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2 part question

Playing Scenario 1 of Skin Saw Murders.
Undead Rising

the Scenario states When you defeat a Zombie Minion Henchman from a location desk, randomly select an open location and shuffle the Zombie Minion into that deck.

Question 1.

If I encounter the Zombie Minion a second time can I close the location. I.e. I have defeated him at 1 location and he has moved to a 2nd location can I close the location once defeated a 2nd time and move him to a different location?

Question 2.
We are be bopping along splendidly when we encounter a Zombie Horde Barrier! Which states that each person at an open location must summon and defeat a Zombie Minion. Once defeated do we follow the scenario and put them into random location. that gave us a SWEET total of 4 Zombies?


just to be funny.

My brother plays Valeros (Weapons Master)and it seems that he can take any amount of damage and not be harmed by simply recharging his armor.

Can anyone think of a time this is not true.

Disregarding the fact that the card says can not be reduced.

My brother gets cards like

before the encounter .... deal 1d4-1... damage
if you fail the check you are dealt 1d4... damage
he loses the fight and takes damage (at times it is massive)

In all those instance he says "no big deal I will recharge my armor and take no damage"

it is in all cases fire, poison, mental, cold...he just takes no damage. again not if it states on the card that it can not be reduced.


First off thanks to everyone that has answered all my questions and I really appreciate no one making me feel dumb. I really love this game and I currently have 3 games running.

My question is almost like beating a dead horse.

For this question I am referring to Lem.

there have been many times (because I can recharge my cures) that I get down to no cards.

so here is my question. The scenario is pointing at me

I have to draw 6 cards. I do so to get my two cures at the bottom of my deck. I now have no cards. When can I use those cure on myself or do I have to wait for my turn to come around?

I have been playing that if I have a cure in my hand and someone is at my location I can cast it but what if I just picked them up and ended my turn? can I cast it immediately on myself?

Cure should be pretty straight forward but for whatever reason I keep messing it up and at times I am wanting to cure myself but wait until it comes back around to my turn.


The Item Summon Monster states for my combat check I discard the card to draw a random monster from the box and use the cards highest difficulty of the card as the result of my check no other cards can be used (shortening the exact wording). I use Holy Light as an example here are my comparison

as Lini (wild warden)

lets say i go all out and I get Succubus if I am lucky that would = 17 max or min would be Tickwood Boar = 8. Average monsters are 9 - 13. No other cards can be used.

Holy Light using any of my pets. is divine D10+2 (I am wis +1 divine +1)
I also get regular +2d6 for the spell.
using any pet I get d4 + 4 (i pumped up pet animal trait revealing +4)

so Damage is D10+2 + 2d6 + d4+4 = 32 max or = 10 min if I rolled all 1's

average would be around 20 ish

add just any blessing low Blessing of the Gods (I don't have it but trying to be fair with lowest I can) changes to 42 max or = 11 min If I rolled all 1's

average 20 - 30 ish

I don't see the point replacing Holy Light for this loot. I have other times where there would be even more damage inflicted by Lini if given a different magic card but thinking of replacing a spell for this seems foolish?

Am I reading the card wrong?

spell I have are 2 holy lights, 2 major cures, 1 mass cure, 1 scrye, 1 aid, and 1 swipe (took max spells when levelled) I don't want to get rid of this spell to replace it with Summon Monster


Ok let me get this straight. You start "pruning out" basic's as you encounter them you don't remove them all at the start of Hook Mountain Massacre? I have 2 different people tell me different

1. Start of Hook Mountain you don't play with any basics remove them
2. Start of Hook Mountain you remove them "perm banish" as you encounter them?

which is correct.

We played Scenario 1 of Sins of Savior with no Basics and now I am thinking that was wrong :( throughout this on going adventure we have made a lot of mistakes but on our second try we will know better ;)


Quick question.

I play Lini
I throw away a card to get a d10 on my strength
I throw down Blessing of Gorum which adds 2 dice to a strength check

is that a 3d10's
or
1d10 & 2d4's

I have been playing it as 3d10's


On the card it says if I aquire a spell I must bury a card. What if I don't want to try to get a spell? can I not roll and pass that card or do I have to roll? If in doing so I probably will just bury the spell :)


ok there is a debate about page 13 of the PDF from this website.

1. Henchman is defeated
2. closed location
3. checked the deck there is no villain
4. perm close location if no villain

bottom of page 13 says you can explore closed location

so we say that if no villain the stuff stays and it can be explored if 1-4 is correct.

some people say no defeat henchman, Perm. close the location, everything goes. I read it that everything goes but the villain if he is in that location and location stays open but everything stays if there is no villian and can be explored?

I hope this makes sense

short question what happens to the card on a perm closed location and there is no villain found?


Hey first please remember this comes from someone who PASSIONATELY loves this game. Love is not strong enough.

here are my thoughts

The rules that you can use any boon are not clear. It bothers me that I didn't know that as a Divine user that I could cast Arcane spells. I know you can, and you have to banish it after, but I wish it were spelled out more clearly. (maybe it is) I am on my 4rth round of reading the rules and at times it is like digging for gold I find thing I miss :)

My thought process is that if you can only use light armor and you find heavy armour you shouldn't be able to use it. and that followed that if I were not arcane I should not be able to cast any arcane spells. Thanks Mike Selinker for the clarfication. Again I wish it were in the book clearer.

permanently closing a location is not clear also. (I have submitted a question on that already)

I wish I had sat down and really thought of all the issues I had with this game. There are not alot and they crop up durning gameplay and I forget them :) If I think of them I will add them. The game mechanic is great I just thing the rules can be a bit clearer.

I am playing the 2nd sceanario of Skin Saw Murders with a buddy and we are having a blast. I would say for those reading this there are times where for the sake of the game you have to create a rule that fits and lookup the rule later and if there is not a clear rule then use the one you created. I call that a house rule.


Hello I put this on Boardgamegeek but I wanted your opinion.
I will put what I was told too to see if you all agree. I just wanted a different perspective

1. In permanently closing a location if I am in the same room and I have (for this example) a much better Wisdom can I close the location for someone else or does it have to come from the person’s turn. We have been playing that if you can not close the location then the turn moves to the next person they explore the location and then he can close it if he fails then the next person must explore and then attempts to close the location. I am talking about that we have already defeated the Henchman.
The response I got was that if the person who defeated the hetchman can not permenantly close the location, you have to clear all the card from that location then you can close attempt to close the location. That really doesn’t seem fair. Thought?

2. I have 3 cures in my hand. Tell me if this is correct. I cast 1 cure then if I don’t explore then my turn is done. Usually if I want to cast 3 cures I have to explore in between each casting? I am not sure If I can just cast all 3 or I have to explore between casting. I think for fairness you have to cast then do something then you can cast again. I also play that if I cast cure on an ally that I can only do that 1 on his turn and 1 on my turn i.e. 1 cast of cure per turn.
The response I got is that you can cast all your cures on your turn. I don’t think that is fair because I can recharge all my cures thus I can fully heal myself or someone (if they are in my location) and not take any penalty for that. Thoughts?


Hey this is way out of the box. but in playing this I see SO MUCH potential. Please think about a Secret Agent themed game.

think about weapons
Gun
sword

Items
tranquizer
laser watch
phone shoe (hahaha)

Abilty card
sneak
computer hack

I have not given it much thought but Cyberpunk, Secret Agents, Space, Ninja. I hope you consider my idea's

There are so many things you can do with this. BTW I LOVE this game alot.

I will be looking at Skulls and Shackles but I was never really into Pirates.

Barmace