by trickyc66
Aren't the ally/today cards in redemption 2 going to be those bosses?↧
Reply: Street Masters:: General:: Re: Post-Aftershock All-In Counts for Modular Decks
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Reply: Dice Throne:: Rules:: Re: Rules FAQ
by eflin
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1) If the Barbarian takes fatal damage, but heals in their defensive roll, do they still die (ie. does the healing happen concurrently with the damage or after the damage is done)?
They do not die. The two effects are applied at the same time
Source: https://www.boardgamegeek.com/thread/1906331/heal-question-b...
2) When performing an ability like the Barbarian’s Overpower can you play Roll Phase Action cards to effect the 3 dice you roll once the ability is confirmed?
Yes you can since you are still in the offensive roll phase. Note so can your opponents!
3) A player is stunned. Once I start my second roll phase can they alter the second Offensive Roll?
Yes because they are no longer stunned once you start the second Offensive Roll Phase. They are only stunned until the start of your new Offensive Roll
4) Does stun activate immediately or after the defense roll? For example, if an opponent has an ability that states they can roll two hearts to prevent an incoming status effect, then would this allow him to block stun, or does stun activate before they can defend?
It comes down to the wording. If the stun is listed BEFORE dealing damage then the stun happens first. If the damage happens and the card says THEN apply stun... then they get their defensive roll and could block it.
For example... Barbarians Crit Bash says inflict stun, deal 5 damage. So the stun happens as the damage is done so you get no defensive roll. You only get the defensive roll an response to damage but you are already stunned which cancels out your defensive roll. The same is true with the Barbarians ultimate ability.
It's an odd nuance though since if it was any other status ailment you could prevent it since it happens at the same time as the damage. Stun is unique in that it prevents the defensive roll so if it happens at the same time (not clearly after) then you don't get the defensive roll.
Just know it's a fringe case and perhaps it is simpler to just think of Stun as the exception that can't be prevented (hopefully MBG just doesn't make any stun abilities that would break this template)
5) If you have Thick Skin II in play ("On (H)(H) you may also prevent 1 incoming status effect.") what happens when you get hit with abilities like Moon Elf's Demising Shot II ("Inflict Targeted. Then deal 6 damage.")?
You can prevent the status effect. Note that Demising Shot II originally was an exception do to the "THEN" wording... but with season 2 the creators confirmed this was not the intent and that it too could be prevented:
Source:
https://m.facebook.com/groups/326715184496643?view=permalink...
Old answer for reference:
[o]The specific example given is actually the exception. Typically you CAN prevent the effect. However for Demising Shot II uou cannot prevent targetted. You only do a DEF roll in response to damage... and the way Demising Shot is worded the status effect happens and THEN (keyword then) damage is dealt. So the status effect is already in place before the damage is dealt.
Note many attacks this is not true of and you could defend the status effect... but in this case it is very clear the status effects happens first and THEN the damage is dealt. If it happened at the same time you could prevent it[/o]
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1) For the Combo Strike it states deal 6 dmg and roll 1 die. Then it list what happens with the die result. The last item indicates gain 1 evasive or cleanse for EACH Lotus. But there can only be one since only one die was rolled. Correct?
The upgraded version of Combo strike lets you roll more than one die and the language is the same across all the levels of that ability for consistency.
Source: https://www.reddit.com/r/DiceThrone/comments/5vyiad/sticky_r...
2) With the monks defense roll, if I am currently at max Chi can I spend it all, then do my Defensive roll, and then spend any new Chi gained to block additional damage?
Yes. Chi can be used instantly whenever you like. The only exception is you can't use newly acquired Chi to deal damage on the same turn it was acquired (this is noted on player leaflet under the description for Chi). It can be used immediately for defense though.
Note: you CAN use your old chi to deal damage before gaining more Chi (for example if you had max chi and rolled a small/large straight)
Source: https://www.reddit.com/r/DiceThrone/comments/5vyiad/sticky_r...
https://www.boardgamegeek.com/thread/1903384/monks-defensive...
3) Can Monk use Chi to lessen undefendable damage?"
Undefendable just means the player doesn't get a defense roll. Chi can still be used... UNLESS it was an Ultimate combo that caused it. The defensive player cannot alter anything about an Ultimate once the offensive roll has been accepted.
Source: https://www.boardgamegeek.com/article/28232290#28232290
4) Can I use Chi to prevent damage dealt to my ally or increase damage dealt by my ally?
No. It can only be used on the player with the token (normally this is the Monk but if you got one via a card like transference then you can use it on yourself)
5) Fist of Tranquility states "Gain 2 Chi & Evasive". Is this 2x Chi and 1x Evasive, or 2x Chi and 2x Evasive?
2x Chi and 1x Evasive.
Source: https://www.boardgamegeek.com/article/27926726#27926726
6) I use Fist Strike III but my opponent blocks all the damage. Does he still get Knocked Down (because I rolled 3 of a kind)?
Yes. Just because he nullified the damage it does not mean other parts of the ability (in this case knock down) don't get applied. So he got knocked down but wasn't hurt by it.
7) Can Chi be used to prevent poison/burn damage during upkeep?
Yes. Chi applies to any type of damage (except reducing ultimate abilities)
8) If I use Serenity III and gain Evasion from it, then can I spend it right away to avoid the damage that triggered that defensive roll?
Yes. Status tokens may be used at any time at instant speed. Much like if you had an evasive token before the attack you could still do your defensive roll before deciding whether or not to use the evasive token. (see answer to question K3)
9) If I use Serenity III... and say I roll "zen", "fist", "fist", "palm" and "lotus". I'm unsure if I'm allowed to use the same die multiple times for different abilities on Serenity III.
* One outcome would get me "Gain 1xZen", "Deal 1xFist dmg", "inflict knockdown" and "gain evasive or cleanse" if i'm allowed to use dice multiple times.
* The other outcome would be that I had to choose between the ablilities and could get "Gain 1xZen" and "Deal 1xFist dmg"
Since it is all part of the same ability you get it all if you satisfy the conditions. You don't have to pick one of them like you do when selecting an ability in the offensive roll phase. So in your example you gain one chi, deal two damage, inflict knockdown, AND gain your choice of evasive or cleanse
10) If I use Chi to add damage to an undefendable attack is that added damage also undefendable or could that be defended against?
The added damage maintains the same properties as the original attack it is enhancing. So in this case it would also be undefendable. It increases the damage done by the original ability... not add new damage.
11) When using Lotus Strike, if I have no chi when I activate it, can I spend 2 chi from the chi I just gained by using the ability to make it undefendable? Or do I have to have 2 chi prior to using the ability so that I can make it undefendable?
No you cannot use the Chi you just got to make it undefendable. Nor could you use it to increase the damage you dealt.
When activating an ability you read top to bottom. On this one it specifically says deal 5 damage THEN gain the chi. So you have already dealt the damage when you get the chi
12) When is the latest that I can apply Chi offensively. Should it be at the end of the Offensive Roll phase, end of Targeting roll phase, or after their Defensive roll phase?
In Season 1 this was not inherently clear so people handled this a little differently (my group for example said it had to happen before the actual defensive roll was made).
In season 2 the phases are broken down much clearer (refer to pg 12 and 13 in the rules). So the last chance to play this type of card is step 5 of the defensive roll phase
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1) The Moon Elf defense says that 2 feet is half damage, does that mean 4 feet is complete defense or is it half then half of the half?
Neither. If 2 or more feet are rolled the damage is halved. Additional feet (even if 2 additional) do nothing.
The general rule is that if it says "on" it means the minimum number of symbols required, if it says "x" it can be done more than once.
Source:https://www.boardgamegeek.com/thread/1906275/moon-elf-defensive-question
2) For the Targeted status effect... When does the +2dmg bonus get added?
It would be immediate. Any cards or tokens are instant effects that immediately resolve.
Further, on future attacks the damage is added before any DEF rolls.
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1) For the Paladins Holy Light ability, do you heal +1 for every heart after the activation cost or the total hearts rolled
The total rolled. In general any ability that is worded "1xsymbol" is one per symbol regardless of ability activation cost. If it would just be one it would only show the symbol not the 1x
Source: https://www.reddit.com/r/DiceThrone/comments/5vyiad/sticky_r...
2) When I use retribution is it half the incoming damage before or after my defensive roll/prevention effects (like protect)?
It is half the original incoming damage. So you can prevent a bunch of it still after using retribution and end up taking less than you send back at the original attacker!
Source: https://www.boardgamegeek.com/thread/1905098/retribution
3) Again on retribution... if I do 9 damage from Retribution and 1 from Defense... is it two separate attacks or one combined for 10? Specifically if someone uses an evasive token would they evade the 9 Retribution Token damage or 10 damage from both the Ret Token and Defensive ability?
It's all combined. So they would avoid all ten if successful with the evade token
4) Can I then use a Protect token after Retribution to take half the damage? Or does that make the retribution also deal less damage?
You can choose the order... so you can do retribution first... let it resolve... then protect yourself and get the best of both effects.
5) For the level one/base defensive ability. Does it mean that if at least 1 (or more) swords are rolled, then deal 1 damage, even if more than 1 sword is rolled?
Yes. The general rule is that if it says "on" it means the minimum number of symbols required, if it says "x" it can be done more than once.
So for the base level ability it doesn't matter how many swords you roll. As long as you roll one you do one damage. You'll note the L2 ability changes this to read 1x (sword) dmg. For this upgraded version you deal one damage per sword rolled
Source: https://www.boardgamegeek.com/thread/1905038/paladin-defense...
6) A defensive ability gives me a Protect token. May I use that immediately to prevent the same attack that caused the defensive ability?
Yes. Status tokens may be used at any time at instant speed. Much like if you had an evasive token before the attack you could still do your defensive roll before deciding whether or not to use the evasive token. (see answer to question K3)
7) If I deal 6 damage and add critical strike to it... but the opponent then reduces the damage by 2 (for example a Monk spends 2 Chi tokens)... does that make my base damage go to 4 (which is less than 5 and does not activate Critical Strike) or is the critical strike locked in so it reduces the damage to 8 (from ten)?
Season 2 clarifies (on pg 14 of rule book) that damage reduction is always on the cumulative total of damage dealt. So the Critical Strike alters the damage number to be 10 which is then reduced to 8 by the Chi.
8) Can my opponent remove a crit token (for example with the card Buh Bye) after I conclude my Offensive Roll but before I have the chance to use the Crit token?
Yes they can but only if you gained the token from your current Offensive Roll. They can’t prevent you from gaining the token but they do get a chance to use cards such as "Buh Bye" before you can activate the token. So basically they can respond to you gaining the token to clear it before you could then use it. If you already had the token then technically they still beat you to the punch but the proper order of things is they do it before your die roll even resolves.
9) When using Divine Defense III I roll 'Helmet+Helmet+Prayer' so I gain a Protect token. May I use that token BEFORE I prevent the 2 or more damage... or do I have to resolve the dice roll and prevent the damage first?
The reduction from the helmets happens first because it is part of the Defense Roll resolving which gives you the protect token. So it happens at the same time you gain the token.
10) When using Divine Defense it says "Prevent 1x Helmet + 2x Heart Dmg". How does this work with multiples?
Roll the dice.
For each heart, reduce the damage you take by 2.
For each helmet, reduce the damage you take by 1.
(You cannot reduce damage below 0; that is the difference between "Prevent" and "Heal.")
Examples: Let's say you are receiving 5 points of damage from an opponent.
* If you roll 1 sword, 1 heart and 1 helmet, the damage you take is reduced by 3; you take 2.
* If you roll 3 helmets, the damage you take is reduced by 3; you take 2.
* If you roll 3 hearts, the damage you take is reduced by 6; you take no damage (you cannot reduce damage below 0).
11) When you use the DEF ability and roll a prayer can you use the gained CP immediately to play a card that would prevent more incoming damage? Or has the ability fully resolved?
Much like Monks Chi yes you can. You gain the CP/Chi in step 4 of the Defensive Roll Phase (pg 13 of season 2 rule book) and have one final chance to use them in step 5 of the DRP.
12) Tithe II states that ""Whenever you successfully activate an ability during your Offensive Roll Phase that utilizes at least one [HAND], gain 1 CP". Does that only take into account the activation requirement of the offensive ability, or does it include also subsequent rolls that the ability might trigger, like Righteous Combat rolling a [Hand] as part of the text? How about for a straight?
It does not include any subsequent rolls that are part of the ability (like the 2 dice rolled for righteous combat). It very clearly says when you successfully activate the ability... and you have not rolled those additional dice at that point since those extra dice occur AFTER the ability activates.
Regarding straights... the only case it would not apply is if you rolled a small straight with 1,2,3,4 and the 5th die is a 6. Since the 6 is not part of the activation it is thus not utilized when activating it. So you would not get the CP. All other straight rolls would include the 6 in the straight and clearly trigger tithe II
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1) What is the deal with Fire Mastery and why does it cool off?
Fire Mastery is a token that allows abilities on her board to do more damage or to fuel cards that she might have. On its own (for example if a different player transferences one to themselves) it would do nothing besides cool off and go away.
If you read the individual abilities on the player board you can see how fire mastery can really add more damage to them (for example combustion is often the finisher for a Pyromancer)
The cooling off is important because she must keep herself running hot. So the important part of Fire Mastery, when viewed in conjunction with her board, is that it powers up abilities. And is a depleting resource that must be regained to stay "hot".
Source: https://www.boardgamegeek.com/article/27893049#27893049
2) If I deal 2 collateral damage to all opponents in a 2v2 game, then would the other team take 4 undefendable damage?
Yes each player takes the damage amount so their shared life pool would see double that. See answer to question K6 above
3) If I use Burning Soul II and roll (4) fiery souls (fives)... do I inflict burn AND increase my max fire mastery?
Yes you get both effects as you satisfied both conditions. To further clarify:
On 2 Souls you gain 4 fire mastery and do 2x collateral damage to all opponents
On 3 Souls you inflict burn, gain 6 fire mastery and do 3x collateral damage to all opponents
On 4 souls you inflict burn, increase fire mastery stack by 1, Gain 8 fire mastery, and deal 4x collateral damage to all opponents
4) The Pyromancers DEF ability does damage to the attacker frequently. Do they get to roll their DEF dice too then?
No. You only get to roll the DEF dice/abilities if you receive damage from an Offensive Roll Phase. The damage can be prevented though by others means (Monks Chi and/or cards for example).
Source: Rulebook
5) On "Molten Armor III" defense card, it says "Deal 1x Flame" damage. Later on, it says "On Flame / Starburst, inflict Burn". Do you count the same "Flame" result twice (same dice causes damage AND combines with another dice to cause Burn), or do you have to choose whether the dice causes damage OR combines with another to cause Burn?
On same card/ability - same symbol provides 1 x Damage and 1 x Fire Mastery. Do you get one of each (per dice), or do you choose which to collect?
If it’s all part of the same ability, then it would count for both. So the flame can count for each part of the ability.
For the second part you get one of each per dice roll (don’t need to pick)
Source: https://www.kickstarter.com/projects/roxley/dice-throne-seas...
6) Scorch the Earth does 12 damage to one opponent and then 2 collateral damage to all opponents. Does this include the opponent who took 12 already? Do they take 12 or 14?
They are included and take 12 + 2 = 14 damage
Source: https://www.boardgamegeek.com/article/28495584#28495584
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1) At what point does enter the shadows end? For example if you enter the shadows as a result of your defensive roll does it end at
It ends once you complete a full turn with the token. So if you receive it mid turn (or someone else's turn via a defensive roll) then it persists until the end of your next turn.
To elaborate:
You can enter the shadows 4 ways.
a- playing a card that immediately makes you enter the shadows.
b- a defensive roll that forces you to enter the shadows.
c- Ultimate ability concludes with the thief entering the shadows.
d- You trigger shadow dance ability.
For each case...
a- It ends at the end of your next turn (even if used during your current turn
b- Ends at the end of your next turn
c- Same as a
d- Same as a
Source: https://www.reddit.com/r/DiceThrone/comments/5vyiad/sticky_r...
2) Does enter the shadow persist if you don't get a full turn?
Yes
Source: https://www.reddit.com/r/DiceThrone/comments/5vyiad/sticky_r...
3) When in Free for All(or even 2v2+), if the Shadow Thief triggers shadows, shadows then lasts all the way until the end of his next turn. If someone targets him with an ultimate during this, does the shadows effect that had already been triggered by a prior player's damage and is now still active protect him from damage? Ex. Shadow Thief gains shadows, next player targets shadow thief which triggers shadows, player after that rolls ultimate and targets Shadow Thief. What happens?
Ultimates ignore all status effects. Nothing can alter or prevent them once the offensive roll is accepted (with the exception that the person performing the ultimate can enhance them with stuff like a crit token or cards... see question K4 for more detail)
Source: https://www.boardgamegeek.com/article/28277127#28277127
4) If Shadow Thief gains the Shadows token but then happens to not be targeted for an entire turn by anything that would trigger it, does it stay with him beyond the end of his following turn since it was never triggered?
He still loses it. Just by having the token you are considered to be under its effect.
Source:https://www.boardgamegeek.com/article/28292969#28292969
5) For Shadow Thief abilities like Insidious Strike that do damage based on CP, do you spend the CP or does it stay?
It stays
Source: https://www.boardgamegeek.com/thread/1894741/shadow-thief-cp...
6) Multiple of her skills states "if X was rolled gain Y". Is this on the base roll or do you roll a die after your offensive roll like the Paladin abilities?
The Shadow Thief's abilities tend to be based on your actual offensive roll. Where as the Paladin's abilities you tend to roll another die and see what happens based on that later roll. It's all in the wording
Shadow Thief
"If SYMBOL was rolled then this happens..."
Paladin
"Deal 5 damage and then roll 2 die..." then it lists what you get for the die results.
7) If I am in the shadows but suffer stun (since it only blocks damage not status effects) do I now take damage until the stun clears?
No you do not as long as you had the enter the shadows before the stun would be applied. Stun does not let you do a defensive roll but enter the shadows is a passive ability so it is still on.
Note this is only true if the damage is from an offensive roll phase (which is typically the case)... and if you already had the token. Enter the Shadows only defends against damage from an Opponents Offensive Roll Phase and you would not be able to gain it if you were already stunned.
Finally, NOTHING stops an ultimate (including enter the shadows). So Barbarians ultimate is still going to stun you (and wreck you).
8) If I trigger Enter the Shadows on a DEF roll... can I regain a new one on my offensive roll? Or since I have a stack limit am I still locked into the old one?
If a token cannot stack, then any new instances gained are lost. So you would still have the old one which clears at end of your turn. You would have to have a card that could remove your own token (or transfer it to another player) to then gain the new one (which you would NOT lose at end of turn since it did not trigger).
9) Can someone steal a Shadows token?
Yes. It is a token like anyone other. This is often the best strategy when facing a Shadow Thief
10) Can you Enter the Shadows as a result of Undefendable Damage?
Yes as long as it was a result of an Offensive Roll Phase. Undefendable damage only means the player gets no Defense Roll. It can still be reduced/prevented by other card/tokens/abilities
That said... NOTHING stops an ultimate (including enter the shadows)
11) How does enter the shadows work with opponents defensive abilities? Like Pyromancers Molten Armor?
You would get hit by the damage. Enter the shadows specifically says "Opponents Offensive Roll Phase"
12) What about Enter the shadows and the Artificers bots?
If the bots do damage outside the offensive roll phase of your opponent, then they get through and you take damage
13) In free for all... do I have a targeting roll for abilities like Pickpocket?
Yes. Any offensive roll result that does not target everyone must have a targeting roll
14) If I roll two 6's while using Shadow Defense, then what happens?
You Enter the Shadows (avoiding incoming damage but NOT status effects) and gain sneak attack
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Revision Log (only for major updates)
None currently. This is a new version of old FAQ.
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Reply: Dice Throne:: Rules:: Re: Rules FAQ
by eflin
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1) If artificer is hit with a killing blow (e.g. he has 6 hp and hit by 6 dmg), does he get a chance to activate the healing bot before he is killed? The healing bot states heal after being attacked so I assume he's dead by the time he tries to heal.
Much like the barbarian from season 1 yes you can heal and avoid the lethal damage. The healing and damage happen at the same time.
It is worded that way only so that it’s clear you can only heal in response to an attack... not in response to a status effect like burning.
2) When using overclock can you activate heal bot as one of them?
Of course. It can be any bot
3) Can you use dice altering cards on Unstable Attack Bot?
The only cards you can use are the red instant cards (like Tip It) as you activate this bot during the upkeep phase.... which is not a Roll Phase (when you can use orange cards)
4) When my abilities say “…any opponent,” Do I choose my target in a Free For All/Team Match, or do I make a Targeting Roll?
Only Offensive Abilities (from your ORP die rolls) get a Targeting Roll. So for abilities (like the bots) you may choose your target.
5) Can my bots be considered Status Effects? So could they be downgraded and/or removed by cards like “Get That Outta Here,” “What Status Effect?,” or “Buh Bye?”
They are not Status Effects so they cannot be impacted. However the power they require to be used is a Status Effect that may be affected by the above cards
6) For nanites it says "During upkeep, a player rolls 1 die per nanite they are afflicted with: on 6 remove this token". So say you had 3 nanites on an opponent. Do you roll 3 dice once and remove a 6 for each one? Or do you resolve each token separately?
To clarify. Resolving them seperately would look like this with 3 nanite tokens:
Roll 3 dice for first token. Say you get no sixes... so token remains.
Roll 3 dice again for second token as you still have 3. You get one (or more sixes) so you remove this token.
Roll 2 dice for last token since you only have 2 now... and remove it if you get a 6 on either die roll.
This was confirmed by creators on FB that "...nanites as a status effect do not do anything on their own. Because of this they are not resolved like regular status effects. Instead of rolling the instruction for each nanite, you are instructed to roll one time during your upkeep a number of dice equal to the nanites you are inflicted with. This is something that was not clarified well but what's a good catch based on the president set by other similar status effects. To confirm , three nanites, 3 dice, rolled one time, remove a nanite for every 6 you roll"
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1) Why is the stack limit on Cursed Doubloon 5/3? What does this mean?
The stack limit on the Cursed Pirate is 5 and on anyone else is 3. You start off collecting them yourself and once you flip to the cursed (bone) form you start handing them out to others.
2) Do I get to choose which side of my board to start on?
No. You always start as the Pirate. Read her passive to see how to flip over to the “Cursed Pirate” side.
3) Does “Get That Outta Here” (Main Phase Action, “Remove one status effect from target player”) affect Doubloons?
Note this was a question from PnP version. I will confirm it is still accurate once I receive my copy of the game.
Doubloons read “These persistent tokens may not be moved or removed from any player except as a result of abilities on the Pirate’s Hero Board” so no the card would not remove Doubloons
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Note evasive is a keyword from season one. Refer there (Moon Elf and Monk) for overlap questions. If there are unique ones for Tactician I will update here
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1) If I choose Nyra to receive the entire dmg of an attack, then does any excess damage transfer to the Huntress or is it ignored (overkill Nyra)?
All of it goes to Nyra. This is still balanced because Huntress stops getting the +2 bonus to all of her attacks that deal damage when Nyra dies. Without that bonus her attacks are pretty weak so it creates interesting choices/strategy and the Huntress typically wants Nyra alive
2) If someone steals Nyra's token can they share damage to her and/or down her in this manner?
If you read the description on the token carefully, then it is very clear that only the hunteress can share damage. The token is transferable but can not be used by an opponent to share damage with Nyra
3) If the huntress starts the upkeep phase with Nyra downed and only 4 HP, then what happen?
According to Aaron Hine, Community Manager and Rules Guru, Nyra would heal but NOT flip until the beginning of the following upkeep phase.
4) Can Nyra take undefendable damage?
Yes. Undefendable just means you don't get a defensive roll. Nyra can still share this damage
5) If my base attack is undefendable, does Nyras 2 added damage also become undefendable? It's listed as black so does that mean normal damage type and thus defendable?
Typically all damage modifiers are of the same type as the base attack. I don't think Nyra would be an exception so I would say its undefendable if the base attack is.
6) Can Nyra share damage from an ultimate ability? A monk can not use Chi but Nyra is a bit of a unique case
No she cannot. Look at the description on the character leaflet
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1) Can I spend Honor I just gained to increase my current attacks strength?
Yes you can.
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1) The Seraph component list on the character card says there should be 3 Holy Presence tokens. The Punch board only comes with 2
This is a confirmed typo. There are only 2 tokens. Also note the stack limit on the character reference card lists 2 as well so a 3rd wouldn't be used.
2) Similarly why does it comes with 2 Blessing of Divinity tokens when you only need 1?
So you can replace the smaller one for Paladin from season one if you so desire (and they had room on the punch board so why not)
3) The upgrade for Holy Blade III downgrades the smallest attack from 6 to 5 (compared to Holy Blade II). Is this a typo?
This is not a typo. Aaron Hine stated in the FB Community that this was in the interest of balance (much like the Barbarian's Mighty Blow going from 9 to 8 damage, but it becomes undefendable) because of the damage increase at the 4 and 5 blade level and the addition of a 4 of a kind bonus.
4) Can flight be used to avoid undefendable damage?
Undefendable damage per the rulebook is "Damage which players cannot
activate a Defensive Ability against. However, the damage may still be avoided, reduced, or enhanced by cards and/or Status Effects."
Flight is a status effect/token so it can be used. The defensive phase is not skipped... the opponent simply cannot use a defensive ability from their player board on undefendable damage
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Note targeted is a keyword from season one. Refer there (Moon Elf) for overlap questions. If there are unique ones for Tactician I will update here
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1) How does Blood Power work with defensive rolls?
You heal the same amount of damage you successfully dealt. This is any damage that was not prevented or avoided... even if it is overkill damage in a multiplayer game.
So if you deal 6 damage to someone with 3 health you still gain 3.
If you deal 6 damage and they prevent 2 of it with cards or defensive rolls, then you gain 4.
If you dealt 8 damage and they then heal 2 of it (say Artificer heal bot) then you still gain 8 even though net impact to opponent is only 6 damage
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Reply: Dice Throne:: Rules:: Re: Rules FAQ
by eflin
Reserved for Season 3 Heroes↧
Reply: Dice Throne:: Rules:: Re: Rules FAQ
by eflin
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Season 3 SHOULD be early 2019 although no official confirmation has occurred (likely won't until after the new year as they focus on Season 2 fulfillment).
What little we know is that season 3 focuses on a co-op/campaign type mode (in addition to new heroes obviously).
Otherwise it has been confirmed there will be no remaster of season 1 in 2019. So 2020 at the earliest. Season 3 is the priority.
If it helps... here is the FAQ section I made for the season 2 KS. A lot of it should still apply for season 3
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1) Will they be updating Season One for the new upgrades in Season Two?
Not at this time. They will consider a remastered season one if there is demand (there is....)
https://www.youtube.com/watch?v=5nJEdPHzgDM
EDIT: Note is how now been confirmed to happen eventually but no current plans and it won't be in 2019.
2) Will the original season one be offered on the KS?
Yes. Currently its just base/retail version but you can champion in the legendary tier (they only have limited champion editions left). The champion edition will not be available separately as and add-on since they only have limited amounts of it left. If any legendary tiers are not claimed they will add the spare ones to the pledge manager on a first come first serve basis
Source: https://www.kickstarter.com/projects/roxley/dice-throne-seas...
3) Why is it shipping in two waves?
It is to get some new content out there faster. Wave one (projected shipping Nov) will include season one, and 2 out of the 4 season two boxes (gunslinger, samurai, artificer, and cursed pirate). Everything else is in wave 2 which is approx 3 months after wave one. So All add ons like sleeves, mats, the last two season two boxes, and battle chest ship in wave 2
Source: https://www.kickstarter.com/projects/roxley/dice-throne-seas...
4) Why are all the backs the same now and not character specific art like the original?
https://www.kickstarter.com/projects/roxley/dice-throne-seas...
For example... if you want to have a thief ability that steals cards... this opens up design space for that. Is also better for tournaments and other potential game modes.
5) Will there be new cards for season one heroes?
Heavily hinted at yes... #staytuned
https://www.kickstarter.com/projects/roxley/dice-throne-seas...
6) How do the new boxes compare to the original?
Original = 10.2" x 10.4" x 2.6"
2 player boxes = 5.1" x 9.1" x 2.5"
Battle Box Add On = 18.3" x 11.0" x 2.5"
https://www.kickstarter.com/projects/roxley/dice-throne-seas...
https://www.kickstarter.com/projects/roxley/dice-throne-seas...
https://www.kickstarter.com/projects/roxley/dice-throne-seas...
7) Will there be a bigger box than the battle chest for everything?
No. it would pose many logistical concerns. To name two there would be larger shipping costs (bigger box) and they plan to add MANY more heroes. They can’t keep making a bigger and bigger box.
8) Whats the deal with the battle chest and why does it only come with 6 (not 8) trays?
The battle chest was a last minute add to the campaign based on season one backer feedback for one box to hold everything. It comes with 6 trays for the season one heroes since the new trays are slightly different size than the old ones. Note that you can use these trays for season two heroes if you like but the season two boxes already come with trays for them so more than 6 was not needed
https://www.kickstarter.com/projects/roxley/dice-throne-seas...
9) Why does the battle chest not hold all 14 heroes then?
A few reasons. Shipping a larger box gets a lot pricier, they have over 30 heroes in development so people would just perpetually need bigger boxes (so instead they are just do one large box per season), and also just logistics
https://www.kickstarter.com/projects/roxley/dice-throne-seas...
10) How do funding quests work?
This will be clarified in an update. For now it seems... keyword seems... they are daily unlocks that are also SG. Think of it like SG that are forced to be spaced out so we don’t burn through them all in a couple days. I would expect to get them all unlocked so don’t worry too much
https://www.kickstarter.com/projects/roxley/dice-throne-seas...
11) What is a promo pack/card?
There are three different promo packs:
1) The alt-art "So Wild" promo pack for S01. These 6 cards are simply meant to *replace* the "So Wild" cards in every hero's deck with an alternative art style.
2 & 3) All other promo cards are building a new promo card pack for S01 and a separate promo card pack for S02. The cards add a new mechanic to each hero that are high risk, high reward cards.
https://www.kickstarter.com/projects/roxley/dice-throne-seas...
https://www.kickstarter.com/projects/roxley/dice-throne-seas...
12) Can I pledge $1 to do PM and upgrade then?
you can but this will only treat you as a Pre-Order backer, it will not lock in KS pricing or access to limited-quantity pledges.
13) Will there be foreign language versions?
They definitely want to do them but have no plans currently. So not at this time
14) If I back for season one will it ship right after the campaign ends?
They have said you can but for additional shipping. What is on the KS is two wave shipping which would have it come in wave one at end of year. So even if you go legendary in a zone with free shipping for that tier... getting season one early will cost you dShipping as the extra wave was not built 8nto the pledge cost
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Reply: Dice Throne:: Rules:: Re: Rules FAQ
by eflin
Reserved↧
Reply: Dice Throne:: Rules:: Re: Rules FAQ
by eflin
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Reply: Gloomhaven:: Rules:: Re: [SPOILER] Triangle Class Ability
by Iacojr
Perfect, thanks again! Apreciate 😊↧
Reply: Defenders of the Realm (2nd Edition):: General:: Re: Excited about this, but a little dismayed...
by LargeGoblin
Richard Launius wrote:
Just to be clear. I am not designing he new edition as a Legacy game. It will be a campaign game. There will be no destroying the cards or writing on the board. Their may be some stickers added to the board and the campaign will have a progression that means if a character dies, they are dead and may become a heroic spirit the players can cal uopn at a shrine with in future battles, but the game is not a legacy game.
The base game can be played multiple times, as can all the battles. The base game will have no legacy related materials other than the orgin of the heroes that I do not really consider Legacy. It is only in the expansions that the campaign will take on any progression with some legacy-like impact on future battles.
I know the publisher would prefer a pure Legacy game, but I have not designed that and they are aware that the legacy aspect is campaign driven. Once again, it has legacy aspects in that how a battle finishes affects future battles, but it is not Legacy in the way that traditional Legacy games are known in the industry.
I hope this clarifies the issue.
RIchard
The base game can be played multiple times, as can all the battles. The base game will have no legacy related materials other than the orgin of the heroes that I do not really consider Legacy. It is only in the expansions that the campaign will take on any progression with some legacy-like impact on future battles.
I know the publisher would prefer a pure Legacy game, but I have not designed that and they are aware that the legacy aspect is campaign driven. Once again, it has legacy aspects in that how a battle finishes affects future battles, but it is not Legacy in the way that traditional Legacy games are known in the industry.
I hope this clarifies the issue.
RIchard
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Reply: Eclipse: Second Dawn for the Galaxy:: General:: Re: Stretch Goals are also part of the Retail version?
by richcottrell
veector wrote:
richcottrell wrote:
With how the sales of the 1.5 edition are going through the KS is there any chance the Rise of the Ancients Races will become available at some point? Or has the lack of interest made that unlikely?
Do you mean retail or people selling their own copies?
I will likely sell mine once I get Eclipse 2nd Ed in my hands.
I have the first edition with most the expansion content but KS'ed the new version. I am just trying to find out if some of the additional races from the first edition will eventually make their way into the 2nd edition. Would hate to not see Rho Ind and others not exist in this new version.
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Reply: Dice Throne:: Rules:: Re: Rules FAQ
by eflin
Here is the last post from the old FAQ postOkay I took a big pass for the season 2 rules (finally got my game this past weekend!). Updated a bunch of sections. If anyone sees any conflicts, then let me know.
Also hopefully the Dice Throne/Roxley guys can take a pass through this. I know the rules guru really doesn't like BGG but it would be so helpful if someone could do a quick pass through this whole thing. It's nice having it all in one spot/post that theoretically is up to date. As rulings change from time to time it can be tough without something like this as you can get conflicting answers.
A couple things in particular based on my pass today:
1) Question 5 for Barbarian was a new ruling/change. Do you notice or know of any others I need to update for? For example the question right above it has similar THEN wording... is this one also wrong now or was Demising shot just a typo?
Monk question 11 is similar with the THEN wording.
2) This thread is a very important one... I took my best stab at it here (for example question K10 of the FAQ) but still feeling it's a little vague as to whether or not the priority always reset to the active player or not. Feels like it should be wanted it confirmed. Here is a link to the latest post I think sums up the concern.
https://www.boardgamegeek.com/article/30763382#30763382
3) There was a thread (cant find it for some reason) where it was asked if evasive evades the entire attack (and status effects) or just the damage. Thematically it makes sense to avoid it all (and is how I had been playing it) but the ability only says damage (and comparisons were made to defensive rolls per question D8 in the FAQ and other status tokens like enter the shadows)
5) Question 8 in the Paladin section seems wrong now. I left it alone for now... but it seems like the active player will always get priority first and it would be viewed as simultaneously wanting to do the same thing... would you agree?
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Reply: Gloomhaven:: General:: Re: "To sleeve, or not to sleeve" ??
by ranissi
To provide my own input, and stealing the format from WarioMCP:Necessary:
Attack modifier decks (mini) (3-5 decks @ 20 each)
+1, -1, Curse, Bless modifier cards (mini) (probably somewhere around 40 total)
Monster AI decks (mini) (sleeve as you go)
Player Ability cards (full size)
Pretty Important:
Battle Goals (mini)
Bought items (mini)
Road & City Events (full size) (We found it super useful for knowing which cards were in our current decks)
Sort of Important:
Personal quests (full size) (Okay, not really important, but it's 2-4 cards and why not!)
Not really important:
Random dungeon deck (mini)
All other items (mini)
Others will be able to provide actual numbers, but I believe there's something like 32 different monster decks @ 8 each, and then 20 monster attack modifiers, plus 20 per player - and you probably want another 15 per play for enhancements, plus like 40 or so for the other modifiers... So I would 100% say you need at least 316 plus 35 per player of the mini cards (so 350 if you're playing 1 character, 400 for 2 characters, and 450 for 3/4 characters)...
And then I would also add 8-12 starting hands plus up to 9 additional hand cards for a max of 21 per player of the full size for 50/100 of those.
But you could easily buy an extra 100 mini and 50 full sized and make good use of them. But you're wondering about fitting them in, so I suppose you wouldn't need to do that.
One thing I'll point out, is that all of your player cards can fit back in your player box even if they're sleeved. So the main question is can you live without sleeving the monster AI decks... And while YMMV, I would not recommend it. There are 8 cards in each deck, two of which tell you to shuffle, so on average, you're shuffling them 3-4 times per game, and certain monsters come up quite frequently where you could find yourself playing with them for 30 scenarios, with maybe a 75% win rate, so call it 40 attempts, at 4 shuffles / game = 160 shuffles. And since they're only decks of 8, they're not shuffled properly, but rather handled and made into piles or sideways shuffled in between two hands. All of these end up wearing cards faster than normal shuffling. Though I guess if a single monster AI deck is worn it really doesn't matter - it's not like you'll know what card is coming, so it's not like you'll gain an advantage via marked cards, they'll just be worn. And if you're okay with worn cards, then I guess there's no problem.
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Reply: Darklight: Memento Mori:: General:: Re: Organizing system
by Sjeng
darkabolisher wrote:
After seeing and holding all contents, my ultimate suggestion (either one paints/sleeves/laminates any components or not),
is to keep the base game minis in their own carton brown box as they are,
and put 'everything' else with the help of a custom foamcore insert, inside the core's outer box.
It'll be just 2 big boxes which would provide great ease of use and possibly some free space for a future add-on perhaps.
Discard all other boxes or keep them around for decorating shelves! :laugh:
is to keep the base game minis in their own carton brown box as they are,
and put 'everything' else with the help of a custom foamcore insert, inside the core's outer box.
It'll be just 2 big boxes which would provide great ease of use and possibly some free space for a future add-on perhaps.
Discard all other boxes or keep them around for decorating shelves! :laugh:
I'm pretty certain I can make a solution to store the base game stuff in the base game box, along with sleeved cards and the 4 extra heroes, and use the smaller exploration box for the extra monsters and the bosses.
That'd be less space than the outer and inner base boxes.
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Thread: Spirit Island:: Rules:: Sweden Lvl 4 Royal Backing
In the German version, the effect has a more detailed explanation than in English. The first two sentences are literal translations but then they added a third sentence: "This happens BEFORE the initial explore action [which completes setup]."
Is this the way it's supposed to be? Or doesn't it really matter anyway?
Is this the way it's supposed to be? Or doesn't it really matter anyway?
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Reply: Defenders of the Realm (2nd Edition):: General:: Re: Excited about this, but a little dismayed...
by MGAC
Richard Launius wrote:
Just to be clear. I am not designing he new edition as a Legacy game. It will be a campaign game. There will be no destroying the cards or writing on the board. Their may be some stickers added to the board and the campaign will have a progression that means if a character dies, they are dead and may become a heroic spirit the players can cal uopn at a shrine with in future battles, but the game is not a legacy game.
The base game can be played multiple times, as can all the battles. The base game will have no legacy related materials other than the orgin of the heroes that I do not really consider Legacy. It is only in the expansions that the campaign will take on any progression with some legacy-like impact on future battles.
I know the publisher would prefer a pure Legacy game, but I have not designed that and they are aware that the legacy aspect is campaign driven. Once again, it has legacy aspects in that how a battle finishes affects future battles, but it is not Legacy in the way that traditional Legacy games are known in the industry.
I hope this clarifies the issue.
RIchard
The base game can be played multiple times, as can all the battles. The base game will have no legacy related materials other than the orgin of the heroes that I do not really consider Legacy. It is only in the expansions that the campaign will take on any progression with some legacy-like impact on future battles.
I know the publisher would prefer a pure Legacy game, but I have not designed that and they are aware that the legacy aspect is campaign driven. Once again, it has legacy aspects in that how a battle finishes affects future battles, but it is not Legacy in the way that traditional Legacy games are known in the industry.
I hope this clarifies the issue.
RIchard
That clarifies the issue quite a bit. Thank you for your quick reply. I appreciate your work on the game.
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Reply: Gloomhaven:: General:: Re: "To sleeve, or not to sleeve" ??
by madantichris
demoss1 wrote:
The reason is that in some other games, I've seen significant wear on cards simply based on handling (Star Wars Rebellion, for one - the reusable mission cards never get shuffled, but I found they were wearing faster because they're handled much more than the missions that go in the decks that are shuffled).
Since the plural of "anecdote" is "data", I will throw out there that after 50+ Gloomhaven scenarios, none of our cards show any wear at all. Sleeving is not necessary and not worth the time or expense.
Sleeving is a scam brought over from the CCG community where it is a necessary evil in a competitive environment with a secondary resale market.
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Reply: Dice Throne: Season Two – Battle Chest:: General:: Re: Why isn't Dice Throne S2 tracking in the BGG game rankings?
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Thread: Escape Plan:: General:: What is Deluxe Edition?
by thejadeape
I see on the Railways of Portugal Kickstarter it is possible to add on the "deluxe" version of Escape plan. Is this similar to any of the planet levels or is this somehow different than what was offered during KS?I looked through the forums here and can't find anything about it.
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Reply: Mage Knight: Ultimate Edition:: General:: Re: The good and bad production decisions in this edition
by Anduin
smarano wrote:
In my case, not to pick and choose the best of each but rather if there's any gaming value in having duplicate components.
I had one but that's probably not applying to your situation :D
I would like another complete set of all cards with text in English. Therefore I can always get out the right language with the right people :-)
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Reply: War of the Ring (Second Edition):: Rules:: Re: Card Questions and General Questions
by FergusD
What's about the Card: "Dead Men of Dunharrow"If it's played as an combat-card: "Sudden Strike"
I think its only 1 roll without a leader reroll before the regular rolls starts. Correct?
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