quicksilver89's page

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Spoiler alert: This deals with the "Here Comes the Flood" scenario.

When my group played through the flood scenario, where you have to save more allies than the snake eats, once we knew we had saved enough that we were guaranteed victory, we didn't bother to save others that we knew about but didn't want for our decks.

We knew there were 15 allies, and you have to save at least as many as the snake eats. We rescued 7, then on the 8th we didn't bother saving him, we just let him go back to the box because we were guaranteed victory whether we saved him or not. We also used Harsk to find another. We didn't want him for our deck so we let the snake eat him because we had already guaranteed victory.

I think it was weird to have a guaranteed victory without the scenario ending. I also don't like how we could just not bother saving people and still have the guaranteed win.

The scenario calls for shuffling X henchmen, X blessings, and X allies together, where X is the number of locations, and then giving 3 to each location. This guaranteed we know the exact ally count.

So I propose a slight change. Start by shuffling 2X allies and 2X blessings together, giving you a pile of 4X cards. Take half of these (2X) and shuffle them together with X henchmen and then give 3 to each location.

This will give the same probability distribution of allies and blessings, but with the added effect that you will not know how many allies there are exactly. Even if you give out more or less allies than normal, it still doesn't change the difficulty. With less allies you find and rescue less, but the snake also eats less. With more allies you find and rescue more, but the snake eats more.

So this just makes it so you don't know how many allies there are, so you have to keep trying to save them throughout the whole scenario, without altering the mechanics of the fight or making it any easier or harder. Do other people like this idea, or am I alone in thinking this is an easy improvement.


I have read lots of threads and similar things have been brought up but it is still not completely clear when exactly you can play certain things. I just wanted to go over several examples to ensure I am understanding it correctly.

Cure:

Can Play:
Anytime that is not during an encounter.
Before, between, or after start or end of turn effects.
Multiples in a row, since the "multiple of one card type" only applies during encounters and for checks.

Cannot Play:
During an encounter.
After you explore and see a monster, but before you roll for the check.
After you roll for the check, but before you discard for damage.

Strength:

Can Play:
During an encounter when that character is about to make a strength check.
Even if one is already in effect from a earlier check.

Cannot play:
Multiples during a single check.
On a check that does not use strength.

Not Sure (need some clarification on these):
Can this be played when not making a strength check since it does not apply to a specific check? For example could you play one before your first explore, thus allowing you to play another spell during a check while exploring? Can you play multiples of these before your first explore? Reading the threads it was rather ambiguous about if this spell could be played outside of a check or not.

So for example, could my turn consist of, cure myself, strength myself, strength myself again, explore, use aid to defeat?