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![]() Not sure Major Harrowing is that useful with large groups? We are playing adventure 6 in CotCT with 6 players. So that is 6 harrow Crown Blessings plus one player already has a Crown Blessing, so that is 7 already accounted for. Only 2 are left in the Vault that may appear in locations or in the Hourglass. The first power on Major Harrowing:
So in our case there would only ever be 2 possible chances of having a local check that has a trait matching the adventure's harrow suit which would be we were trying to acquire it (if those 2 cards even made it into the locations at setup, or maybe if an effect said to acquire a blessing from the vault etc.) Is this right? ![]()
![]() We play the Base is just to hold Supporters and does not impact the game in any other way. So you can just go there and gain some Supporters, all other instructions, powers or effect etc. are ignored (unless explicitly directed otherwise). For example, with CotCT Scenario 4D, Trial of the Totem, we only put Totem Piles on the normal locations and not the Base location and the scenario end of turn power does not apply to it. Well, I hope that's right ;) Bonus question: You can explore multiple times at the Base with explore cards, just like any other location, can't you?
We have Kess in our team with 9 Allies and she can go through that deck as much as she wants at the start.......is this right? ![]()
![]() Only just realised that we have probably messed up on a couple of things and I don't think there is any FAQ for it so if I may just check with all you gurus please? 1) It is selected as a role card just like any other and like it has been done in previous sets with other "special" roles from adventures. You do not select a "normal" role for your character and then in addition add on the Blackjack powers as well. The Title side of Blackjack "adds to...rather than replacing" and the +1, +2 Hand size boxes tricked us (normally hand size is just another box on the role cards). Thought this was something new and different to make it stand out from previous sets. But it makes sense now after re-reading it several times. 2) If you do select the Blackjack Role, if you add any Blackjack cards (the 3 Loot cards), they are just added to your deck as extra cards and do not count to your type limits. So if you add the 2 Loot Weapons and you already had say 2 weapons max, you would now have 4 weapons (any 2 from normal game play plus the 2 Blackjack ones). This is correct isn't it? ![]()
![]() I assume the powers for this ally are ignored in this particular scenario?
You don't get the Combat and Fortitude 1d6 bonus and you don't recharge it at the end of turn? That is how we played it as it makes the most sense in order to allow guarding as per the other Scenario rules. ![]()
![]() Where would be the challenge to close/guard if it was just to simply gain the card?
So yeah, if they want you to gain it, it will say Draw :) ![]()
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![]() Does the Red Mantis go back on top as it is not one of the "any other examined cards"? Example, you examine the top 3 cards, Barrier, Boon & Red Mantis.
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![]() The Transition Guide in the rulebook states: On weapons and spells from previous sets, any power that adds to or subtracts from a check, or that rerolls dice, may be played freely. No problem, but what about Items? For example, Item 1 - Bloodbound Hat (Class Deck - Pathfinder Tales) Power 1: Reveal this card to add 2 to your Diplomacy non-combat check. Power2: When you would fail a check, discard this card to reroll 1 die; take the new result. We are currently playing as it is written, so if we reveal it on a check for the 2 bonus but still fail the check we can not then discard it for the reroll as we used an item already on that check. So just wondering if that 2nd power should be converted to, "you may freely discard this card to reroll 1 die"? ![]()
![]() Thanks for the report :) We are about to start with this method and I was not sure how it would go. I guess the 3 wildcard effects will balance out the "easier" banes as well. I think we will randomly pick one from each Wildcard card and on the next scenario it has to be a different one from the previous one to keep things interesting :) ![]()
![]() Just a further clarification example question please. Normal game for these monsters:
Using the Curse rule (completed DD):
So are these monsters now:
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![]() To answer the original question and to keep it simple :)
Explore is a step, which will have generally have an Encounter in it, so as an example, you could heal before your Explore step or after you finish your Explore step (so you can't heal during the Encounter). You could also heal after the give a card step and before the Move step etc. ![]()
![]() Yeah, that reduces the "value" somewhat of those Weapons/Spells/Items that have the ignore effect. However, I guess you can think of it that the ignore effect Weapons/Spells/Items you are using creates a small "protection bubble" around you only, so other local characters still get hit by any "fallout" from the encounter. ![]()
![]() So is it for all players unless stated otherwise (which makes sense)? Blessings like "The Midwife", "At the start of your turn, summon and encounter a monster." That would be too "grindy" for all players (thinking about a 6 player game, like we play) and it clearly states "At the start of your turn", so it is an exception?
"The Carnival", "All damage is Mental damage that cannot be reduced."
"The Juggler", "On your check, you may discard a card to reroll a die showing 1." So that is for any player performing a check this turn? (without going into the massive "what means you" debate ;) ![]()
![]() This has the text, "Display this card. While displayed, you may evade your encounter with a monster; if you do, you may recharge a card to explore your location." Does this then allow you to explore outside of your turn and your explore step?. Say for example, each player has to summon a monster on a different player's turn due to a barrier or before you act instruction. After you evade that encounter, could you then explore? I am assume the intent of this card is just for your encounter on your turn and therefore the above can not happen. |