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Subject: barrow lair (minor spolier) rss

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Will Layman
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special rules are to add 3 curse cards to each character attack modifier deck. i only have 10 * curse cards. should i use the M curse cards in place of *? they effectively are the same cards.. just wantto ensure i'm not missing any cards. thanks
 
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Ben Ackland
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Only use the * cards. If you're playing 4p, you'll run out. Distribute as evenly as possible.
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Jay Johnson
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no, M curse cards never go into player decks (nor do the player curse cards ever go into Monster deck).

The 10 player curse cards should be distributed as evenly as possible amongst the 4 characters, with 2 chars getting 2 curses and 2 chars getting 3 curses
Players decide in the case of ambiguity.

You could try to logically decide which 2 get the extra curse, or you could do it randomly.
for example: give everyone 2 curses, then take the 2 remaing curses and two other attack mod cards (like blesses or the -1 cards, doesn't matter as they're just placeholders), shuffle up those four cards and deal 1 to each character. th ones that get the curses put them into their attack deck, while the ones that got the placeholder cards don't put them into their decks and instead return them to their respective piles
 
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Jussi-Pekka Jokinen
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JayJ79 wrote:
You could try to logically decide which 2 get the extra curse, or you could do it randomly.


I'd try to persuade the players with thicker decks (ie. Brute) to take the extra Curses, because they'd be less likely to show up compared to players with thinner decks (ie. Scoundrel).
 
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Matt M
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Thinsilver wrote:
JayJ79 wrote:
You could try to logically decide which 2 get the extra curse, or you could do it randomly.


I'd try to persuade the players with thicker decks (ie. Brute) to take the extra Curses, because they'd be less likely to show up compared to players with thinner decks (ie. Scoundrel).


Everyone has the same size deck before perks(and in this scenario, nobody should have perks yet)
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Will Layman
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thanks for the clarification!
 
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Jay Johnson
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Thinsilver wrote:
JayJ79 wrote:
You could try to logically decide which 2 get the extra curse, or you could do it randomly.


I'd try to persuade the players with thicker decks (ie. Brute) to take the extra Curses, because they'd be less likely to show up compared to players with thinner decks (ie. Scoundrel).

I was thinking more of suggesting that players with the Eagle-Eye Goggles could take the extra curse, since attacking with advantage can possibly mitigate the curse effects to some degree (especially early in the campaign before rolling modifiers come into play).

Or players that tend to make numerous small attacks vs. single large attacks. (drawing a Null on one attack 2 when you're targetting 2 or 3 different enemies that turn is less painful than drawing a Null when you've set up an 8 point single target attack)

but if the group can't agree on such logic and no one volunteers, sometimes random is the best way to go.
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michael ray
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JayJ79 wrote:
Thinsilver wrote:
JayJ79 wrote:
You could try to logically decide which 2 get the extra curse, or you could do it randomly.


I'd try to persuade the players with thicker decks (ie. Brute) to take the extra Curses, because they'd be less likely to show up compared to players with thinner decks (ie. Scoundrel).

I was thinking more of suggesting that players with the Eagle-Eye Goggles could take the extra curse, since attacking with advantage can possibly mitigate the curse effects to some degree (especially early in the campaign before rolling modifiers come into play).

Or players that tend to make numerous small attacks vs. single large attacks. (drawing a Null on one attack 2 when you're targetting 2 or 3 different enemies that turn is less painful than drawing a Null when you've set up an 8 point single target attack)

but if the group can't agree on such logic and no one volunteers, sometimes random is the best way to go.


Give them to the AOE people. It's a bigger deal for a single target doing 9 damage to draw a curse, compared to a 3 damage to 3 target AOE guy.
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Guillaume Courtemanche
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Good point
 
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Dwight Sullivan
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Wow I am glad I read this. I was just setting up our next senario, this one, and wondered about the lack of cards. The natural thing to do was to grab the monster curse cards.

I, the Scoundrel, will claim to need less curses.

Thanks to the OP for helping doing what I should have.

It is a bit disappointing that this is not clear in the senario book.

 
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Harry Jacobs
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Our group wondered about this too, it seems that they should have thought of this before hand and either clarified or added two freaking cards.
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Joshua Hurst
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yenkin2001 wrote:
Our group wondered about this too, it seems that they should have thought of this before hand and either clarified or added two freaking cards.


It's covered on page 23 of the rulebook. "A maximum of only 10 curse cards can be placed into any one deck." It could use some word smithing, but the concept of scarcity is present.
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Marc M
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Why not just distribute enough curses for an even number per player?

So in the case of 4 players, you all get 2 curses instead of some getting 3.
 
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Marc M
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Stalvin wrote:
yenkin2001 wrote:
Our group wondered about this too, it seems that they should have thought of this before hand and either clarified or added two freaking cards.


It's covered on page 23 of the rulebook. "A maximum of only 10 curse cards can be placed into any one deck." It could use some word smithing, but the concept of scarcity is present.


Frankly, the math should have been done to account for max number of curses. If the max per player deck is 3, and you have a max of 4 players, you need to include 12 curse cards, not 10.

I doubt the printing of 2 cards (which aren't unique) in a game with something like 2000 cards would have had any major impact on anything.

Just seems like poor planning or a value change for balance without considering total printed cards.

Edit - It seems the math was that there would only ever be a max of 10 curses to any players deck (yes one player could have 10).

I still say the way to go when you don't have enough is to distribute curses evenly.
 
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michael ray
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alcovitch wrote:
Stalvin wrote:
yenkin2001 wrote:
Our group wondered about this too, it seems that they should have thought of this before hand and either clarified or added two freaking cards.


It's covered on page 23 of the rulebook. "A maximum of only 10 curse cards can be placed into any one deck." It could use some word smithing, but the concept of scarcity is present.


Frankly, the math should have been done to account for max number of curses. If the max per player deck is 3, and you have a max of 4 players, you need to include 12 curse cards, not 10.

I doubt the printing of 2 cards (which aren't unique) in a game with something like 2000 cards would have had any major impact on anything.

Just seems like poor planning or a value change for balance without considering total printed cards.

Edit - It seems the math was that there would only ever be a max of 10 curses to any players deck (yes one player could have 10).

I still say the way to go when you don't have enough is to distribute curses evenly.


That's a lot of caring about an issue that only affects 4 player games, and only if someone doesn't have the 'ignore negative scenario' perk yet. So, potentially just this 1 mission.

And, if they printed enough for the max, that would be 40 curse cards, 10 per player.
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