and they are 14 !!! (+ 5 skeletons). And the Overlord can always can spend gems to Guard them and make them immortal. Speaking of the overlord... he starts with 11 (!!!) red gems in the reserve zone, he plays first, and he recovers 7 gems. The shape-shifter is invincible in animal form and the mechanics with make him "visible" with the altar is not working. Only Savage Belit can go through the horde of mummies, all others are instantly hindered! The Overlord in our party won the scenario in the 3rd round, and all other players are experienced players. They didn't make any mistakes.

At the end... I can't believe Monolith published such unbalanced scenario. Hopefully it wasn't someone's first game of Conan and we did't lose him for this game.
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Tom Zsolt
Australia
flag msg tools
mbmbmbmb
I had a read of the scenario, admittedly without having played it, but it seems tougher for the overlord than that. The scenario is tough for the heroes but not unwinable.

I understand your thoughts re the weapons but Conan still has a red melee die per gem, the others have orange dice plus Belit can reroll hers. In addition Amboola has precision strike, plus Belit has ambidextrous, I would have thought that killing the mummies is possible.

It is very expensive to move pirates initially plus you will need to activate the warlock regularly to protect him from attack thereby using gems.

I may be missing something but it seems more balanced to me.
1 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Niki Gyoshev
msg tools
So I don't want to be mean, but it is not like you say. You can try the scenario and you will see.

I will make a short description of the game:

The Overlord starts:
1st tile activation: Shape-shifter transforms into a camel (1 gem) and goes right to the parapet between tower 1 and tower 2(4 moves).
2nd tile activation: blue mummies: the one in the court moves to the old place of the shape-shifter, The two blue mummies next to tower 3 enters in it and the rest of them don't move. Only 2 of 11 gems spend by the Overlord.

Heroes 1 turn: Amboola comes into the court and kills easily the red skeleton. Conan goes and attacks the blue mummy in the court zone where Amboola is. He makes a powerful attack but the overlord uses 3 gems for defence added to the 5 defence points of the blue mummy. Kerim Shah attack the purple mummy in tower two with several gems, but the Overlord guard it with 2 red gems added to her 4 pt defence and the purple mummy easily survives. Savage Belit enters in Conan zone (middle courtyard) and opens the chest (a zinagarina bow).

Overlord 2nd turn: Overlord recovers 7 gems and he is on max (11 gems).
1st tile activation: grey mummies (2 gems) - the one with the pirate in the court zone escort the pirate with 2 moves right into the tower 2 where Kerim Shah is and attack him. He spends gems to defend himself. The grey mummy in tower 1 make 2 moves and goes to the parapet between tower 2 and tower 1. The other one may move into tower 1 may not... it doesn'r matter.
2nd tile activation: purple mummies (1 red gem) - The purple mummy in the court goes out with the pirate. She is not hindered because of the blue mummy in the court chest zone and takes the pirate just in the front of tower 2 where already there is a blue mummy. The purple mummy in tower 2 escort the pirate in tower 2 (just brought there by the grey mummy in the previous tile activation) right in the zone with the camel.

Heroes second turn: Amboola try to kills the purple mummy in his zone but the Overlord with 3 gems guard it easily. Conan kills the the blue mummy in the chest zone with a powerful blow. The overlord spends 2 gems but can not guard it. Belit attacks the purple mummy in Amboola zone and kills it. Carim Shah decides to open the chest in tower 2 and he founds a tribal mace. But he spends gems in the first turn, he spends gems to guard himself in overlord's first turn and he spend gems to open the chest so he can not do anything more. He is also hindered. End of turn.

Overlord's 3rd and last turn. He recovers 7 gems and he is again on max 11 gems.
1st tile activation: Overlord transforms into giant spider (1 red gem). He takes the pirate in his zone and escort him (3 moves) to altar 1 where he easily kills him. Camel tile is out of the game.
2nd tile activation: again blue mummies (5 gems): the two blue mummies in tower 3 takes the pirate there, escort him to altar 3 and easily kill him with 1-2 gems reroll. 2 orange attack dices against 3 pt defence of the pirate. The blue mummy in the zone in the courtyard just in front of the entrance of tower 2 takes the last pirate in her zone, escort him to altar 2 (2 moves) and after the final 3 gems for reroll she makes him 3pt damage and GAME OVER!!!

I know that someone will say… but if….and … so on. Yes, I know. But few thing can be made to stop the overlord. In best case the game will end in 5-6 turns. The overlords unit are too many and they can stop the heroes to hinder them while escorting the pirates.
This scenario.. I don’t believe it is carefully beta-tested by Monolith. Sorry, if someone is offended by this. I am huge fan of the game and I am regretting to say that.

 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Ze Masqued Cucumber
France
flag msg tools
Protze et Chniaque !
badge
C'est le Gomazio à crête mordorée, dont le cri annonce le soir...
Avatar
mbmbmbmbmb
A few comments :
-Rock slides cost +2 mvt (except if you have climb). You also forgot the activation cost of the wizard and the mummies (1pt each). So if I'm correct, in your example OL spends 5 gems in turn 1, not 2 gems.
- Mummies don't have 4 defense, but 2 or 3 depending on colour.

Basically, in this scenario the heroes only have to prevent the OL to perform his ritual by turn 7. OL has to sacrifice a pirate on each altar, so to win the game he has many things to do in a limited time.

A valid Hero strategy is to rush towards one single altar with all heroes. It's easier with altars #1 or #2 since Kherim Shah is close to these ones (you can also leave him on the right parapet so he can shoot at many areas). Moving Conan, Belit, and Amboolah together will limit the hindering. Plus, Conan has Climbing so he can go through rock slides without malus (so going to Altar #1 via the top parapet is an option). Killing minions along the way is not critical. You only have to "guard" one altar and kill minions that are escorting pirates.
1 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Sam Sanchez
msg tools
I haven't played it but it sounds a tad difficult, but that's why it's in PDF still so it may be changed before the scenario book is printed.hopefully monolith adjusts some of the scenarios before the next kickstarter prints the books.
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Niki Gyoshev
msg tools
Roolz wrote:
A few comments :
-Rock slides cost +2 mvt (except if you have climb). You also forgot the activation cost of the wizard and the mummies (1pt each). So if I'm correct, in your example OL spends 5 gems in turn 1, not 2 gems.
- Mummies don't have 4 defense, but 2 or 3 depending on colour.


- In the description I made, you don't pass through a rockslide zone. I mention it just to show which zone of the parapet I mean. I wrote the activation of all tiles including how many red gems they cost.

- purple mummies 2 life pt + 2 armor = 4 pt defence, the rest 2 +3 = 5 pt defence. You need 4 or 5 attack power to kill one.
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
J P
United States
flag msg tools
Avatar
mbmbmbmbmb
nixata wrote:
Roolz wrote:
A few comments :
-Rock slides cost +2 mvt (except if you have climb). You also forgot the activation cost of the wizard and the mummies (1pt each). So if I'm correct, in your example OL spends 5 gems in turn 1, not 2 gems.
- Mummies don't have 4 defense, but 2 or 3 depending on colour.


- In the description I made, you don't pass through a rockslide zone. I mention it just to show which zone of the parapet I mean. I wrote the activation of all tiles including how many red gems they cost.

- purple mummies 2 life pt + 2 armor = 4 pt defence, the rest 2 +3 = 5 pt defence. You need 4 or 5 attack power to kill one.


Mummies have 1 life point. The rule is that all minion tiles only have 1 life point unless there is a scenario specific rule that says otherwise. Enemies with life points have life point tokens for the turn track. I don't see anything in that scenario that says it's a special case where mummies get more than one life point.

Are you sure you're not confusing life points with the reinforcement point cost on the bottom right?
2 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Bad Kam
msg tools
Avatar
mbmbmb
nixata wrote:
Roolz wrote:
A few comments :
-Rock slides cost +2 mvt (except if you have climb). You also forgot the activation cost of the wizard and the mummies (1pt each). So if I'm correct, in your example OL spends 5 gems in turn 1, not 2 gems.
- Mummies don't have 4 defense, but 2 or 3 depending on colour.


- In the description I made, you don't pass through a rockslide zone. I mention it just to show which zone of the parapet I mean. I wrote the activation of all tiles including how many red gems they cost.

- purple mummies 2 life pt + 2 armor = 4 pt defence, the rest 2 +3 = 5 pt defence. You need 4 or 5 attack power to kill one.


You are playing Conan in "Hardcore" mode, that's why
2 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Niki Gyoshev
msg tools
DancingFool wrote:


Are you sure you're not confusing life points with the reinforcement point cost on the bottom right?


What?! Really? You mean that the reinforcement points are not life points?? Man, that means that me and my party we have played the game in a wrong way for about 30 scenarios?!?! I can't believe this! All units are 1 life point + armor? They are just more expensive for reinforce???
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Tom Zsolt
Australia
flag msg tools
mbmbmbmb
nixata wrote:
DancingFool wrote:


Are you sure you're not confusing life points with the reinforcement point cost on the bottom right?


What?! Really? You mean that the reinforcement points are not life points?? Man, that means that me and my party we have played the game in a wrong way for about 30 scenarios?!?! I can't believe this! All units are 1 life point + armor? They are just more expensive for reinforce???


It appears so. Some minions are more expensive to reinforce because of how powerful or useful they are, it does not represent life points. See page 7 of the revised overlord rule book or page 4 of the original rule book.
1 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Sakari Laiho
Finland
Tampere
flag msg tools
mbmbmbmbmb
I still wonder if the scenario should be played to the 7. turn. After overlord warding the curse he still must stay alive a few rounds?

-In animalform warlock cannot be attacked, so if heroes use altars, do they change sorcerer back to warlock-form and can then attack him?

--> seemed hard for heroes, but overlord must do warding off in 7 turns.
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Ze Masqued Cucumber
France
flag msg tools
Protze et Chniaque !
badge
C'est le Gomazio à crête mordorée, dont le cri annonce le soir...
Avatar
mbmbmbmbmb
Noitamies wrote:
I still wonder if the scenario should be played to the 7. turn. After overlord warding the curse he still must stay alive a few rounds?

-In animalform warlock cannot be attacked, so if heroes use altars, do they change sorcerer back to warlock-form and can then attack him?

Yes and yes.
1 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Dan Brandt
United States
Pittsburg
California
flag msg tools
Avatar
mbmbmbmbmb
My game group and I tried this scenario this weekend. We didn't do a good job reading the fine print and missed several subtle rules that allowed the overlord to dominate the game.

It is a 3 crow scenario so it is supposed to be difficult but here are some things we overlooked when playing it.

We used the wrong pirate tile. We didn't use the pirate tile from the kickstarter extras box, instead we used the basic pirates from the core set. The difference being the pirate for this scenario should have 2 armor points. Make sure you have the right tile.

Also we didn't quite understand the escort rules very well. We didn't spot this line "An Overlord model can only move one pirate with them and each pirate can only be moved once per tile activation." I interpret that to mean only one unit model in a color group can move the pirate during that groups activation.

Pirates can only be sacrificed by a troop model. This means the mummies have to do the job.

We're going to try it again with the correct rules and see if we can fare better.
1 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Front Page | Welcome | Contact | Privacy Policy | Terms of Service | Advertise | Support BGG | Feeds RSS
Geekdo, BoardGameGeek, the Geekdo logo, and the BoardGameGeek logo are trademarks of BoardGameGeek, LLC.