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Subject: Card Errata rss

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nathan hayden
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This list comes with the game:

I. Further Information for individual cards (alphabetical)

Blood Sloth - When using for ability, does not need to fight large, is simply attached permanently to a Large creature and begins sucking its blood.
Bone Shovel - Only Excavators may use.
Cavelisk- term “may fight” = MUST Combat if pulling Enemy Creature toward it onto an adjacent space. May Hire or Subdue Wandering Monster instead of Combat it.
Demon Follower - Is a “permanent GOOD effect”.
Floating Eye - term “place on free squad marker” = The item must use a Control Card by itself and move about board with it’s own Squad Marker. When adjacent to Enemy or Wandering Monsters, it does not Attack, and cannot be Attacked. Can not join even Friendly Squads. Floating Items cannot carry resources.
Floating Sabre - Just like Floating Eye, may travel alone on it’s own Control Card. BUT unlike Floating Eye may stack with other Friendly Squads. While floating alone, cannot carry resources
Ghoul Witch - Cannot carry Resources through unexcavated areas.
Horrifying Howls (EVENT) - If tie for Necromancer closest to Pit, player who drew card suffers even if he was not involved in tie.
Iron Gate - An Iron Gate does not exist until placed. A Control Card is NOT used once placed. A Gate Marker is placed where the Iron Gate is built. A creature carrying a Iron Gate can not use it’s Ability if Attacked.
Iron Gate - An Iron Gate does not exist until placed. A Control Card is not used once placed. A Gate Marker is placed whre the Iron Gate is built. A Creature carrying the Iron Gate cannot use it's ability if attacked.
Necrotic Devil - If appears, due to Spawn, and Squads are closer than 3 spaces, Necrotic Devil must immediately move until opponent Squads are 3 spaces away, unless opponent squads contain only species that are immune. After Devil is placed, it's abilities takes affect.
Necrogiant- Necromonk in stack can also be card “Necromonks” (may not exceed one extra small Necromonk type card).
Noxious Wisp - If killed by a creature that has a movement rate of 1, the creature will no longer be able to move.
Obscene Romance (Event) - Wandering Monsters in the cave join only if they can move and form legal sized Squads. A Wandering Monster cannot move adjacent to any player Squads. Wandering Monsters only move if joining can occur.
Root People- When Entangling opponent after Root people are defeated, place one collapse marker below victor. Entanglement is as per Collapse in all regards for duration of entanglement.
Secret Passage of Shadows (Event) - All Thronerooms effected. Not just Thronerooms 1 through 4.
Shadow Orb - Player’s carrying orb really don’t need to expose themselves even in Combat. Players must hope their friends are not cheating.
Shadow Serpent Lord - Can Move through ANY Squads w/o size concern.
Stabbist - Stabbist can choose any attributes when defending. When Stabbist chooses any defending attribute in 2nd Round, attacker must roll for that attribute as well. If a 3rd Fight Round must occur Attacker must choose an attribute adjacent to 1st Fight Round attribute, but may not use one if used in 2nd Fight Round.
Unknown Ghost - Can carry resources through walls







II. Card Corrections

1,000 Scorpions - Is Medium Sized, not Small.
Altar of Appeasement - May only Move at a rate of 1 Space (NOT 5)
Astral Worm - If Creature is Subdued, player must have empty Control Card to place Subdued creature. Creature must move adjacent from former Squad.
Cavelisk- term “may fight” = MUST Combat if pulling Enemy Creature toward it onto an adjacent space. May Hire or Subdue Wandering Monster instead of Combat it.
Cave Serpent: term “may fight” = MUST Combat if pulling Enemy Creature toward it onto an adjacent space. May Hire or Subdue Wandering Monster instead of Combat it.
Chain Lightning - First space must be adjacent to caster.
Hell Swine - should read “Roll D4 before Movement” (not action). Can always participate in action. He drinks fermented Cave Mammoth Milk and walking can be hard if too wasted.
Lancer - Cost 3 Gore. NOT 3 Metals.
Master’s Spawn - Spells may be placed too.
Mind Chanter - (Black Diamond, Card Correction) Mind Chanter can only use it’s ability on it’s Player’s turn. Cannot use ability in Defensive Combat. Absolutely can be used on an Enemy Necromancers. Cannot be used on some Awakened Evils.
Mind Control- (entire Card correction) Caster MUST roll D4 to determine number of Turns Mind Control endures. Necromancer Squads are immune to Mind Control.
Shadow Serpent Lord - Can Move through ANY Squads w/o size concern.
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Einmal ist keinmal
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Nate, will these corrections be made in the new printing (assuming funding is met)? I'm assuming the answer to my question is yes, but it wasn't listed on the cave evil site:


Quote:
The game itself will not change! But some components will be upgraded.
Upgrades will include:
Die cut markers (Squad Markers, Protectors and Endgames) set in plastic stands (* design still being finalized)
New Player Aid card and New Quickstart Rules**
Rulebook revisions (does not change gameplay)**
Map will be printed on a textured paper
Squad Cards on thicker paper


Thanks, and looking forward to playing it!

Edit: I found the answer under the stuff included in the Upgrade Pack, so I assume the game will have the corrections as well.

Quote:
Replacement cards for typo cards and errata oriented cards from the First Printing.
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