So for example the mythic trickster.
Add your number of mythic charges to your dexterity or intelligence check.
What I want to know is, do we always add the number of mythic charges to relevant checks even if we don't intend on then expending them for D20's.
Its the part that says..... "you may 'then'".... Making it sound like you only add the number of mythic charges if you then intend to expend them.
Sorry if it's been answered already. Just a clarification.
So during the steps of an encounter....
Players may only play cards or use powers that relate to each step no more than once.
so does this mean i can not use a wooden shield to negate any damage before i act.....because it doesn't specifically say on that card before you act......i would have to play something that specifically says before you act?
Magic Padded Armor reads -
"Discard this card to reduce Combat damage dealt to you before or after you act by 2"
Ok so for that power, quite simply, I can play it before or after I act. (yes i know there are other powers on the card)
Hide Armor reads -
"Recharge this card to reduce cold or comabt damage dealt to you by 1"
What i want to know is could i play hide armor to reduce damage in the before and after i act step.....doesnt say it cant but it doesnt say it can wither wheras the magic padded armor specifically states it for its first power.
But couldn't I still use it before the attempt check step?
Apply any effects that happen when you encounter the card, if needed
Evade the card (optional).
Apply any effects that happen before you act
Attempt check - what you said
What about below
• Apply any effects that happen when you encounter the card, if needed
• Evade the card (optional). If you have a power or card that lets you evade the card you’re encountering, you may immediately shuffle it back into the deck; it is neither defeated nor undefeated, and the encounter is over.
• Apply any effects that happen before you act
• Attempt the check. – This is a step
STEPS – CONTINUED AFTER THE CHECK. Each player may play no more than 1 card of each type during each step
• Attempt the next check, if needed Then follow above aatempt the check guide
So in the end I went for the clear ultra pro deck Protectors. I purchased 52 packs with equates to 2600 sleevs. Enough to sleeve the entirety of both base games with all expansions. I buy them in bulk for a discounted price.
At the moment for rise of the rune Lords they had all been sleeved in mayday standard green (100 packs) and I'm not really impressed with them. The corners bend and they stick together.
I had a pack of mayday premium. Got half way through the pack and the cards seem to slightly pop out the top by abour 1mm. They are not consistent.
The ultra pro deck protector clear are perfect. Very similar to mayday premium in thickness therefor FFG (I'm my opinion) no sticking issues, nice premium feel, easier shuffling and non stick and more importantly the sizing is consistent throughout. Very happy.
I really like the sleeves that came with the box. I love the little holograms too. Just wondered which ultra pro sleeves they are. There's so many variations.
Basically what are the sleeves that came with the base game?
No you can only use the extra dice against an undead bane. To tell if they are undead is by looking at there traits in the top left hand side of the card in bold. If it says undead then yes you can use that power.
Example of undead trait card - ancient skeleton henchmen
Now this makes sense to me thanks
Fine. Be unsure. Even though 2 of the people that are helping you have been answering questions about this game since it came out. Guess we have another person that needs an official FAQ answer before they believe anything anyone else says on this thread. Might as well close it and wait for Mike or Vic to come on here and answer this guy.
Dude no need to get your knickers in a twist......are you this hostile to anyone who needs help.......jeez
This 'GUY' did always assume combat damage and ranged damage were the same so an armour like the shield would reduce it.......i was just confused about this card.....thats all.
As for believing people on these threads it so happens im a great believer in H4ppy's constructed help........all is appreciated
i dont know why but i still unsure.......urrrrrrgh maybe im overthinking it.........its just......if combat damage and ranged combat damage are the same and can be reduced by a shield or chainmail (or later down the line a eg eg gold shield that reduces combat damage by 3)then why have a card that specifically says reduce ranged combat?
now i was under the impression that combat damage, and ranged combat damage were the same thing and could be reduced by lets say the shield, but i came across this card from skinsaw murders.
recharge this card to reduce combat damage dealt to you by 1.
recharge this card to reduce ranged combat damage dealt to you by 3
banish this card to reduce all damage dealt to you to 0; if you are proficient with light armours, bury this card instead.
so it says here ,,,,,,reduce ranged combat damage.......so i take it they are 2 seperate types of damage?
Yea so if you don't come across another monster you get lucky simple as. Withoutthe new wording the barrier would forever stay in the deck. I know this as I experienced it. I failed to defeat a henchmen so coildnt close the location (i was playing solo) and everytime I encountered this card I had to make the perfect roll which I never did......in the end it was the only card left in a location preventing me from closing it (had to roll a perfect numbrt)
I think your misunderstood.......The 'Adventure Path' is rise of the runelords. This adventure path consists of so many 'Adventures' and each adventure has so many 'Scenarios'.
The base set comes with the adventure - perils of the lost coast which has 3 scenarios.
The base set also comes with adventure deck 1 - burnt offerings which has 5 scenarios.
To answer your question the next adventure deck (number 2) is skinsaw murders, which you would mix in with the core set, perils of the lost coast and burnt offerings.
At some point (can't remember) when you encounter a card with basic trait (you MAY) removeit ffrom the entire game never to be seen again, as the likely hood of encountering better gear would increase.
Now you stated 'adventure path 2' this would be considered a whole new base set adventure with it's own adventures and scenarios. So I presume you meant to say 'adventure deck 2'
wow that is a pretty weak spell.....it would be good using it just after someone rolled and they were one short.....but i guess you have to play it before rolling the dice.......starting 4 player tomorrow so using the suggested starting hands......ill soon be getting rid of guidance.
Ah yes the whole discarding a card not actually played can't be recharged thingy lol........ Anyway it still says this counts as playing a spell..... The wording "playing a spell" seriously implies (to me anyway) that you could recharge it....... But at the same time it's a card discarded triggered from a power so maybe it doesn't recharge
Exactly..... If It wasn't worded as played as a spell then you could play item, weapons etc to the check making it too over powered
And I still disagree, for reasons noted above.
I do think your right as her power states that it's counted as playing a spell. If It didn't say that then NO the discarded card can't be recharged because it wasn't played........ also maybe the golden rule on page 6 may come into play. "if a card and this rulebook are ever in conflict the card should be considered correct" ok the character stat card isn't a card you play as such but maybe the word " card" could actually include your stat card. I could be wrong