by Haltdeibabbm
Well, there aren't that many monsters with push, so I can imagine that this case was actually considered, but was simply thought of as a case like other goals that can be disrupted by monsters.↧
Reply: Gloomhaven:: Variants:: Re: Satire's Extended Battle Goals
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Reply: Warhammer Quest: Blackstone Fortress:: News:: Re: New White Dwarf Content
by RedMonkeyBoy
cosarara wrote:
Does it mean that you must own the Ambull axpansion in order to play Deadly Lure Mission?
thanks for answering
Paolo
thanks for answering
Paolo
RedMonkeyBoy wrote:
Received my issue today. The rules for using Blackstone in Kill Team includes two missions, and some rules for handling moving around and shooting on the Blackstone tiles.
The Deadly Lure mission states you should attempt it after completing the Ambull expansion. You don't use an exploration deck, instead you have a series of stages printed in the magazine and you advance through them one at a time in a fixed campaign style. Each stage is like drawing an exploration card. You don't use encounter cards - each stage has fixed enemies.
There are victory and failure results for each stage. If you fail, you may have the option of continuing the campaign, but suffer consequences. It seems much more cinematic than the randomly generated stuff and creates a continuing narrative.
Four stages in this issue. Conclusion next issue.
The Deadly Lure mission states you should attempt it after completing the Ambull expansion. You don't use an exploration deck, instead you have a series of stages printed in the magazine and you advance through them one at a time in a fixed campaign style. Each stage is like drawing an exploration card. You don't use encounter cards - each stage has fixed enemies.
There are victory and failure results for each stage. If you fail, you may have the option of continuing the campaign, but suffer consequences. It seems much more cinematic than the randomly generated stuff and creates a continuing narrative.
Four stages in this issue. Conclusion next issue.
From glancing through it looks like it uses the following content from the expansion:
The ambull mini
Wyrm minis
Ambull egg tokens
Stat cards / enemy cards for the ambull and wyrms
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Reply: Batman: Gotham City Chronicles:: Rules:: Re: Killer Moths Blast, Gas, & poison abilities
by patontheback
Made a reply and deleted it because I misunderstood the question :pAnyway, this is all correct. You would use blast, which causes an explosion. The explosion triggers toxic gas, so you add a toxic gas token "immediately after the explosion." Everyone except Moth rolls 3 yellow dice for dangerous terrain 3. Then dangerous terrain reverts back to 1.
Poison does not trigger because this was not a melee or ranged attack, the same way a stun grenade wouldn't trigger martial arts or marksman.
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Reply: Blood Rage:: General:: Re: Do You Need to Sleeve this Game?
by Nuuq
Jacko1235 wrote:
Hi everyone. Blood Rage was on sale and I couldn't resist. This game could get a few plays with my group so do I need to sleeve the cards and if I don't does it matter?
One of rare games I've sleeved. Cards are game essence and while they don't get much shuffling, it's drafting game, so cards are used a lot. Also, I thought cards are poor quality.
It's safer.
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Thread: Batman: Gotham City Chronicles:: General:: Any picking zone minis jump out as adding new gameplay styles/tactics?
by ibnez120
Figuring out if any picking zone minis are worth getting given the relatively high price. Deacon Blackfire, Ventriloquist, villain Catwoman, and maybe Carmine Falcone seem to add new dimensions to the universe... And Batman Beyond is at least a very different Batman iteration.But I haven't had time to check against every Season 1 character's stats/abilities to know if these play styles are already covered.
Any thoughts from people who've done more research/thinking about this? Doesn't have to be in reference to the characters I mentioned, of course.
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Reply: Blood Rage:: General:: Re: Do You Need to Sleeve this Game?
by Teowulff
Nuuq wrote:
Cards are game essence and while they don't get much shuffling, it's drafting game, so cards are used a lot.
Also, I thought cards are poor quality.
It's safer.
Also, I thought cards are poor quality.
It's safer.
Yes the cards aren't exceptionally thick or good quality.
I sleeved them as well.
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Reply: Eldritch Horror:: General:: Re: What expansions to get 2019 ?
by Grimstringer
Dragon7Lord wrote:
So what small expansions are the best after forsaken lore i would like the focuse thing seems like a good thing. I was thinking dreamland cuz of the awsome story and seemed like the best expansion but was not sure.
dreamlands is a big box, if you like the gods/investigators and traveling to dreams sure , but as the previous poster mentioned the extra board only comes vs specific god or extra prelude
i think dreamlands is one of the best big box that intergrates extra maps the best, but still our previous recommendations still apply small box>big box
just look what the small box adds, gods,investigators and mechanics, and choose what you like best
what i have are :forsaken lore which adds more cursed/poison/yig which is a quite challenging god, with great mysteries to boot, and super awesome new mysteries for core gods
signs of carcosa: adds hastur, which has the interesting mechanic of having to complete only 2 mysteries instead of 3, but the mysteries need more time to complete ,it also adds -1 to stats mechanic which is very annoying but challenging, also adds blights which are really interesting conditions
strange remnants : it's one of the weaker imo on the god side, because it's one of the easier of the small box exp gods, but the extra expedition(2 expeditions on the map) mechanic is really fun , it adds relics and tasks (if im not mistaken) which are like sidequests, which are super fun
i dont have cities in ruin , but i think it's great, the god DESTROYS city maps as y ou play, you like tokyo? HA GONE!
really interesting and fun mechanic!
i dont know what else it adds, someone can fill in
but other than that, each one offers 4 investigators, so you should look into them and see what you like aswell, but gods/mechanics are more vital to me
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Reply: Gloomhaven:: Strategy:: Re: Another Spellweaver Guide
by enomiel
[o]My first character was the cragheart, we hit the prosperity for volatile bomb around the time I got Lv9... and then I realized "Blind Destruction" is also a single target attack and so I had my own personal nuke just like you.[/o]↧
Reply: Eldritch Horror:: General:: Re: What expansions to get 2019 ?
by Dragon7Lord
wow thanks ye it seems like small box are cheeper so basicly you can buy 2 for the price of 1 there. I wish all small expansions added the focus action for rerolls.↧
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Reply: Batman: Gotham City Chronicles:: General:: Re: [WIP] WayneOS (an App for smartphone to help you while playing)
by YoshiRyu
I do plan to add more features to my app.The Solo mode may be a part of it. I don't really see the point of putting missions' informations since all of that is already centralised in the same place in the booklet. I do however, plan to add something to display the map data (but I would like to finalize the "skill displaying" part before).
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Reply: Cthulhu Wars:: Rules:: Re: Ancient Sorcery errata?
by RoF76
There are errata missing on your post:-Ancient Sorcery of Sleeper
-Cannibalism of Windwalker
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Reply: Eldritch Horror:: General:: Re: What expansions to get 2019 ?
by Mondkalb123
You only need the rules to play with focus (can be found online) and some tokens of any kind.↧
Reply: Pathfinder Adventure Card Game: Core Set:: General:: Re: How many Blessings for a 'short' game?
I have only played the short game so far and it is great.
12 blessings plus 2/character works brilliantly.
Quicker to set up (OK, marginally lol), faster to play - love it.
Don't think I will ever play it any other way now.:D
12 blessings plus 2/character works brilliantly.
Quicker to set up (OK, marginally lol), faster to play - love it.
Don't think I will ever play it any other way now.:D
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Reply: Eldritch Horror:: General:: Re: What expansions to get 2019 ?
by Grimstringer
Dragon7Lord wrote:
wow thanks ye it seems like small box are cheeper so basicly you can buy 2 for the price of 1 there. I wish all small expansions added the focus action for rerolls.
you can use any token as a "focus" token tbh, you dont have to have the specific token for it, it's really easy mechanic to intergrate into your game, use action gain focus token (max 2) spend focus token to reroll. that's all, the token can be anything, use a eldritch token instead
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Reply: Legends of Andor:: General:: Re: How does the app compare to the board game?
by wwalker98
The only rule difference I can remember is that in the app you cannot handoff or drop an item as you are moving through a space. You must pickup and drop items at the beginning and end of movement.The app very much feels like playing the boardgame. In many ways it is better because it is less cumbersome.
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Reply: Blood Bowl (2016 edition):: General:: Re: Please clarify assisting a player
by Geoff Watson
Assisting is not an action, so the beastman can then do an action (unless he already has done one (eg moving to there), or the Chaos team suffered a turnover (eg Chaos Warrior fell over blocking).They left the inducement rules out of the base rulebook, so you'd have to buy the expansions. Don't worry about them until you play in a ongoing league, they aren't important in one-off games.
Where Rugby and Soccer players often tackle opposing players, Gridiron players block them, and GW originally used Gridiron terms for Bloodbowl.
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Thread: Gloomhaven:: Rules:: Monster focus with ranged target X ability
by eruhen
So, in our last session we had the following situation.J = Active monster
M = Monster
1-4 = Characters
Green = Obstacle
Red = Trap
The active monster has move 1, attack 2, range 2, target 2.
Character initiative order: 3, 1, 2, 4.
The active monster has enough range to reach any character. But since it is ranged, if it attacks 1 and 2, both will be with disadvantage. As far as I understand the Monster AI rules, it will focus the closest enemy with proximity and then initiative as tie-breakers. Then it will try to lose disadvantage on the main focus followed by trying to attack as many additional targets as possible.
Having said that, I think in this case it will focus 1 and won't be able to lose disadvantage since it doesn't have enough movement to do so and moving back into the trap is a no-go. As a secondary target it will choose 2 since it's the closest one from the remaining characters. Correct?
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Reply: Eldritch Horror:: General:: Re: What expansions to get 2019 ?
by BitJam
Dragon7Lord wrote:
So what small expansions are the best after forsaken lore i would like the focuse thing seems like a good thing. I was thinking dreamland cuz of the awsome story and seemed like the best expansion but was not sure.
I think Forsaken Lore plus Dreamlands is the best way for you to go. If you were really into Egyptian stuff then Under the Pyramids would be a good choice, or you were into Antarctica and the Mountains of Madness story then MoM would be a good choice.
It's true the small box expansions give you more bang for your buck but It is more important to follow your heart. If you like the game then you will probably be getting at least all of the small box expansions eventually so this is more a question of what to get first which is why I say you should follow your heart.
I also think using sideboards really helps to change the game more and give it extra variety. Forsaken Lore is a must but after that you should pick expansions that you find most appealing. This is a game after all and the purpose is to have fun.
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Session: Middara:: We had a real messy boss fight! (Boss #4, More Monsters More Problems, spoilers inside)
We're really enjoying this game! We fought Aisling a couple nights ago, and we ran into some rules-y stuff that confused us. We think we figured it out, but it seemed a bit crazy.
We are four people who played at a local gaming cafe. Talking over how we should approach the boss was tense, it was a very daunting-looking encounter. We want to flank her, but one of the best flanking spots is next to a ledge and Night(mare)ingale has a push, oh f*ck does that mean she counters after every attack, can we trade a Core to Remi before she gets eviscerated, all that stuff. There were intermittent shouts of excitement in the background that had nothing to do with our game, but they served to kind of keep the energy up.
Our Nightingale is geared up to be a blood witch. There's a bit on every map where she turns on Princess Mode, and spends a 6-SP turn running forward (for 0 SP) and then chain-Gore-Shotting an entire pack of Cave Sickles or Fragores to death. She taps a bunch of witchy gear to juggle HP in and out of a heart jar. She got to play as Padric, and processed Night(mare)ingale's turn when it came up.
Our Remi was wearing a stolen loin cloth and some knives. She usually uses a 2hander with Hammer Helm, and the Cruor abilities which let her inflict Darkness +2dmg on a hit, and harm herself for a Vow token and 2 immediate SP. Air Cavalry + blood magicks, basically. Remi was about halfway dead from the last encounter. Remi's player owns the game.
My Rook has Haste, Esper Summon, and a crossbow. I'm at about half health from Gevaudan bites. My teal-orange crossbow with no attack skills felt anemic in the face of Aisling's 100hp. I've been tagging things with bounty arrows and making sure everyone has Haste.
Our Zeke, tonight's most interesting warrior, was wielding the 'Problem Solver' chain-counter tonfa, and a fancy mace from Rhamstead. Zeke has Bladeworks, Like The Shadows, and bunch of ways to make rerollable dodge rolls. We got the 'Problem Solver' recently, and wow, Zeke has become incredibly dangerous with unlimited counterattacks and follow-ups.
There could have been some cave sickles on the map, but we'd killed them all for loot at the end of the previous encounter.
Remi goes first, and after some discussion, she flies to the far side of Aisling and stabs her for a bunch of damage. Aisling counters and misses. Then it's Zeke's turn.
Zeke starts by the center objective, he uses Like The Shadows past evil Nightingale, and makes a flanking attack on Aisling. He hits pretty hard, and he has Courage so even the books add damage. We hear "OHHH!!" from a group of people playing Smash Brothers in the background. I'm drinking a pretty good capuccino.
Aisling makes an attack after Zeke's attack. Zeke dodges and rerolls it, Aisling misses.
Zeke makes a counter-attack. He hits again. The 'Problem Solver' will let him make a follow-up attack if this one goes un-countered.
At this point, we're not quite sure how to sequence Aisling's 'Skirmisher' ability. As written, it's, "After an Attack made against Aisling ends, Aisling makes a (R)4 ATK against the opponent that Attacked her."
Question 1) Is a Counter an Attack?
We looked in the rulebook for the mechanics of a Counter and discussed a bit. One of us noticed the way the word 'COUNTER,' capitalized in the rules is made distinct from Attack, but I also see some cases where 'making attack' appears to be part of the 'COUNTER' operation's flow. I felt a nagging sense of ambiguity. Nightingale's player looked for errata on phone wifi but didn't find a clear answer to this case. The conclusion we played with is, no, Aisling shouldn't attack immediately after a Counter to her missed attack.
After clearing that up, we moved on to Zeke's next action - the next step on the Problem Solver's card, which lets him make another attack. He hits, does a little more damage to Aisling.
The Problem Solver is quite clear that after the Counter, it 'Makes an Attack.' We conclude that Aisling must respond after that attack. She attacks Zeke, and misses. I am rolling the dice for Aisling's attacks, because I have the most consistent bad luck.
After she misses, Zeke counters. He hits, and wounds her a little more. He's adding the flanking bonuses to every attack, because Remi is still on the opposide side. He makes a follow-up attack. He hits again.
Aisling has taken twenty-ish damage. Zeke has not yet spent any SP; he moved with Like The Shadows, attacked with Bladeworks, dodged with items, and counters for free.
Zeke attacks, Aisling counter-attacks. When she misses, Zeke gets a Counter and a follow-up Attack. Aisling attacks back, Zeke counters, repeat.
At one point, Aisling rolls a skull, and activates the Hegemonix. We roll all the dice! She does an area attack, both Remi and Zeke pass an agility check and take no damage. But ... she also made an attack that missed.
Question 2) Should Zeke get to counter that? Does the Hegemonix activate after the attack and its counters are resolved, or does it interrupt and nullify whatever Counter-shenanigans was going on when it triggers?
There were more rolls. Zeke got another counter-chain going and spent SP to dodge. I didn't count them, but it was kind of a ridiculous amount of back-and-forth to happen inside one round. Aisling got another skull-roll artifact trigger, which had her snag Zeke with a chain and drag him off a bunch of spaces.
We had a bit of discussion over her chain-grab special move, too. If she's next to Zeke and Remi when it activates, does she provoke break attacks from both of them? We didn't see anything on her card about ignoring break attacks. We concluded that Remi should get one (she did, drew more blood) but Zeke shouldn't because the move incapacitates him. Aisling dragged him off and left him paralyzed. She had taken fifty-something damage.
All of those attacks, and both of Aisling's skull triggers, happened during Zeke's turn as a result of chained counter-attacks. We checked the rules to see if Zeke could use an item while paralyzed - we concluded that since it is neither an attack or an 'action,' he probably can use an item. He spent a Pager to move Rook's initiative up to the front.
Rook did an extended move, got bonked with a weak break attack from Night(mare)ingale, and summoned Eliphie around the corner after Zeke. Our friendly viscera faerie cast Soul Cleanse and lifted the paralysis.
Then it was Night(mare)ingale's turn. She was equipped with a wand and a talisman, and was not very dangerous rolling purple+orange. Remi was the last one to hurt Aisling with that one break attack, so Night swung at her and then warped her off into some bushes.
Then it was Aisling's first turn. She attacked Zeke twice. Zeke got to counter. They went into another back-and-forth, and Zeke kept pounding the crap out of Aisling. Aisling rolled another skull, rolled all the dice again. She rolled blue, which means she goes after whoever has the highest armor. (Padric.)
One step into Aisling's movement, she triggers a break attack from Zeke. She counters. He counters. The cycle begins again. He doesn't have flanking bonuses anymore, but he's in Eliphie's armor-fucking aura so he gets +3 damage. And he gets to make several more attacks. He chops up Aisling until she's taken about ninety damage.
During a Counter-chain, which is interrupting Aisling's movement during her special attack, she rolls another skull. We roll all the dice again, and it comes up blue, a second time.
Question 3) How should we sequence Aisling's next actions?
What we decided was, Zeke can keep the Counter chain going until Aisling breaks it, then Aisling will perform her blue special attack. Should Aisling do the blue special twice in a row? Does the second roll overwrite the first unfinished special sequence? Does she resume her turn program and keep making more attacks after that? We're not quite sure! I felt like the branching sequence-interrupt stuff got out of my grasp.
It's also easier to keep track of when it's written out like this. We didn't think to keep a live transcript of rolls. Around the table, we had a fair amount of, "So what is she doing next?" and "Haha what the fuck even."
Aisling couldn't reach Padric with the highest armor, as her script dictated, so we figured she'd go after Rook, with the next-highest armor but in range. Rook made his saving throws and was fine.
Then Padric's turn came up. We had him run up and cast Shotgun, and he rolled high. It was enough to down Aisling and win the fight, at the end of the first full round.
Victory came with a nagging sense of uncertainty, that we may have got something in the order of operations wrong. Or, if we did it right, hilarity at how completely Aisling got derailed. I think Nightingale's player felt a bit left out. Zeke scored some new greatest hits.
I think what I'd look for to disambiguate this is, if an Intelligent Combatant has a program of actions with many things that could interrupt it, (Counters, attack-after-attacks, skulls triggering event-attacks) I was looking for a clear statement about which interrupts should nullify the whole rest of her program, and which interrupts should have her continue her program afterward.
Anyways, we're all jazzed to keep playing, and now we've got to decide what to do with this boss now that she's beat. I'd like to immediately claim the Hegemonix as precious loot, and also show mercy, but it's a group discussion.
We are four people who played at a local gaming cafe. Talking over how we should approach the boss was tense, it was a very daunting-looking encounter. We want to flank her, but one of the best flanking spots is next to a ledge and Night(mare)ingale has a push, oh f*ck does that mean she counters after every attack, can we trade a Core to Remi before she gets eviscerated, all that stuff. There were intermittent shouts of excitement in the background that had nothing to do with our game, but they served to kind of keep the energy up.
Our Nightingale is geared up to be a blood witch. There's a bit on every map where she turns on Princess Mode, and spends a 6-SP turn running forward (for 0 SP) and then chain-Gore-Shotting an entire pack of Cave Sickles or Fragores to death. She taps a bunch of witchy gear to juggle HP in and out of a heart jar. She got to play as Padric, and processed Night(mare)ingale's turn when it came up.
Our Remi was wearing a stolen loin cloth and some knives. She usually uses a 2hander with Hammer Helm, and the Cruor abilities which let her inflict Darkness +2dmg on a hit, and harm herself for a Vow token and 2 immediate SP. Air Cavalry + blood magicks, basically. Remi was about halfway dead from the last encounter. Remi's player owns the game.
My Rook has Haste, Esper Summon, and a crossbow. I'm at about half health from Gevaudan bites. My teal-orange crossbow with no attack skills felt anemic in the face of Aisling's 100hp. I've been tagging things with bounty arrows and making sure everyone has Haste.
Our Zeke, tonight's most interesting warrior, was wielding the 'Problem Solver' chain-counter tonfa, and a fancy mace from Rhamstead. Zeke has Bladeworks, Like The Shadows, and bunch of ways to make rerollable dodge rolls. We got the 'Problem Solver' recently, and wow, Zeke has become incredibly dangerous with unlimited counterattacks and follow-ups.
There could have been some cave sickles on the map, but we'd killed them all for loot at the end of the previous encounter.
Remi goes first, and after some discussion, she flies to the far side of Aisling and stabs her for a bunch of damage. Aisling counters and misses. Then it's Zeke's turn.
Zeke starts by the center objective, he uses Like The Shadows past evil Nightingale, and makes a flanking attack on Aisling. He hits pretty hard, and he has Courage so even the books add damage. We hear "OHHH!!" from a group of people playing Smash Brothers in the background. I'm drinking a pretty good capuccino.
Aisling makes an attack after Zeke's attack. Zeke dodges and rerolls it, Aisling misses.
Zeke makes a counter-attack. He hits again. The 'Problem Solver' will let him make a follow-up attack if this one goes un-countered.
At this point, we're not quite sure how to sequence Aisling's 'Skirmisher' ability. As written, it's, "After an Attack made against Aisling ends, Aisling makes a (R)4 ATK against the opponent that Attacked her."
Question 1) Is a Counter an Attack?
We looked in the rulebook for the mechanics of a Counter and discussed a bit. One of us noticed the way the word 'COUNTER,' capitalized in the rules is made distinct from Attack, but I also see some cases where 'making attack' appears to be part of the 'COUNTER' operation's flow. I felt a nagging sense of ambiguity. Nightingale's player looked for errata on phone wifi but didn't find a clear answer to this case. The conclusion we played with is, no, Aisling shouldn't attack immediately after a Counter to her missed attack.
After clearing that up, we moved on to Zeke's next action - the next step on the Problem Solver's card, which lets him make another attack. He hits, does a little more damage to Aisling.
The Problem Solver is quite clear that after the Counter, it 'Makes an Attack.' We conclude that Aisling must respond after that attack. She attacks Zeke, and misses. I am rolling the dice for Aisling's attacks, because I have the most consistent bad luck.
After she misses, Zeke counters. He hits, and wounds her a little more. He's adding the flanking bonuses to every attack, because Remi is still on the opposide side. He makes a follow-up attack. He hits again.
Aisling has taken twenty-ish damage. Zeke has not yet spent any SP; he moved with Like The Shadows, attacked with Bladeworks, dodged with items, and counters for free.
Zeke attacks, Aisling counter-attacks. When she misses, Zeke gets a Counter and a follow-up Attack. Aisling attacks back, Zeke counters, repeat.
At one point, Aisling rolls a skull, and activates the Hegemonix. We roll all the dice! She does an area attack, both Remi and Zeke pass an agility check and take no damage. But ... she also made an attack that missed.
Question 2) Should Zeke get to counter that? Does the Hegemonix activate after the attack and its counters are resolved, or does it interrupt and nullify whatever Counter-shenanigans was going on when it triggers?
There were more rolls. Zeke got another counter-chain going and spent SP to dodge. I didn't count them, but it was kind of a ridiculous amount of back-and-forth to happen inside one round. Aisling got another skull-roll artifact trigger, which had her snag Zeke with a chain and drag him off a bunch of spaces.
We had a bit of discussion over her chain-grab special move, too. If she's next to Zeke and Remi when it activates, does she provoke break attacks from both of them? We didn't see anything on her card about ignoring break attacks. We concluded that Remi should get one (she did, drew more blood) but Zeke shouldn't because the move incapacitates him. Aisling dragged him off and left him paralyzed. She had taken fifty-something damage.
All of those attacks, and both of Aisling's skull triggers, happened during Zeke's turn as a result of chained counter-attacks. We checked the rules to see if Zeke could use an item while paralyzed - we concluded that since it is neither an attack or an 'action,' he probably can use an item. He spent a Pager to move Rook's initiative up to the front.
Rook did an extended move, got bonked with a weak break attack from Night(mare)ingale, and summoned Eliphie around the corner after Zeke. Our friendly viscera faerie cast Soul Cleanse and lifted the paralysis.
Then it was Night(mare)ingale's turn. She was equipped with a wand and a talisman, and was not very dangerous rolling purple+orange. Remi was the last one to hurt Aisling with that one break attack, so Night swung at her and then warped her off into some bushes.
Then it was Aisling's first turn. She attacked Zeke twice. Zeke got to counter. They went into another back-and-forth, and Zeke kept pounding the crap out of Aisling. Aisling rolled another skull, rolled all the dice again. She rolled blue, which means she goes after whoever has the highest armor. (Padric.)
One step into Aisling's movement, she triggers a break attack from Zeke. She counters. He counters. The cycle begins again. He doesn't have flanking bonuses anymore, but he's in Eliphie's armor-fucking aura so he gets +3 damage. And he gets to make several more attacks. He chops up Aisling until she's taken about ninety damage.
During a Counter-chain, which is interrupting Aisling's movement during her special attack, she rolls another skull. We roll all the dice again, and it comes up blue, a second time.
Question 3) How should we sequence Aisling's next actions?
What we decided was, Zeke can keep the Counter chain going until Aisling breaks it, then Aisling will perform her blue special attack. Should Aisling do the blue special twice in a row? Does the second roll overwrite the first unfinished special sequence? Does she resume her turn program and keep making more attacks after that? We're not quite sure! I felt like the branching sequence-interrupt stuff got out of my grasp.
It's also easier to keep track of when it's written out like this. We didn't think to keep a live transcript of rolls. Around the table, we had a fair amount of, "So what is she doing next?" and "Haha what the fuck even."
Aisling couldn't reach Padric with the highest armor, as her script dictated, so we figured she'd go after Rook, with the next-highest armor but in range. Rook made his saving throws and was fine.
Then Padric's turn came up. We had him run up and cast Shotgun, and he rolled high. It was enough to down Aisling and win the fight, at the end of the first full round.
Victory came with a nagging sense of uncertainty, that we may have got something in the order of operations wrong. Or, if we did it right, hilarity at how completely Aisling got derailed. I think Nightingale's player felt a bit left out. Zeke scored some new greatest hits.
I think what I'd look for to disambiguate this is, if an Intelligent Combatant has a program of actions with many things that could interrupt it, (Counters, attack-after-attacks, skulls triggering event-attacks) I was looking for a clear statement about which interrupts should nullify the whole rest of her program, and which interrupts should have her continue her program afterward.
Anyways, we're all jazzed to keep playing, and now we've got to decide what to do with this boss now that she's beat. I'd like to immediately claim the Hegemonix as precious loot, and also show mercy, but it's a group discussion.
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Thread: Pathfinder Adventure Card Game: Core Set:: General:: Old sets and compatability with new core
I took the plunge and mixed in all the old cards I had from the RotR and it is working fine so far.
Only a couple of queries.
Do classic armours all get the new 'display' treatment?
And when classic blessings are the hour, what do I use as their effect if any? Or do they give no effect like a Prayer?
(your voice can take me there
)
Only a couple of queries.
Do classic armours all get the new 'display' treatment?
And when classic blessings are the hour, what do I use as their effect if any? Or do they give no effect like a Prayer?
(your voice can take me there

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