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As long as we're talking about Jolly Roger... It says something like "Display this card next to your ship. While this card is displayed and you are on the ship, add 1d6 to your checks to defeat ships." (Someone please correct me if I'm wrong about this). Does Jolly Roger "remember" who played the card and only give the 1d6 bonus to that player? Or does it apply to any player who is on the ship? ![]()
Obviously, cards available in later adventures will add to this, but I'm just wondering how high of a combat check is possible as a lone character in the very first scenario of either set. The best I've found so far is Damiel with the following conditions: * Alchemist's Fire
Damiel plays Alchemist's Fire to use his ranged skill (1d8+2) plus 2d6. He discards an arbitrary card for Alchemist's Fire's ability to add his craft skill (1d10+3). He also turns his other alchemical trait card into another 2d6 via his character power. Finally, he plays Blessing of the Gods, imitating Blessing of Erastil, adding 2d8 more. Final total is 1d10 + 3d8 + 4d6 + 5: * Minimum of 13
Can any other character or combination of cards do better? Only other characters I can think of who even come close is Amiri when discarding a weapon + raging. ![]()
Raynair wrote:
That's a really interesting point. Which also opens the question, when would the below line of rules on the scenario card ever matter? Scenario wrote: If the villain cannot escape to an open location, shuffle the villain into a random location, opening it. An undefeated villain always has a place to escape to, its own location that it just was found in. And if you defeat the villain, you immediately win, so it doesn't matter if all the locations are closed or not. ![]()
I just want to make sure I understand this scenario right. "The Lady's Favor" has no standard villain, but it does make you randomly summon the villain Commander Kyan Kain at certain points. Notably, if you've just defeated the last henchman and closed all the locations, you are guaranteed to encounter the Commander one last time. That's the part that makes me question the intended win conditions. The last sentence on the scenario card says "To win this scenario, the number of plunder cards must exceed the number of locations." On first instinct, I thought that meant you win *as soon as* you have more plunder than locations. However, there's no word or phrase like "immediately" in that sentence. It occurred to me that the condition might have been intended as an additional requirement on top of defeating the villain when there are no open locations left, which you will always get one opportunity to do after encountering all the Enemy Ship henchmen. Any thoughts on this? Has it been addressed before? How did you play it at your table? ![]()
Jonah G wrote: I pulled Pilk four times in a row on the top card (after reshuffling each time, on different turns). At that point, I retired my characters to a swank apartment in Azir and put the game away. I had a similar experience on my first attempt at this scenario. After losing to Pilk around 4-5 times and still having plenty of cards left in each location, I ran out of cards in the blessings deck. For the next attempt, I got stupidly lucky - Pilk was literally the last card I encountered in the scenario, by sheer coincidence. I haven't played any of the RoTR adventures after Deck 2, but of all the PACG secnarios I've played, I think this is one of the hardest, mostly due to how dependent it is on where Pilk ends up in the decks. ![]()
I just looked through all the monster cards in S&S sets B, C, 1, and 2, and there are NONE that are made easier to defeat by having the Fire trait. Is there some other use for Alahazra's power feat to add the Fire trait to her spells that I'm missing? Are we going to get monsters who are weak to Fire eventually? Every other power I've seen in the game at least has a use, even if it's not very good. This one seems to do absolutely nothing at all. ![]()
I've noticed sometimes that I'll end up with a particular character or group that has easily acquired a lot of upgrades for one type of card but few or none for another type. I'm wondering if other people have noticed this, and whether there's a consistent pattern for which types of cards are hardest to acquire. Some thoughts... * Items tend to have a pretty wide variety of checks to acquire, both in terms of how high the check is and what skill it requires.
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Aolhelm wrote: Well, you aren't defeating the ship that Enemy Ship summons, since you're not even fighting it; you're fighting Devil's Pallor instead. So you can't seize it. I thought about that interpretation. The thing I don't like about that is, if you technically didn't defeat the ship summoned by Enemy Ship, then you also didn't defeat the Enemy Ship henchman and can't attempt to close the location either. ![]()
In the first scenario of Adventure Deck 2 for S&S, Give The Devil His Due, you have the ships Sea Chanty and Devil's Pallor roaming around. The special rules state that when you would encounter a random ship, move Devil's Pallor to your location and encounter that instead. The Enemy Ship henchman used in the scenario indicates that if you defeat the ship it summons, you can seize it. So, should you be able to seize the Devil's Pallor? I think the obvious common sense answer is no way. It would cause weird interactions where you end up encountering your own ship! I'm just wondering if anyone else has thought about this and what the technical explanation would be. ![]()
The_Napier wrote:
That's exactly the comment from Vic I was thinking of. ![]()
I've only played with 3 players so far in S&S. However, my intuition says that structural damage is balanced across group sizes by the fact that there's more turns between each of a given player's turns. I'm sure people have noticed those situations in a 5 or 6 player game where someone uses a lot of their cards to support other players (blessings, Harsk/Lirianne/Lem support powers, etc.) and ends up having very little in their hand with which to take their own turn. Structural damage spread out across a large group will still contribute to that effect. In a 2 or 3 player game, you can sometimes afford for a player to dump most or all of their whole hand to prevent structural damage, assuming they'll just not explore on their next turn and draw up. In a 5 or 6 player game, you're up against the clock too much to do that. ![]()
Any thoughts on Seltyiel, the Magus? His ability to combine spells with weapons should make him a combat beast, but it discourages him from wanting to pack utility spells since it only runs off Attack-trait spells. Combining that with recharging spells from his discard pile and he should almost always be prepared to dish out a beating. I'm just worried he'll have issues dealing with barriers and acquiring boons other than spells and weapons due to low skills elsewhere. I'm thinking about pairing him up with Oloch, the WarPriest, since they're both warrior-mages, which is a trope I love. Anyone else find it odd, though, that Oloch is such an amazing support character while having a theme of being a loner and keeping no allies in his deck? |