I have not played the original set. My first time playing is S&S. My question is when you first played through did you ever stop to look through the decks in the box to see what cards you might encounter down the road? or did you leave it a mystery? I'm just curious. When I did my original deckbuilding for my first adventure (currently on last scenario of base adventure) I scanned through the decks to find the basic trait and avoided reading the rest of the cards. For some of the scenarios I did not read the villain card before it was found during the game. This way when I go exploring I am often seeing things for the first time. It makes things a little more exciting when you find a new boon you didn't even know existed and makes it more challenging to prepare for encounters. Am I the only one who plays like this? keeping everything a mystery?(no spoilers).
Hawkmoon269 wrote:
thanks for all the replies.
Question about how ending my turn works and when/what I can cast. At the end of my turn before I reset my hand I swap a divine card for Cure. At this point I don't believe I can play cure (before I reset my hand). I have to wait until the start of the next player's turn. Is this correct? Doing this means after playing cure (on the next player's turn) I will be down to 5 cards, which is how I play it now (and I usually do not attempt to recharge cure and just leave it in my discard to grab when I want it). Or can you play cure during that window between swapping and reseting. thereby giving you a full hand at the end of your turn and putting 1d4+1 cards into your deck from discard and leaving cure on your discard pile. I played this way for a turn or two and thought it felt very broken. But the rules did say that you can play power at this time (this is the last time you can do so in fact). But my thoughts were they were referencing specific powers that relate to end of turn/resetting your hand? and not any power you wish? I have read a lot of threads on end of turn/resetting your hand and I couldn't find a specific answer to this. Most other spells (from the ones I know) would have no use to be cast during this small window, so it really only benefits cure and allows you to cure every turn and reset to a full hand as long as you leave cure in your discard and also have 1 spare divine card at the end of your turn.
My question is fairly general... when encountering cards summoned by other cards (e.g. the "when closing text" or a "barrier", etc.) are you actually trying to defeat a barrier anymore for the purpose of using a blessing that helps vs barriers or when asked to defeat a summoned monster to close a location is the check to defeat the summoned monster considered a check to close for the purpose of the blessing that gives 2 dice to close locations (green leaf graphic). My guess is that the only checks that count for "closing a location" and using that blessing are directly on the card (knowledge 8 or survival 9, etc.) and when you summon something it is no longer a check to close but simply results in closing when you do defeat it.
Can I get confirmation that you cannot use the "stat gems" on someone else's check. I don't have the card beside me, but reading it last night it sounded like you use YOUR die on A check not on YOUR check. It sounds very strong to me and we ended up not using it for each other's checks but I wanted to confirm for future scenarios. |