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Gloomhaven» Forums » Rules

Subject: Can you swap that H. enchanter? rss

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Giacomo Fusetti
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#19, Forgotten Crypt: you win if Hail, rapresented by a token, reach the altar in the last room.
Can you use Two-mini’s swap ability to swap her with one of the monsters in the last room?
 
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Dwight Sullivan
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Re: Can you swap Hail
lexpweller wrote:
Spoiler (click to reveal)
#19, Forgotten Crypt: you win if Hail, rapresented by a token, reach the altar in the last room.
Can you use Two-mini’s swap ability to swap her with one of the monsters in the last room?

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I think you can. I had my Cragheart jump over to the treasure chest and throw the alter near the door so that Hail didn't have to go as far. They ruled that ok. I think your question is similar.
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Tristan Whitley
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Re: Can you swap Hail
Xaqery wrote:
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I think you can. I had my Cragheart jump over to the treasure chest and throw the alter near the door so that Hail didn't have to go as far. They ruled that ok. I think your question is similar.

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Haha... that's awesome. I had to do it the boring way. And like an idiot, I kept blocking her way
 
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Darren Nakamura
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Re: Can you swap Hail
Yes, and it makes this scenario almost trivial.
 
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Brian Lauridsen
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Re: Can you swap Hail
I think it's cool that there are so many ways to legally cheat a little in this scenario. And even with the swap trick you need to get to the final room first.

I was playing a character, who was able to give an ally a move 4 action, so Hail ended up running to the altar at the end. I also managed to persuade her to kill a skeleton on the way. I found that pretty funny, since the basis of the scenario is that she can't be bothered with the monsters.
 
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Ravage Board Gaming
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Re: Can you swap Hail
Please consider retitling your thread. Ty.
 
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Giacomo Fusetti
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Re: Can you swap Hail
Rubra wrote:
I think it's cool that there are so many ways to legally cheat a little in this scenario. And even with the swap trick you need to get to the final room first.

I was playing a character, who was able to give an ally a move 4 action, so Hail ended up running to the altar at the end. I also managed to persuade her to kill a skeleton on the way. I found that pretty funny, since the basis of the scenario is that she can't be bothered with the monsters.


Indeed.
Spoiler (click to reveal)
I ended up having Spell ride the wind to the last room, right on the treasure, then I swapped her with Hail - who was about to get slammed brutally by a Corpse. It felt a bit like cheating, actually, but I saw no other way out of it: the Tyrant/Spell combo is not that easy to work with, and the cultist kept summoning skeletons like it was Halloween.


Spoilers aside, I would like to argue in favor of the Ride the Wind card, which I see out of the deck very early in most Spellweaver guides/strategy tips online. Maybe it's because I have a two-character party, but I tend to use it all the times, often even twice per scenario. I get to get treasures, jump over traps, reach objectives fast... I really don't know how others do without it.
 
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Des T.
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Don't forget you can also abuse the movement ai to slow her down. Not as flashy, but still very efficient.

lexpweller wrote:

Spoilers aside, I would like to argue in favor of the Ride the Wind card, which I see out of the deck very early in most Spellweaver guides/strategy tips online. Maybe it's because I have a two-character party, but I tend to use it all the times, often even twice per scenario. I get to get treasures, jump over traps, reach objectives fast... I really don't know how others do without it.


By moving twice, without losing cards. Or using boots to increase their move. The bottom really isn't that good.
 
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Robert Marney
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lexpweller wrote:
Spoilers aside, I would like to argue in favor of the Ride the Wind card, which I see out of the deck very early in most Spellweaver guides/strategy tips online. Maybe it's because I have a two-character party, but I tend to use it all the times, often even twice per scenario. I get to get treasures, jump over traps, reach objectives fast... I really don't know how others do without it.


Ride the Wind can be clutch at low levels, but I never needed a loot card when Cold Fire is already in your deck. Move 8 Jump is great for specific maps with distant objectives and traps, but a Boots of Striding on Reviving Ether is 75% of the value and lets you bring an extra attack or Crackling Air instead.
 
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