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Steve-O said:
From BGG on the second encounter of A Fat Goblin:
Photoshop magic reveals:
MONSTERS
Splig, Goblin archers, Cave spiders, 1 open group
SETUP
Place Splig and the goblin archers on the Torture Chamber. Place the cave spiders on the Spider Den. Place the open group on the Cave.
Place search tokens based on the number of heroes.
Take 3 red objective tokens and 1 blue objective token…
SPECIAL RULES
As an action, a goblin archer may pick up an adjacent prisoner, keeping it facedown. As an action, while on the Torture Chamber, a goblin archer may place a prisoner he is carrying in an empty adjacent space.
Once per turn, as an action, Splig may interrogate a prisoner in the Torture Chamber. To interrogate the prisoner, Splig must test ? while adjacent to the objective token. If hepasses, the prisoner is succesfully interrogated and the overlord flips the token over.
If the token is red, the prisoner is not Frederick and the token is discarded. If the token is blue, Splig has found Frederick. Place the blue objective token under Splig's token to mark that he is carrying him. Splig may now move off the map through the entrance.
REINFORCEMENTS
None
REWARDS
Win or lose, each player receives 1 XP.
If the heroes win, they also receive 25 gold coins per hero.
If the overlord wins, he receives 1 additional XP.
Today's pigs is tomorrow's bacon.
Interesting that he has to move off through the entrance. This means he will have to face the heroes eventually. Unless there is two ways out. Then the heroes might have to split up. Thanks.
Without Signature
NIIIIICE :)
One speculative question…. how many spiders will be in monster group? 3+1? Iam just painting all monsers from descent and iam somehow lazy to paint them all. :)
NO PAIN, NO GAIN! ~you roll 5, you deal 16 dmg and gain 12 XP~
Ok, big set of questions :)
What are Cave Spiders? New monsters? We have Bane Spiders and Cave spiders now? hmm….
Iam also dissapointed, there is no splig figure on the picture :(
NO PAIN, NO GAIN! ~you roll 5, you deal 16 dmg and gain 12 XP~
Jafix said:
NIIIIICE :)
One speculative question…. how many spiders will be in monster group? 3+1? Iam just painting all monsers from descent and iam somehow lazy to paint them all. :)
We don't know yet. The group limits are on the back of the monster cards, and the only card that has had its back revealed is the one for Goblin Archers.
Want to use more expansion monsters in a RtL campaign? Download my dungeon level loadout sheet. Want more varied and interesting abilities for the heroes? Have a look at my Craft cards! After a more thematic Android experience? Check out Android: The Directors Cut. Tired of the same old plots? Try The Directors Cut - Alternate Plots. Want a different way to play BSG: Pegasus? Look at Pegasus: Razor Cut.
Royaldoy said:
I could care less about combinations. A quest is a quest in any order. 20 total quests is 20 quests.
I'm wondering if an advanced campaign box wil come out in the future, tbh. The way you travel around the map doesn't feel as 'adventurous' as it did in RtL/SoB. I'm wondering if that's something they'll bring in later.
Oh, and I think you mean couldn't care less ;)
/pedantic
Sausageman said:
Royaldoy said:
I could care less about combinations. A quest is a quest in any order. 20 total quests is 20 quests.
I agree, that's not many, but, it is twice more than the previous 1st edition box came with. Sure, size is different, but it is FFG, gotta expect heavy expansion support.
I'm wondering if an advanced campaign box wil come out in the future, tbh. The way you travel around the map doesn't feel as 'adventurous' as it did in RtL/SoB. I'm wondering if that's something they'll bring in later.
Oh, and I think you mean couldn't care less ;)
/pedantic
I doubt there'll be an "Advanced Campaign"; this already *is* the advanced campaign!
And for some reason, Americans tend to say "I could care less" even though it doesn't make any sense. But then those Americans are a very silly people.
Want to use more expansion monsters in a RtL campaign? Download my dungeon level loadout sheet. Want more varied and interesting abilities for the heroes? Have a look at my Craft cards! After a more thematic Android experience? Check out Android: The Directors Cut. Tired of the same old plots? Try The Directors Cut - Alternate Plots. Want a different way to play BSG: Pegasus? Look at Pegasus: Razor Cut.
Hehe. I am a native New Zealander living in America. Does that count for anything? My ability to form sentences at all, astounds me to this day, so I couldn't care less if I could care less about any amount of combinations.
Back on subject though.
When you sat down to play a first edition quest from the core set, it felt like you were sitting down to a few hours of fun. If you had a quick Overlord victory, you simply went at it again adjusting tactics as you needed. I get the sense from these that they are much smaller in scope (even though there is 20) and that they play lightning fast comparatively. Of course this is specualtion on my part but I can't be the only one sensing this.
Despite the scope (or lack of) of 2nd edition, I will be playing it. I just hope it has the lasting effect that 2nd edition had straight out of the box. If I feel like I have played all there is to play of 2nd edition after a couple of months, I'm gonna be bummed to say the least.
A pessimistic take I'm sure but I think a warranted one.
*crosses fingers* 
The good old Red, White, and Blue......X's everytime!!!!
Sausageman said:
I'm wondering if an advanced campaign box wil come out in the future, tbh. The way you travel around the map doesn't feel as 'adventurous' as it did in RtL/SoB. I'm wondering if that's something they'll bring in later.
I doubt there will be anything called "Advanced Campaign." I could see them releasing a larger overworld map, if there were enough people complaining about how small and insufficient the one they're providing is. I could see them expanding the campaign experience in a lot of ways, really. But nothing so bug as to require an adjective like "Advanced."
The reason the AC in 1e was called "Advanced Campaign" was primarily because there was already a "campaign mode" in the 1e base box, which most (if not all) fans considered to be woefully inadequate for a number of reasons. Road to Legend rebuilt the entire game experience in an effort to give fans what they wanted, and they needed to brand that game mode with something that properly reflected the complexity involved as well as something which clearly differentiated it form the "basic" campaign mode that already existed (just in case anyone cared.)
The 2e campaign mode appears to take the best of 1e AC (IMHO) while allowing more room for narrative growth (how well that will work out remains to be seen.) But bottom line, they've got an adequate campaign experience here that hasn't been tacked on at the last minute. I'm sure they'll find ways to expand the campaign play as 2e evolves and grows - both based on fan feedback and on their own plans for the game - but I don't really see them rebuilding the entire game play experience to same degree as RTL did for 1e. So, I don't think they'll need to throw around terminology like "Advanced Campaign."
Bleached Lizard said:
And for some reason, Americans tend to say "I could care less" even though it doesn't make any sense. But then those Americans are a very silly people.
A lot of people (American or otherwise, if my forum experiences are any indication) have a tendency to say "I don't care" when what they really mean is "I dislike / hate this thing / situation." Disliking something is still an emotion, so if you dislike something you still care about it, negatively. But English is a very imprecise language, and the people who speak it have a tendency to use it less and less accurately with every passing generation, so whatcha gonna do?
MP3 killed the radio star
Steve-O said:
I doubt there will be anything called "Advanced Campaign." I could see them releasing a larger overworld map, if there were enough people complaining about how small and insufficient the one they're providing is. I could see them expanding the campaign experience in a lot of ways, really. But nothing so bug as to require an adjective like "Advanced."
The reason the AC in 1e was called "Advanced Campaign" was primarily because there was already a "campaign mode" in the 1e base box, which most (if not all) fans considered to be woefully inadequate for a number of reasons. Road to Legend rebuilt the entire game experience in an effort to give fans what they wanted, and they needed to brand that game mode with something that properly reflected the complexity involved as well as something which clearly differentiated it form the "basic" campaign mode that already existed (just in case anyone cared.)
The 2e campaign mode appears to take the best of 1e AC (IMHO) while allowing more room for narrative growth (how well that will work out remains to be seen.) But bottom line, they've got an adequate campaign experience here that hasn't been tacked on at the last minute. I'm sure they'll find ways to expand the campaign play as 2e evolves and grows - both based on fan feedback and on their own plans for the game - but I don't really see them rebuilding the entire game play experience to same degree as RTL did for 1e. So, I don't think they'll need to throw around terminology like "Advanced Campaign."
I think a larger overworld map (and more involved movement) was basically what I meant. It's one of the parts I kinda liked from RtL, it FELT like you were going on an adventure - especially with the unique dungeons and rumours out there too. It's a bit of a shame that they've dumped those actually.
I'm still super psyched by this update, and literally cannot wait to get my hands on it.
Though I did play the Mage Knight board game over the weekend and I REALLY liked that, so the benchmark has been set…
I never played 1st edition, but one of the things I dislike about the campaign is that when moving around the map you always start from the tavern. IMO it would be a lot cooler if you had to get from the quest you just finished and to the next quest (maybe via a tavern to rest or shop) instead.
Today's pigs is tomorrow's bacon.
That would be easy enough to accomplish. Just use the travel system to either go directly to another quest or back to the town. I think the reason they didn't do this is that in the vast majority of cases and given the opportunity, the heroes would opt to heal and shop before going on another quest. Since there are no OL turns on the campaign map similar to RtL, the heroes have no reason not to go back to town to heal and shop as they are not being pressured by opposing Lieutenants. That being the case, it makes some sense to just move them back to town to heal and shop before the next quest.
Without Signature
Sausageman said:
Steve-O said:
I doubt there will be anything called "Advanced Campaign." I could see them releasing a larger overworld map, if there were enough people complaining about how small and insufficient the one they're providing is. I could see them expanding the campaign experience in a lot of ways, really. But nothing so bug as to require an adjective like "Advanced."
The reason the AC in 1e was called "Advanced Campaign" was primarily because there was already a "campaign mode" in the 1e base box, which most (if not all) fans considered to be woefully inadequate for a number of reasons. Road to Legend rebuilt the entire game experience in an effort to give fans what they wanted, and they needed to brand that game mode with something that properly reflected the complexity involved as well as something which clearly differentiated it form the "basic" campaign mode that already existed (just in case anyone cared.)
The 2e campaign mode appears to take the best of 1e AC (IMHO) while allowing more room for narrative growth (how well that will work out remains to be seen.) But bottom line, they've got an adequate campaign experience here that hasn't been tacked on at the last minute. I'm sure they'll find ways to expand the campaign play as 2e evolves and grows - both based on fan feedback and on their own plans for the game - but I don't really see them rebuilding the entire game play experience to same degree as RTL did for 1e. So, I don't think they'll need to throw around terminology like "Advanced Campaign."
I think a larger overworld map (and more involved movement) was basically what I meant. It's one of the parts I kinda liked from RtL, it FELT like you were going on an adventure - especially with the unique dungeons and rumours out there too. It's a bit of a shame that they've dumped those actually.
I'm still super psyched by this update, and literally cannot wait to get my hands on it.
Though I did play the Mage Knight board game over the weekend and I REALLY liked that, so the benchmark has been set…
You never know if FFG has something more complex down the road in a future expansion to give you the adventure you are looking for. It does kinda feel less of an grand adventure, and more of running around in the neighborhood fighting crime.
Also, what do you think about the pros and cons of Mage Knight??? My group is looking into maybe getting it for the collection. I just want to know the good and the bad about he game before I cast my vote.
Unclechawie said:
That would be easy enough to accomplish. Just use the travel system to either go directly to another quest or back to the town. I think the reason they didn't do this is that in the vast majority of cases and given the opportunity, the heroes would opt to heal and shop before going on another quest. Since there are no OL turns on the campaign map similar to RtL, the heroes have no reason not to go back to town to heal and shop as they are not being pressured by opposing Lieutenants. That being the case, it makes some sense to just move them back to town to heal and shop before the next quest.
I don't think it's as easy as that, since the travel cards can give different advantages to the OL depending on the terrain and the party might even not have enough travel cards if they should travel from quest to quest.
Today's pigs is tomorrow's bacon.
IronRavenstorm said:
Also, what do you think about the pros and cons of Mage Knight??? My group is looking into maybe getting it for the collection. I just want to know the good and the bad about he game before I cast my vote.
The major cons of the game are really the complexity level (there is a LOT going on) and the downtime in a four player game. I don't intend to play it as a four play all that often in the future if I can help it. And as for the complexity, that's alleviated somewhat by the walkthrough - and I definitely noticed turns gathering pace the more we got to grips with things.
The pros however were numerous IMO :) Lots of character customisation (like, LOTS), loads of scope, and it really felt you were on an adventure. Hiring henchmen, learning skills from the local monastery (or ransacking it and burning it down), dungeon delving, exploring ruins, wizards keeps, you name it. I'm really looking forward to playing more of it.
It's extremely different to Descent though, more akin to, I guess, Runebound if anything.
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