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Thread: Incantris:: General:: Thoughts and queries after 10 plays

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by deadmarlowe

I've been enjoying Incantris but only today got round to playing through a full 4-combat campaign.

Various questions and possible solutions have come to mind:

1. Terrain


How much terrain should you add? I remember an instructional video explaining this but can't find it in the rulebook.

Our solution has been to add one terrain feature to each full-sized hex, each player taking it in turns to add one, then, in reverse order, placing their Wizards on their starting half-hex.

2. Persistent Spells

What happens when a Wizard dies? I'm sure I read a rule on this but cannot find it in the rulebook since.

Our solution has been to rule that the overlays stay out
. Guardian Hydras no longer fire but Fog remains impenetrable, Blazes still burn and Bane and Entangle effects remain in play and the Power Circle continues to provide its bonus (the rulebook confirms this last point).

3. Cleansing Fire

The wording is ambiguous: does this Ability cancel ALL magical effects on the caster and on adjacent hexes - or just ONE effect (the caster chooses which)?

We've been playing that Cleansing Fire only dispels one effect at a time.

4. Spectral Rush

The Arcane Knight must be "three hexes away from the target" to use this. But is that as-the-crow-flies or based on shortest possible movement. For example, a tree might block movement so that an opponent is only 2 hexes away (on the other side of the tree) but the Knight has to move 3+ hexes in order to reach the opponent.

We've been ruling that you cont absolute distance rather than the shortest distance the Knight an possibly travel (because otherwise a Fog could be placed to increase the distance the Knight has to travel, thus activating Spectral Rush on a nearby opponent).

Implications of Campaign Play


Campaigning was fun, but it's obvious by the final contest (and perhaps earlier) that one player is out of the running. And what value to experience points have in the final contest?

Perhaps if experience points could be hoarded to buy Victory Counters (at, what, a 3-1 exchange rate?) or if players could 'bet' on the outcome of each contest and earn an extra VP by predicting the winner (even if it wasn't themselves)?

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