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Brainwave

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Everything posted by Brainwave

  1. I haven't read the in game rules but if they are indeed just copy pasted from the physical rule book then I can completely understand your confusion, as the Vault is a new term for the video game. In the physical game those cards were "in the box" as in - put away back in the game box if not chosen to be kept in a deck after a game, which I think was a lot more clear.
  2. So far, Approach to Thistletop has been my hardest mission on increased difficulty. +2d4 for all goblin difficulties, plus another 2 at the goblin fort, I had to run it 3 times to get it with Kyra/Meri just on Heroic. So far no real issues with any of the others, even on Legendary, but that one was tricksy. Curious how Lem solo fares.
  3. Assuming that cards in the Vault are like cards in the box for the physical game, the "Vault" is just the pool of cards that can possibly be encountered during a scenario. If you choose to not keep a card in a deck after a scenario it goes back into that pool. Similarly cards in the Vault can't be used or built directly into decks - other than when you start a new game and can choose any card of the "basic" type to build initial decks. Oh, or if you banished some cards during an adventure and don't have enough cards to rebuild decks fully, the game will pull up the "basic" cards of that type for you to choose from to fill those slots. After you get farther into the adventure path, the game will open this up so that you can choose more than just the base cards to fill empty deck slots but overall the cards in the Vault are just cards that the game has available to pull from when it randomly builds the location decks.
  4. I have also failed at least one combat check due to accidentally touching the die before I was ready to roll. While this hasn't been an overwhelming problem and I certainly wouldn't want to have to hit a confirm box before every roll, I'd rather there was just a "roll dice" button somewhere out of the way than rolling being activated by merely touching the dice in the middle of the screen.
  5. Hoping to see if I can help out with some of your questions. Apologize in advance if I mention things that were already clear. You've got it right about henchmen and the villain cards for the most part. The villain moves based on which locations are still open after he is encountered (thus if another character is at a different but still open location it will give you the option to temporarily close that location to limit his movement options). In fact in games with more characters, running out of time becomes a bigger issue (same amount of turns but more locations to go through) so a solid strategy is to cover all the locations with at least one character as soon as possible so if the villain is encountered anywhere, all of the other locations can be temp closed so he has nowhere to run for a quick win. The other thing that could have been easily overlooked regarding villains in the tutorial is the differences between defeating and failing to defeat a villain. In addition to taking damage or any other effects on the villain card, when the villain is shuffled back in to an open location, it is mixed with enough blessing cards so that either a blessing or the villain card is going into each open location. The difference is that if the villain was defeated, those blessings are new blessings taken from the card pool, but if the villain was not defeated, they are taken from the cards in the blessings/timer deck so in addition to everything else, you lose turns when you fail to defeat the villain. I haven't bought any additional characters yet, but in the normal card game, you can have 2-6 characters per game. It appeared during the character selection process that there were about that many slots to drag characters into (which was a bit confusing during the tutorial). In terms of your question about creating characters, I'm not sure what you mean. Basically each character you can choose is a set character with certain abilities, that can be customized by card choices and skill choices as you progress through the campaign. But (at least in the physical game) there's no way to say, create a custom rogue character with different stat dice or different powers. In terms of character powers, you can use powers whenever appropriate, assuming you can pay the cost. The only limit is that you can only use a particular power once per "check". So, for example, Merisiels backstabbing power where she can recharge/discard any card to get a bonus 1d6/2d6 for a combat check can only be used once on a check, even if she has multiple cards on hand. Kyra's power is already limited in the description of the power as it replaces her first exploration of the turn. As a side note, there's a similar restriction on card plays. You can only play one of each card type per character per check, for its normal card usage. What I mean by that is if for example, Kyra had 2 armor cards in hand she could only play one of those for its actual armor power on a check. She could discard the second, or any card, as just a point of damage. Merisiel could play one armor to reduce damage and use a second armor as the discard to activate her power, but you can't play more than one card of a type for its actual card ability per character, per check. Regarding your location questions, it pretty much all has to do with the specific abilities of a location, and your characters powers. For example, Merisiel is often best alone at a location because one of her powers only can be used when alone. All locations have some sort of "special" text, which can be good or bad. Locations like the general store give extra explores if you encounter certain card types and locations like the Goblin Fort make fighting goblins more difficult. So you'd want to send more combat oriented characters to the goblin fort, for example. Another thing to look at is closing requirements. If it takes a wisdom roll to close a location, then sending someone with a higher wisdom stat is probably best. And sometimes, looking at types of cards in a location can make a difference. For example, the wizard character can get free explores when acquiring spells, so a location with a lot of spell cards is a great place for him to burn through. In terms of the standard scenarios, the locations are set for each adventure. More are added off a set list when you play with more characters. It's always 2 more locations than the number of characters in your party, other than special scenarios. I'm not sure how quest mode will work. Anyway I hope that helps with some of the questions you had about the game, I agree completely that for a new player the tutorial could use some more depth and explanation.
  6. Without having to make massive changes, I like the idea of having weapons/armor that require proficiency in some way to glow red or something at least in the deck rebuild screen between adventures. Even for experiences players, it's easy to make those kind of mistakes. I also like the idea of listing all bonuses and penalties to rolls but suspect that would be a lot harder to implement.
  7. So far loving the game but after playing the first adventure and getting a bit of gold I checked out the store to see how much it's going to cost to buy the currently available stuff with gold. Everything shows a cost of "-1 gold" other than the real money season pass purchase. I'm just wondering if this is intentionally disabled or something at the moment. This is the iOS version.
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