Example henchman proxy card on DriveThruCards. I would have made the art be the letter A.
Would people be happier with proxying cards if there were standard proxy cards to shuffle into decks? 7x Proxy Henchman H
Most scenarios would work with these 20 cards and nobody would forget to make the proxy substitution. Scenario rules could specify both a proxy letter and normal card. Seemed to work fine in Apocrypha.
Alahazra doesn't need three cures; she is going to recharge most of her hand scouting decks. Because you are constantly recharging cards from her hand you will get back to the spells you want. If you need a spell two turns in a row then make sure that it doesn't get recharged and discard a Divine spell at the end of your turn to take the spell back into hand. One of her starting powers gives +2 on attack spells, so you will start the game with d12 + 4 + (2d4 or d6) on attacks. Soon, you will also have various Spheres of Destruction which will allow you to make several combats in one turn, just like a fighter with a weapon. One of the best spells early on is Find Traps since S&S is full of barriers. Adding two dice to any check against a barrier is awesome and saves Blessings. Usually I didn't attack monsters until things were well-scouted and there weren't many cards in hand (due to recharging to scout). Once I had Stargazer I would remove all the boons from the tops of decks (sitting at a location with a useful power) and then hit several locations with monsters on top using Pteranodons to move and explore with +d6 to my combat check. I didn't read Robes of Besmara correctly so I mistakenly thought that an armour slot would be useful. Later, I used it for the Stanching Buckler so that I could turn damage into card draws, getting rid of useless cards in exchange for awesome Divine ones. I would have a massive deck so taking Before You Act damage was pretty much an advantage.
Thanks! However, I think that the question and the explanatory text also need a reversal: FAQ wrote:
Hawkmoon269 wrote: 3. Is that squirrel on the stump the true source of evil for this monster? I'm not try to prejudge all squirrels here, but there was this one where I went to college, its tail was missing most of its fur and it would attack the other squirrels all the time. I'm pretty sure it was evil. I can see that squirrel taking up the study of the Arcane and animating dead tree stumps to bring destruction to the world purely for its own pleasure. In university I was attacked by a squirrel while I was riding a bike. Fortunately, it bounced off the front fork.
Refined ways of preventing recursion are not actual rules. All we have is the FAQ entry for summoned locations. I don't prefer the new text. The before you act text now depends on a fairly obscure rule to work. The after you act text is also confusing because it should apply to all characters. You seem to be writing these as if the before/after you act text only applies to the character that made the original encounter, but that text is defined as part of all encounters that are not evaded. I think that it would be better to have a paragraph in the rules that explains group encounters. It might tell people to ignore the before/after you act text, but what if you want to have before/after effects such as damage? You shouldn't need to deviate from the standard template to support this. Perhaps 'after everyone acts' text could be introduced. The old version of Silas seems to deal damage if you try to evade, but the new one would not. The new Silas and Tangletooth seem to give you multiple chances to close the location. The evasion situations may cause confusion. Even if the cards are technically correct, it isn't useful if people still end up playing incorrectly or having rules arguments. The new Occluding Field is much improved.
I wasn't asking for anything different. However, ... Being on a ship could have been a scenario. Go to the Port cannons location, draw a card for an encounter: - incoming boarding party! (BYO Blunderbuss)
Try to get your ship to a final destination before your ship sinks due to the Blessings deck running out. Various types of failed encounters could discard from the Blessings deck. Control Weather could be the new Holy Candle. It would have been different.
Orbis Orboros wrote: I see literally no reason, balance or otherwise, not to allow two strength spells to work. My broken Ezren deck (cycling two each of Detect Magic and Augury) relies on displaying multiple Strength spells. With an Incendiary Cloud and Wand of Enervation he can punch harpy henchmen to death (amongst other henchmen). Displayed cards are great because they recharge at the end of turn, allowing you to have a thin deck during the turn. Playing them pulls more cards from your deck. Eventually you are holding onto you attack spells while doing infinite Auguries to find henchmen and villains. Swipe is good for picking up useful things, but they can't stay in your hand past the end of the turn.
The characters will still have different powers, card feats and stats. Not needing to put in 10 cards to support a single character means that there will be more ways to create each character. If you have two finesse fighters and two strength fighters then you can split the weapons between the two types and there will be different better and worse weapons but they will all be useful. The idea with the add-on deck is that there would be supplemental sets of cards so you could then have Flentas and Spellblades (either Wizard+weapons or Fighter+arcane spells). Warpreist and Paladin would be the divine equivalent. Divine plus animal Allies would be Druid; combine them with Wizard to get Witch for Feiya. Or maybe Druid was a class deck so you replace the spells with arcane ones to get Witch.
Andrew, the recharge rule written on the card is for the end of your turn. As written, you can't recharge it before then. So you could play the card on another player's turn, discard it in a combat with multiple combat checks, Cure it into your deck, draw it with Ezren's power (or equivalent), give it to someone else and have them cast it before the end of your turn. They could help you on a combat check and discard it. You could argue that it should be recharged at the end of your turn (from the other player's discard pile), but what happens at the end of the other player's turn? Do they recharge it out of your deck or hand (maybe you were Radillo)? What if you had two copies of the card? Then there would be only a 50% chance that the card came from the other player's discard pile instead of your deck. This isn't the only card with this pattern. More orbs are in several decks. What if you eat pizza in the middle of this sequence and can't remember which type of orb you were using an hour earlier?
Mike Selinker wrote:
I've reached Stage 3, bargaining. How about just some of them an infinite number of times?
Troymk1 wrote:
True, I am doing it on the next turn after the blessing flops. This difference is only interesting if there is a start of turn fight effect on a location. If I also have Augury/Scrying, I may want to play that before the Cure so it shuffles in. All done before the move step. |