Recommend
3 
 Thumb up
 Hide
7 Posts

Mice and Mystics» Forums » Rules

Subject: Ch.9 Vurst rss

Your Tags: Add tags
Popular Tags: [View All]
bob atkins
United States
California
flag msg tools
Avatar
Warning: SPOILERS



When Vurst takes enough wounds to be captured and is our ally, does he change allegiances or is he captured and must be rescued by us? If he is captured, does this mean we need to move the hourglass forward like normal?

When Vurst changes allegiances due to a surge, does he keep any wounds on his card he had before?
1 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Jerry Hawthorne
United States
dallas
Texas
flag msg tools
designer
Avatar
mbmbmbmbmb
varoan wrote:
Warning: SPOILERS



When Vurst takes enough wounds to be captured and is our ally, does he change allegiances or is he captured and must be rescued by us? If he is captured, does this mean we need to move the hourglass forward like normal?

When Vurst changes allegiances due to a surge, does he keep any wounds on his card he had before?


A- Vurst doesn't become captured, he just changes allegiance. He doesn't need to be rescued. Hourglass doesn't move.

A- Yes, he simply changes behavior.

1 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Shaun Mather
United States
Yuma
Arizona
flag msg tools
Avatar
mbmbmbmbmb
Wow...we just finished our 13th attempt at this Chapter, and finally won!
We played that Vurst gets captured just like mice do "When Vurst is allied with the mice he is treated as a member of the party..."(as per Playing Vurst rules), and when any member of our party takes too many wounds...they are captured.

The only way Vurst's alliance switches to minions is at a surge (as per Special Surge rules), and he keeps his wounds (no mention of him losing them).
Vurst's alliance switches to the mice when he is defeated, and he loses his wounds (as per Playing Vurst rules).

So tactically, we want to keep an allied Vurst healthy, not only to keep blasting minions with his pistols (as opposed to us), but also keep him from getting captured and moving the page marker up. On the other hand, it is good to at least have him wounded right before he switches sides due to a surge so that he is easier to "convince" to re-join the side of the mice.
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
bob atkins
United States
California
flag msg tools
Avatar
PsychoZulu wrote:
Wow...we just finished our 13th attempt at this Chapter, and finally won!


you guys never give up, 13 tries!?!
1 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Shaun Mather
United States
Yuma
Arizona
flag msg tools
Avatar
mbmbmbmbmb
Just not the way I work...there had to be a way to do it, some combination of mice, getting the right search cards...something!
We got through it with Collin and Lilly. Not easy, Vurst is a pain, Collin's weapon is cursed, our 'healers' aren't in the group etc...
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
bob atkins
United States
California
flag msg tools
Avatar
PsychoZulu wrote:
Just not the way I work...there had to be a way to do it, some combination of mice, getting the right search cards...something!
We got through it with Collin and Lilly. Not easy, Vurst is a pain, Collin's weapon is cursed, our 'healers' aren't in the group etc...


I got through it with Tilda, who worked extra hard healing our group and using a hammer of nannon to beat sense into Vurst. I found that throwing Vurst into the enemies path to save us when he got close to turning on us worked wonders, making surges easy fights. Collin also had a ring of cat strength, so with a team of 5 and 4 powered mice who could heal, beating things to death was no problem.
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Michael Juneau
Canada
flag msg tools
Avatar
mbmbmbmbmb
3rd and 4th failed attempts tonight at this chapter.

Really rough. So to recap, and make sure we're not doing this extra hard:

-Vurst starts with the minions

-If Vurst is our friend and a surge happens in any room (except final? Dunno, never reached it), Vurst changes sides, hourglass still moves up only one (due to normal surge behavior), he keeps the wounds he had while being our friend if he had them (so it makes it easier to revert him back).

-If Vurst is allied with minions and a surge happens, nothing special happens (just move hourglass +1 as normal)

-If we beat back Vurst into our side, he heals and switches

-If he's beat up by minions, he switches sides, no hourglass movement, no surge and heals.

Is that about right?

 
 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.