| WesWagner |
I stumbled across this the other night when I was playing a solo, two character game. We were both in the same location and we came across this barrier. None of could pass this check so our adventure basically ending with us all buried underground. Not the must heroic way to go.
Rocks fall?
http://en.wikipedia.org/wiki/Total_party_kill
| delslow |
I stumbled across this the other night when I was playing a solo, two character game. We were both in the same location and we came across this barrier. None of could pass this check so our adventure basically ending with us all buried underground. Not the must heroic way to go.
If desperate, you may discard cards while resetting hands. This way, you can each try to have a blessing in hand and burn them all on a check. Of course, you'll be that much closer to death. =P
TClifford
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Vic, and I think even the rule book states, that if you are truly stuck by a Barrier or even a Location, then look for one with similar power 'level', but one in which you have a chance to succeed and replace the card that is holding you up. Ultimately the game is to have fun, and not being able to complete the scenario isn't fun.
| dvang |
Also, as I recall, the wording on the barrier is such that it only forces the first exploration to encounter the barrier. Therefore, you could continue exploring the location using allies/blessings, which might then find the Villain/Henchman and allow the closing of the location and get you unstuck.
| patontheback |
Also, as I recall, the wording on the barrier is such that it only forces the first exploration to encounter the barrier. Therefore, you could continue exploring the location using allies/blessings, which might then find the Villain/Henchman and allow the closing of the location and get you unstuck.
I know this is an older thread but can anyone tell me if this is correct? It says in the book to "flip over the top card of your location," when you explore, and collapsed ceiling says to put it back on top if undefeated. I would imagine that it is then the top card again for another explore. This would be like failing another bane, and exploring again before the reshuffle.
| Captain Bulldozer |
Since the check to defeat it is an 8 in dexterity, there are really only 2 charcters who would have serious trouble with the dexterity check: Kyra and Seelah. By the way, both of them can handle the constitution part of the check fairly well, especially with a blessing. Stocking tools or something like a mattock is a great solution, as is using blessings (especially those that help with non-combat dexterity checks). Bottom line, there are going to be checks that you can easily make (or make at all) without using your blessings/items/other cards. Build your deck accordingly.
Also, it is worth noting that the worst case scenario for this situation is that you run out of blessings... no one dies, no cards are lost. You'd simply start the scenario over, which is something that might be required in a number of ways. Not exactly a horrible outcome in my book.
Vic Wertz
Chief Technical Officer
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Vic, and I think even the rule book states, that if you are truly stuck by a Barrier or even a Location, then look for one with similar power 'level', but one in which you have a chance to succeed and replace the card that is holding you up. Ultimately the game is to have fun, and not being able to complete the scenario isn't fun.
Yep:
Some cards are particularly difficult in solo play. If your character can’t ever get out of the Treacherous Cave, your scenario will grind to a halt. When you encounter such a card, remove it from the game and replace it with another card of the same type that roughly matches its power level but isn’t quite so impossible to overcome.
| Captain Bulldozer |
Yep:Rulebook: Advice for Solo Play wrote:Some cards are particularly difficult in solo play. If your character can’t ever get out of the Treacherous Cave, your scenario will grind to a halt. When you encounter such a card, remove it from the game and replace it with another card of the same type that roughly matches its power level but isn’t quite so impossible to overcome.
Perhaps part of the confusion on this rule is the question of WHEN to make that replacement. Should it be done, for example, before the initial setup? Or should such replacements be made when the situation itself is encountered? For example, if collapsed ceiling is a major problem, should you read it, and not encounter it, but instead draw a random barrier from the box instead?
Personally, I understand this ruling abstractly, but I generally choose to not put it into practice, since to me it kinda feels like cheating. I have no problem with the occasional no-win scenario presenting itself in the game, so long as there aren't significant punishments for failure in those cases.