Hey folks, I have a question / verification request on end-of-scenario rewards involving cards. My understanding is if the end-or-scenario reward states, "Each character DRAWS {x} random card from the box", this means to draw the random card from the box and evaluate if you want to add it to that characters allotment of cards. If you don't feel it is any better than the cards already in the character's deck, you put it back into the box. You don't get anything new that scenario. correct? However, if it states, "Each character GAINS {x} card...", does this mean that you add it to your character's deck and your "health" or "HP" just basically went up one point?
Good afternoon everyone! I have a really elementary question. It sounds like I've been playing this wrong for the last several months. The manual spells it out but I just have to confirm because it seems strange to me: The rule book states that the minute you are required to draw a card from your character deck and there are no more cards left in your character deck, your character is dead. Even if you still have cards in your hand. I have been playing where the player dies once the last card in-hand is used. My problem with this is, all things being equal, some characters start out with more hit points than others. One character whose max hand is 4 vs another's 6 starts out with 2 more hit points. I guess that isn't uncommon either in comparison to traditional RPGs. But I guess the worst part for me is I still have cards in my hand that can be used to win. Being defeated while you still have cards in-hand seems strange to me. Is there anyone out there that plays this rule differently than the rule book?
Thanks guys! That's what I thought. I'm up to playing Skinsaw right now as my first time through. I have the theif and warrior. I'm really wishing I would have brought a magic user too but i think I'm too far along now to add one. Unless... I just happen to meet a traveling wizard on the side of the road on my way to my next location... ;)
Hi again! I have one more question about using Spell boons. Again, I believe I know the answer to this but want to verify my understanding. I draw a spell from a location and my Divine-challenged warrior somehow lucks out on a check to acquire it. I'm assuming that I can use the card in play. But based on the following statement coming AFTER the main text, once I use it, I must then banish it: "If you do not have the Divine Skill, banish this card" I'm imagining the intent of this statement is to allow anyone who makes the check to acquire it the ability to use it once. But not keep it after the encounter when rebuilding their deck. Sound about right?
I think I know the answer to this but would like to verify... If a card allows you to add and extra die to a check, for example a strength check, do you add your modified bonus to that 2nd die? For example, if I have +2 added to my strength, do I add that modifier to that extra roll? My initial thought was no. But then I found a card that specified "non-adjusted" when talking about an extra die roll. Also, one of Amiri's Powers states that you can bury a card to add 1D10 to your strength, melee or Constitution check. Is that ANY check utilizing those traits? combat or non combat? Thanks!
I have a general question pertaining to the use of the Character Add-on and Class decks. Aside from the extra characters in the Character add-on decks and the few unique weapons, armors, allies and items bearing the "B" (for base deck) and "C" (for character deck) designations, most of the cards in these decks are copies of existing cards in the base game. I understand that the other intention of these decks is to expand the game for use to 5 to 6 players. Unfortunately, when you typically play your games solo or with 2 or three players, adding the complete contents of these decks to your base decks actually serves to dilute your pool of cards with common cards. So when drawing a card after successfully completing a scenario, your chances of drawing a good card are actually diminished. Has anyone who plays primarily with the normal number of players adopted the policy of only adding unique cards from these add-on decks to the base pool of cards? Is this cheating? To me, it doesn't appear so. It seems like adding all the cards to a box used to support a lower number of players is actually taking away from the excitement of completing a scenario. Looking for your thoughts
Malcolm_Reynolds wrote: You are correct - it refers to the combat check for which you reveal the weapon. Notice that the difficulty increase is always in the same paragraph as the power that tells you what to do to use the card for your combat check. Thanks! I was afraid of that... I am currently playing the theif but I love all those weapons! And thanks for the clue on the syntax and grouping of rules to each paragraph. This is why I kind of thought the rule pertaining to the increased check may have been associated to every combat check. I always hated algebra!
Hey fellow adventurers! I have a question on weapon cards. I apologize that I do not have the cards in front of me. But the rules of these certain weapon cards will say something like this (not exactly, I'm sure): "Reveal this card to add 1d8 to your combat check. You may discard this card to add an additional die to the check. If you are not proficient in weapons the difficulty of this check increases by 4" I'm thinking that the check with the increased difficulty is the combat check - each time you use it. Or, part of me is thinking that the check to acquire the card is increased by 4? Can anyone confirm? Thanks!
Hawkmoon269 wrote:
Thanks for this! Yes, so I was on the right track. I didn't think about recharging the second card to use her power again though. Makes perfect sense. Thanks for that!
I have a question on encounters that require 2 sequential checks. Do you apply any card / power modifiers to both checks? For example:
But my question is, if I succeed that check, do I also use the same 2 modifiers to Stickfoot's combat check? My guess is yes because they are separate checks and I can use one power per check and, since the "Dagger" card is a "reveal" action, I simply reveal it again. Is this correct? But taking it one step further, what if I used a single-use card to add dice to the first check instead of the "Dagger" card? Would I discard the single-use card after Ripnugget's combat check? Or are both checks considered one check - just having 2 sequential parts? I appreciate your help in advance! |