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Calthaer wrote:
The free deck-cycling for all players in this scenario is what lets you get this one done, Hawk is right. And it was nowhere near as frustrating as those from Wrath. It's a puzzle to solve, and - unlike The Elven Entanglement when it was released (before they fixed the cohort) - it can be beaten with the right strategy.

We are playing a 4 person party with Estra and Alkhazara, so yes, this isn't a puzzle to solve, it's a brute force luckfest with half the party unable to affect the henchmen.


How did someone think this was going to be fun?

1) No spellcaster can defeat the Henchman Alchemical Golem. All their spells have the Attack Trait, for which it is immune. So they are all rolling d6 or d4. And no one is going to have blessings to offer, because you don't get your free explore so you have to use your blessings to dive

2) No free explore, so you can have a hand that does STONE NOTHING for a whole turn. Not sure if you've ever played 70's era Roll and Move games, but "Skip a Turn" spaces are not fun. Each deck has maybe 30% of it devoted to bonus exploration and half of that doubles as adding dice to checks (see 1 above)

Has anyone cracked this riddle of an "adventure"?

Matt