Sathar's page

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Our group is a little behind WoodManZX's, we're currently at 6B (which we've failed once) with Valeros the Drunk*, Kyra and Harsk. It's been challenging but not too overwhelming.

First, our little tweak (more to simplify the randomness): Instead of "3 wildcards" we use the current Adventure's Harrow WC (like above), plus one random WC from the other 12, plus Large location decks. None of us particularly like/enjoy wildcards, though reprinting the cards on larger (4"x6") stock with coins to mark the active ones means we're a little less likely to say "Oh, we forgot the wildcard was in effect."

Overall, although the game balance is not as tight as the base game, it's still playable. We do enjoy having all of the extra feats (plus the bonus feat reward from our first CoCT playthough). In DD and vanilla CoCT, the number of feats often felt stingy. In Wrath there were tons of "extra" feats, and even the other 3 boxes threw in a few extra here and there. That said, there is definitely a feeling that the difficulty is ramping up faster than our "power" level. You really start feeling it around deck 4 or 5, and by deck 6 it's pretty stiff. The +# Veteran checks are no joke, and we cringe at those +## double-veterans (and the occasional +###) -- regularly seeing difficulties in the 30s on trash side-encounters. Every now and then it does work in our favor, holding on to otherwise underwelming low-level Veteran boons that suddenly add +9 or more to a static (or even veteran) check.

So while there are certainly more hilariously out-of-depth moments (let's see, I have 1d4 needing to roll a 23 -- oh, wait, I get +1d4 for the Harrow suit! Anyone want to help?), we're still having fun. The last few scenarios are going to be a bit of a struggle, but we'll get there.

* -- While Drunken Master Valeros is a lot of fun to play ("Why won't you stay there and guard that location?!?"), I am amused that many of the "liquids" in his deck are things Valeros probably shouldn't be drinking, mostly paints and poisons with the occasional bomb.


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This does remind me of those darned Sihedron rings back in RotR. I even remember peaking ahead at the adventure and scenario cards to see if we needed to hang on to them for some reason, didn't find anything, and then had the Oh, crap moment when we hit the deck 6 barrier that was basically a perpetual party wipe without them.


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Frencois wrote:
Rafał Kruczek wrote:
By this "separate moment" logic you could use shield/offhand with two-handed-weapon.

As far as I can imagine, this is exactly why Vic is struggling with giving a final ruling about limitation on playing cards at certain times.

This is just not simple.

Actually, I think this is already covered as almost all two-handers and off-handers exclude playing the other type for the remainder of the encounter, not the step/check (Archer's Shield deliberately breaks this rule).


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When it was asked a while back, it was suggested that you're welcome to flip coins instead of rolling, but the official answer is stick with the d4s.


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Apologies if this was answered already, I thought it came up but couldn't find it and the Locked Door thread doesn't quite answer it.

If you suffer a scourge that you already have marked you do not add a marker and there is no additional effect, but does it still count as suffering a/the Scourge?

Specifically, Dazed says that if you did not suffer this Scourge this turn you may remove it at the end of your turn. If a character already has a marker on Dazed and suffers a new Dazed on their turn, can they still remove it at the end of turn or is the Dazed in effect extended an additional turn?


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This is a Public Service Bump. It appears that we have unleashed Paradox:

Vic Wertz Chief Technical Officer wrote:
But Poison Spiked Pit Trap is dealing damage twice during the same step, so if you want to use armor to stop each of those, you'll need to have something that lets you break the "no more than one card of any given type on a step" rule.
Vic Wertz Chief Technical Officer wrote:
So yeah, if you have an armor you can reveal to reduce damage, you can reveal it once each time you take damage, even if you take damage multiple times during a step, check, or encounter.

I humbly suggest that visitors from the future refer to this thread which at this time appears to be the most likely location for a resolution to manifest.

Thank you.