Recommend
1 
 Thumb up
 Hide
6 Posts

Super Dungeon Explore» Forums » Rules

Subject: Just a couple clarifications rss

Your Tags: Add tags
Popular Tags: [View All]
Evin Weston
Canada
flag msg tools
designer
Avatar
mbmb
I've been boning up on the rules since I played my introductory game, and there's just 2 things I need a little confirmation on. Well, just 1 really, as I'm pretty sure I'm correct about the first:

1) You always use ARM to defend, correct? Unless explicitly stated in an ability or whatever (Dodge, etc). So a ranged physical attack would attack with DEX and the defender would still use ARM, and a ranged magic attack would use WILL and would defend with ARM as well. I'm pretty sure about this, just want to be positive.

2) Even though the game comes with 6/4/2 of various kobolds, the card for the warren says an individual warren can't spawn that many. I assume this means that if you're playing an 8bit game using the warren and the dragon thingy, you could only ever have, like, 1 priest active, right? Or, like, you couldn't have all 4 flingers out because a warren can only spawn a max of 2? In short my question I guess is I assume the "pool" is really referring to the numbers on the card for the individual spawners and not just "all them dang ol' minis you've got there." I can see keeping track of who came from where getting wicked complicated when you've got 3+ warrens active.

Thanks duderinos and duderinas.
1 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Pete aka The Masked Minstrel
Australia
Perth
flag msg tools
Avatar
mbmbmbmbmb
1) Correct, Vs Armor unless specified

2) For the 8 Bit game you get 2 spawn points, and the Kobold Warrens always come as a Pair - so they are your two spawn points.
As for the pool of miniatures, each spawn point contributes to the pool, so for 8 Bit you get:
1 Priest
2 Ironscales
2 flingers
3 Gougers
3 Knuckleheads.

Alternatively, you could use someones (sorry, cant recall your name off the top of my head) Stormknights custom cards for 'Half a warren' found [geekurl=http://www.boardgamegeek.com/image/1194298/super-dungeon-explore]here[/geekurl]
They made up cards for the Kobold Altar and Kobold Barracks as an alternate for games with a certain number of players, then you could use one of the half warrens and the Egg Clutch.

And from that pool you choose miniatures to spawn each round.
3 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Evin Weston
Canada
flag msg tools
designer
Avatar
mbmb
Oh ho! I hadn't noticed that warrens come as a pair. That clears that up, and makes the potential confusion with a bunch of warrens not at all confusing.

I DID think it was weird that you only got enough kobold minis to play with half the spawners they give you. That those numbers are for 2 spawners makes a whole lot more sense. Thanks!
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Lunar Sol
msg tools
mb
The logic of how many cards you get of each model took me a minute:

Warrens - 2 cards/4 warrens as each card is 2 warrens
Single Wound models - 1 card/X models; anything tracked takes a wound, so they're not tracked seperately
Multi Wound models - 1 card/model so you can track each model's effects on the card separately
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Rodney "Watch It Played" Smith
Canada
Montague
Prince Edward Island
flag msg tools
badge
Join us to learn and watch games played at youtube.com/watchitplayed
Avatar
mbmbmbmbmb
LunarSol wrote:
The logic of how many cards you get of each model took me a minute:

Warrens - 2 cards/4 warrens as each card is 2 warrens
Single Wound models - 1 card/X models; anything tracked takes a wound, so they're not tracked seperately
Multi Wound models - 1 card/model so you can track each model's effects on the card separately


It took me a minute as well. In the end though, I found I had to track the effects and wounds by placing tokens on/near the models anyway, because I could not remember which models went with which copy of the matching card.

Anyone else find that too?
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Silidus
Canada
Ontario
flag msg tools
Pelvidar wrote:
LunarSol wrote:
The logic of how many cards you get of each model took me a minute:

Warrens - 2 cards/4 warrens as each card is 2 warrens
Single Wound models - 1 card/X models; anything tracked takes a wound, so they're not tracked seperately
Multi Wound models - 1 card/model so you can track each model's effects on the card separately


It took me a minute as well. In the end though, I found I had to track the effects and wounds by placing tokens on/near the models anyway, because I could not remember which models went with which copy of the matching card.

Anyone else find that too?


The warrens are a little tough, but for the multi-wound units I sleeved all my cards and put a little sticky note with a number in each, and a matching number on the base of the unit. 1-1 mapping, so no problem.
 
 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.