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Just wanted to give my overall impression now that we have finished Skulls & Shackles.

Difficulty: Higher than Rise of the Runelords overall, although it was inconsistent on the difficulty in certain scenarios. Not sure it was difficult for the right reasons though. Weaker weapons and higher difficulties is a bad combo.

Ship powers: Other than damage reduction, the powers of ships were largely forgotten. The scenario was either too hard where we needed the extra turns or so easy than those powers were not necessary.

On a ship and Anchored Ships: Card with this condition tended to be powerful cards, but if the scenario anchored the ship they were nearly useless. It made for hard decisions on whether to keep or toss those cards in favor for weaker, but more versatile ones. It made me wish that the game included a mechanic similar to keeping a side deck where we can hold a certain number of extra cards to modify are decks before playing the next scenario. Like up to the size of our fleet or something…. Just a thought.

Veteran Power and Henchman: Standard veteran power is insufficient for Henchman as you continue through the game, deck four was a glaring example of it as one scenario’s power was dependent on losing to a henchman; something very unlikely as they were no challenge and would not see that they ever would be at that point. I would suggest a flat increase on top of the Veteran Power for Henchman, something like: Adding the adventure deck + the number of characters participating in the scenario. That ought to scale the difficult appropriately without going so far as to screw solo players.

Weapons: Overall, they were kinda bland in combat potential; particularly Melee weapons (so many d4s). The weapons that stood out were for the secondary powers rather than strength. One of the reason S&S was harder than ROTL is that while the average damage of a particular weapon was higher; rolling max damage was a lot lower.

Rolling 12 on d12: 1 in 12, on 2D6: 1 in 36, on 3D4: 1 in 64

Just couldn't get excited with the weapons.

Spells: Found that there was little distinction between Arcane/Divine for attack spells at least till deck 5. Became problematic with multiple spell slingers in the group, as there wasn't enough attack magic to go around. Augury and Scrying spells were sorely missed.

Armor: Definitely comes more into to play than before with a higher frequency of ‘Before you Act’ Damage than before; although seems to be less over armor cards than before. Shields are still largely useless. There was also a lot of involuntary Recharging happening too, which is quite annoying due to no way to defend against it. Maybe have shields have a similar power like body armor’s banish/bury to make damage 0 but for involuntary recharges. I don’t mind monsters with that power, but I do not like that there isn’t a way to defend against it. With a good mix of both, choosing armor vs shields would be more prominent.

Items: see On a Ship above

Allies and Swashbuckling for Non-Combat: I don't think I've ever encountered a non-combat check where a Swashbuckling trait was important. Seems like a effect that wasn't thought all the way through.

Blessings: no real gripes, although we stayed away from the ones that cost a hand to be buried to use. Strong power, but cost seems to be too high.

Immortal Powers due to location deck size: Usually it’s a case where a monster is defeated if it is the only card in the location deck, this is more a problem for the computer version of this game. It becomes increasingly more likely that said monster will stay on top as the deck diminishes. Live players will (either on purpose or not) ensure the monster isn't the top card; but a computer will be completely impartial. The game is supposed to be about choices, but this power takes that choice away. Maybe insure the next card is set aside and shuffle the rest and put the set aside card on top to ensure at least some progress is made. Again, this is more likely a problem for the tablet version of the game than regular play.

Weird Abrupt Ends: A couple of scenarios imply that a game can end as soon as the blessing deck is empty (the race and the one with a dragon in the blessing deck), thereby losing the last turn; basically making those scenarios last 29.5 turns. Probably should make this an ‘end of turn’ check.

Summon Locations: Disappointed that this wasn't more of a thing (only once for a scenario). I kept expecting a barrier to suddenly appear and give the villain another place to run. Another wasted opportunity.

Implications of the ‘Make Good’ Scenario: With this, a precedent is now available… The Side-Quest: An optional scenario that is only available if certain conditions are meet. Whether it’s part of a scenario power, or a certain card that you can only encounter once (Acquiring/Defeating opens the Sidequest and card is removed from the game after it’s encountered so you only have one shot at it). The Reward should be better though(probably a skill, power, and/or card feet).

Overall, the game was certainly more interesting and challenging, the weapons feels a little nerfed though.


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It's not exactly stated, but concerning Structural Damage...

Can any character discard cards to reduce that damage, even if they are not currently on the ship?


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It has been my experience that the suggested deck lists for the character, while thematically correct (i.e. makes sense that a character has this), is rarely what you'd want to have in your deck. So use them to get familiar with the rules and such, but after you're comfortable with playing; build your own.

Also, I've found that your party configuration (which characters are playing); can change your choices on an appropriate deck choice.

However, for some fast and easy choices.

Weapons:

  • Melee Weapon Proficiency: Longsword
  • STR Non-Proficient: Mace
  • Any character with higher DEX than STR: Light Crossbow

Spells (in order of type/preference):
Arcane:

  • Force Missile/Lightning Touch
  • Invisibility
  • Arcane Armor

Divine:
  • CURE (only healing you can get at the get go)
  • Inflict
  • Sanctuary

Both:
  • Detect magic (only beginning peek available); probably good to have one.

Armor:

  • Heavy Proficient: Chain Mail
  • Light Proficient: Leather

* pretty obvious, I know; however it may benefit the character more just to have one of these and the rest Wooden Shields.

Items:

  • THIEVES TOOLS (or if not enough to good around, a barrier buster like Mattocks or Crowbars)
  • Amulet of Mighty Fists (first magic weapon availible)
  • Amulet of Life/Bracers of Protection for no those with no armor.

Allies:

  • Crow
  • Allies that boost the basic 6 stats (which ones should be based on which boons the PARTY wants)

Individual Characters may benefit to other cards to combo well with their powers (ex. Valorous with daggers; think about it); but that would be another discussion.


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Taking a strike at a revision

If you are playing multiple groups out of the same box, do not cull cards. Instead, when you encounter, summon, or draw a card from the box:

  • Discard it and replace it with a random card of that type from the box if it's from an adventure deck higher than the scenario. Do this as many times as needed to get a card of your adventure deck number or less.
  • If it is a Basic boon, you may discard and replace it one time if your scenario's adventure deck number is 3 or greater. If it is a Basic bane, do this automatically.
  • If it is an Elite boon, you may discard and replace it one time if your scenario's adventure deck number is 5 or greater. If it is an Elite bane, do this automatically. If the replacement card is Basic however, keep the Elite card.

How's that sound, Mike?


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I think the developers of this game were TRULY inspired. I've played both D&D and CCG games and this one takes the best (in my opinion) of both worlds while cutting away the worst of them.

I've always RPGs where you can leaves you the flexibility of interpretation (theater of the mind if you will). We just finished fighting the Scribbler and I imagined it like fighting Sai from Naruto (draws his summoned monsters, and the first fight with him was an ink clone). It avoids the drawback of RPGs that usually require a LOT of prep time to setup a campaign (time we don't necessarily have now that we are older), plus it's co-op and gm-less capability makes it so no one has to be the bad guy.

On the flip side, it keeps the enjoyment of a card game where you construct a deck you best feel will benefit you in the next game and can pull off some cool card combos during the game. But it completely negates the downside of a CCG where you will only use a small part of your collection ever and the rest is scrap. Here the entire collection is capable of being used at any time and that make me more comfortable with paying for cards (as opposed to buying a pack of cards and not finding a single card to help with your deck).

Best of both worlds, you guys are geniuses. Keep up the good work.