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First of all, sorry for my english 
I have many questions regarding Seven Scions expansion (I do not understand next to nothing). Please, help me with offcial answers:
STORM PHASE:
It seems to me that storm events are very easy, so I am pretty sure that we are doing anything wrong...
(We take ONE card, and then we fight at the sime time with the same card. It is confusing).ENDGAME:
Thank you very much.
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I've played this expansion in my last Runebound game. We also raised some of these questions.
gran_orco said:
1. There is no undefeated encounter track in this expansion and if you escape a Challenge the card should be discarded. I'm convinced of it because other expansions that don't use the undefeated encounter track instruct to do so. Seven Scions rulesheet forgets to mention it.
2. Rulesheet says: Once all of the players have taken a scion counter, the Event card is discarded, and the active player draws a new adventure card. It fails to mention "discarded without effect", but I assume it is intended that way. This is not valid for Events drawn during the Storm Step.
3. I think you can. Rules don't explicitly say otherwise.
4. No, you needn't have his/her scion counter. You only have to be on a red jewel during the Adventure Step and fulfill the conditions on the chosen Scion card.
5. You're right. I think they wrote something wrong. Perhaps they got used to big box expansions where you replenish all adventure counters instead of sunburst jewels only.
gran_orco said:
It seems to me that storm events are very easy, so I am pretty sure that we are doing anything wrong...
(We take ONE card, and then we fight at the sime time with the same card. It is confusing).1. Consider that cooperative and competitive versions are applied only to the Endgame Phase and Hero vs. Hero combat. You didn't anything wrong with the Storm Challenge as far as you explained. Storm Challenges are usually drawn after a Hero faced a previous challenge (the Storm Step is resolved just before Market and Experience Steps) and sometimes it would be harsh if that Hero had to defeat alone Two Challenges. Nevertheless, the Storm Challenges are ridiculously easy if they're faced by all Heroes together; a nice tweak could be to multiply the Wounds of the Challenge per no. of players. This compensates also for the opportunity to attack in ALL phases with each Hero.
2. Do you mean "can a Hero claim the reward even if he attacked but did no damage to the Storm Challenge"? I would say yes. Rules say: Only Heroes who have made an attack roll or inflicted damage in the round of combat during which the Storm Challenge is defeated may claim the reward. This is reward triggering condition: you have to make an attack roll or inflict damage to the Storm Challenge in the round it is defeated to claim reward. You can do damage even without an attack roll (i.e. with a Before combat ability) and rules says that BC is considered during 1st round for reward purposes. It looks like they were aware that the Challenge could be defeated very easily and some Heroes don't have the time to make an attack roll (= no reward).
3. No, Experience counter is related to jewels on map board.
gran_orco said:
1. "Activate" implicitly refers to "Activate to use" item; others items are never activated. I think this is intended for items that can replenish Wounds and Fatigue.
2. I didn't play the cooperative version but I think the competitive Version is quite good. We were 3 players and each one had to face the 3 Stormlords in random order, with no refresh Phase. Two of us succeeded, but one was VERY lucky (scored a 15 on a roll that would have meant death for his Runemaster Baras and probably for his Character too).
3. In cooperative version it seems that you cannot use the Scions (or other Allies) to attack in the Hero's place. Also when a Scion is replacing the combat values, he's not really attacking. The Hero takes the damage in case of a failed roll.
This said, I agree with you that Cooperative Version and Storm Challenges are very obscure. This expansion could be nice but shows some evident problems. Not the best Adventure Variant around.
A wizard is never too late. Nor is he early. He arrives precisely when he means to.
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