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Post by: BrookM
As has been kindly asked by a friendly neighbourhood overseer, it is perhaps best to split the rule questions about the game away from the main KS thread.
So, to kick things off, here's one from me:
You can only have three fighting arts at a time, but what happens when you learn a new one? Can you replace one of the older ones with this new one or are you stuck with what you have?
Main reason I'm asking is, my Twilight Knight in training got ambidextrous, which is a wee bit useless as there's only one of those swords.
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Post by: Undead_Love-Machine
IIRC you can replace one of the older fighting arts of your choice with the newer one.
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Post by: BrookM
Excellent, out with the ambidextrous, in with something else when it happens.
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Post by: spiralingcadaver
Not exactly correct. You're required to replace. You don't get to keep all 3 if you prefer them to the new one. Same goes for disorders.
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Post by: BrookM
Still, in this situation it wouldn't be too big a loss for me.
I mean, sure, Ambidextrous is cool beans, but wasted on my character as she's stuck with a Twilight Sword.
The King's Step (Ignore Battle Pressure and drawing one new hit location before rolling to wound) and Crazed (+1 Insanity for every perfect hit) arts on the other hand, quite handy so far.
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Post by: Chopxsticks
Weapon proficiency in clubs says all clubs gained the paired word. Does this mean I can wield two different clubs now and gain the benefit? Im using the club that on a roll of 1 I hit myself, and rolling 6 dice I usually always roll a 1...
To follow up on this, if I can wield two separate clubs do I roll two separate dice pools? so I can differentiate between which rolls trigger that stupid club that hits me on a 1?
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Post by: BrookM
No, the paired description in the main book says that it must be identical items if you want to dual wield them.
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Post by: spiralingcadaver
You're looking for blood paint. That allows you to wield two different weapons with different attacks.
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Post by: Undead_Love-Machine
I've got a pretty basic rules question which I really should know the answer to, but would like some clarification:
A survivor has both the light and heavy injury boxes filled in on his body area, then suffers more damage requiring him to roll on the severe injury chart. Assuming that he survives, in the following turn which of the following two options applies:
A) The light and heavy injury boxes are un-filled, leaving the body free to take 3 more damage before rolling on the severe injury chart again?
or
B) The light and heavy injury boxes remain filled, meaning that any further damage taken in the same location will require a roll on the severe injury chart?
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Post by: BrookM
The injury boxes remain filled in, if you take damage on that part of the body again, best you roll high.
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Post by: Undead_Love-Machine
Ah, I thought so. Thanks BrookM!
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Post by: Chopxsticks
And for every point you roll on the table. So if both boxes are full and you take 3 dmg to that spot you roll 3 times on the serious injury table.
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Post by: spiralingcadaver
Chopxsticks, no, it's once per set of damage past. Say a location has 1 armor and gets hit by a damage 4 attack twice. That's two hits that get past heavy damage so two rolls, not five for 5 suffered damage past heavy.
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Post by: Chopxsticks
Sorry that doesnt make sense.
A damage 4 attack twice is 8 points of damage correct?
1 point breaks armor, 1 point fills in light damage, 1 point fills in heavy damage How does only 2 damage get past? what happened to the other 3?
I was told in another thread that all points past Heavy need to be rolled on the chart. Do you only take X amount and cannot take more than that?
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Post by: spiralingcadaver
Each time damage hits any degree of severe, you roll. It doesn't matter if it does 1 or 10.
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Post by: Chopxsticks
Exactly so in your example would not 5 points of damage hit severe? Or do you never take more than 1 no matter how much spills over?
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Post by: spiralingcadaver
once per hit that spills over:
4-3=1 severe
4-0=4 severe
that's 2 severe rolls.
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Post by: Chopxsticks
OK, so its just the hit, not the severity of it. Does that severity modify the dice roll then?
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Post by: LordRogalDorn
Nope. The table is already pretty brutal.
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Post by: Chopxsticks
wow we were making this extra hard on us.. Automatically Appended Next Post: Knocked down is another one that is stumping my group. You stand up and the end of the monsters Next turn? or just the end of his turn?
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Post by: Undead_Love-Machine
The end of his next turn. Basically you miss a turn.
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Post by: Chopxsticks
Scenario
Round 1
Monster attacks
Players Attack, player 3 is knocked down due to counter attack of some kind, Happened in Round 1
Round 2 - Monsters Next turn?
Monster Attacks - End of its next turn?
Does the knocked down player now stand up?
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Post by: LordRogalDorn
Chopxsticks wrote:Scenario
Round 1
Monster attacks
Players Attack, player 3 is knocked down due to counter attack of some kind, Happened in Round 1
Round 2 - Monsters Next turn?
Monster Attacks - End of its next turn?
Does the knocked down player now stand up?
I have been playing it where the survivor would stand up in this case.
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Post by: spiralingcadaver
lion turn, survivor A is KD'd by an attack
lion ends
survivor turn, survivor B is KD'd by some reaction
survivors end
lion turn
lion ends, both A and B get up, since it's the end of the next monster turn
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Post by: BrookM
Monster's always get up at the end of the turn they get knocked down, survivors are forced to miss a turn unless you Encourage them or have a special skill that allows you to stand up whenever you like.
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Post by: Rain
Undead_Love-Machine wrote:I've got a pretty basic rules question which I really should know the answer to, but would like some clarification:
A survivor has both the light and heavy injury boxes filled in on his body area, then suffers more damage requiring him to roll on the severe injury chart. Assuming that he survives, in the following turn which of the following two options applies:
A) The light and heavy injury boxes are un-filled, leaving the body free to take 3 more damage before rolling on the severe injury chart again?
or
B) The light and heavy injury boxes remain filled, meaning that any further damage taken in the same location will require a roll on the severe injury chart?
I know someone answered this already, but just to clarify; you only heal injuries once the showdown is over, not during. At the same time you restore all your armour points to their maximum as well, assuming the armour doesn't actually break when it gets reduced to 0 (generally you don't lose the armour, if you do it'll have a keyword or text indicating that it breaks).
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Post by: spiralingcadaver
Armor is not healed then. You restore armor up when you depart. Healing time generally doesn't matter (my group always just updates everything when we leave), but there are a few niche cases when timing is important, so you should know proper timing.
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Post by: Bromsy
As far as strategies.... does anyone have anything that is working for them for the Kingsman - I am on turn two of the showdown, and he has been wrecking face.
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Post by: LordRogalDorn
Bromsy wrote:As far as strategies.... does anyone have anything that is working for them for the Kingsman - I am on turn two of the showdown, and he has been wrecking face.
https://boardgamegeek.com/thread/1446528/strategy-kings-man
There are a few good ideas there.
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Post by: Bromsy
Yeah, I generally leave at least one decent guy behind, but I was trying to get through without looking up strategies in advance. So no shield guy, and everyone has at least one heavy item. I only have like seven pop left (survival of the fittest, ugh) so I might restart.
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Post by: spiralingcadaver
That's really rough.
Augury for kids?
We got beaten pretty hard, there are a lot of anti-heavy locations in that hit deck.
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Post by: BrookM
We should've taken the -5 population ourselves (with our numbers, we could easily take it), but my brother is greedy and really wanted the King's Step. In the end, I got the King's Step and he ended up dead.
Well, I'm more worried by the future visits of these guys, the next one will be a level 2 Nemesis encounter.
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Post by: LordRogalDorn
So I was just re-looking over the white lion mood card enraged. It says "While Enraged is in play, White Lion gains +1 damage tokens per monster level."
I can see this interpreted in two was. One, sense it says while Enraged is in play it gets the damage tokens, so when it leaves play the damage tokens go away. Or, it gains the damage tokens, and those stay in play and can keep accumulating each time Enraged comes into play. I think the first interpretation makes more sense, but I want to hear what others think of this as well.
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Post by: Bromsy
Yup, restarted my single player game and I am up to pop 20 at lantern year 5. Two saviors, getting a green savior ready for the Kingsman fight - currently he deploys in full leather armor with a shield for 8 armor points on all locations with a +2 evasion, trying to get a spear master in time to keep priority target on the savior.
I don't have any crazy standout survivors like last time, but my Twilight Knight is leveling better and I have been using a lot more manipulation stuff which has kept more people alive and not having survival of the fittest means I pop out kids pretty quick. Working on kitting out the rest of my guys in leather, just started going after level two lions.
Going straight for leather seems like a smart bet, it's consistently good and the feet bonus is nice for getting out of contact with monsters. I also really feel like getting symposium as my first draw was a huge lucky break that has been helping me steer my settlement the way I want - I made it to lantern year nine without seeing it in my previous game. Automatically Appended Next Post: LordRogalDorn wrote:So I was just re-looking over the white lion mood card enraged. It says "While Enraged is in play, White Lion gains +1 damage tokens per monster level."
I can see this interpreted in two was. One, sense it says while Enraged is in play it gets the damage tokens, so when it leaves play the damage tokens go away. Or, it gains the damage tokens, and those stay in play and can keep accumulating each time Enraged comes into play. I think the first interpretation makes more sense, but I want to hear what others think of this as well.
I've been treating them as temporary.
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Post by: spiralingcadaver
Yeah, temporary tokens. the keyword is "while."
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Post by: Triple9
What spiralingcadaver said. I would go one step further and advise to not guess any hidden intent in the game. Play it exactly as written, line by line.
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Post by: Chopxsticks
Can I ask how you got 8 armor in each slot? I know we were doing a ton of wrong stuff last time, but by Lantern year 6 we only had 1 or 2 armor in only a few spots.
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Post by: spiralingcadaver
Well, spoilered for spoilers...
I believe bromsy's statement of population and the rest are unrelated, since you can't fight a king's man at year 5 without seriously gaming things.
Also, saviors are ladies, for the record.
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Post by: Chopxsticks
So having a shield adds +1 armor to each spot?
Just trying to figure out how we should be buying armor. we were lucky to have 1 in each slot. We focused more on weapons. You can only hunt once per year right?
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Post by: spiralingcadaver
Some of them do, yes, and (with rare exception) yes, once per year.
Shields are a great investment if you don't have a ton of armor.
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Post by: Bromsy
Chopxsticks wrote:Can I ask how you got 8 armor in each slot? I know we were doing a ton of wrong stuff last time, but by Lantern year 6 we only had 1 or 2 armor in only a few spots.
Full Leather Armor = 4 in each slot after set bonus, 3 green affinities including savior bonus, leather shield. Automatically Appended Next Post: spiralingcadaver wrote:Well, spoilered for spoilers...
I believe bromsy's statement of population and the rest are unrelated, since you can't fight a king's man at year 5 without seriously gaming things.
Also, saviors are ladies, for the record.
Yes, this.... and yeah, I am just working the savior up for the Kingsman fight, Ideally I will be going into it full leather with at least 3 evasion minimum.
All ladies? Damn, missed that.
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Post by: spiralingcadaver
Yep. Only refers to female pronouns, and the only models have been female. Always possible that it was a coincidence since I don't think it's ever explicitly limited, but it seems pretty clear.
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Post by: TheSecretSquig
Question on Survivors. We always take the same 4 on every hunt. If one is killed, we make a new one up from the population. But reading on here, people don't use the same 4 on evey hunt? So does that mean you can choose to take a new survivor on a hunt, and leave a tooled up one back in the settlement?
Also, when you take a new survivor from the population, I assume they start with a Founding Stone and waist cloth armour. Or is this only for the first 4 when they start the game?
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Post by: BrookM
TheSecretSquig wrote:Question on Survivors. We always take the same 4 on every hunt. If one is killed, we make a new one up from the population. But reading on here, people don't use the same 4 on evey hunt? So does that mean you can choose to take a new survivor on a hunt, and leave a tooled up one back in the settlement?
Yes, you may leave a more experienced one at the settlement. Your newbie may go on a hunt with the gear of the survivor who is staying at home, he or she isn't going to be needing it at that point anyway.
TheSecretSquig wrote:Also, when you take a new survivor from the population, I assume they start with a Founding Stone and waist cloth armour. Or is this only for the first 4 when they start the game?
Only the first four start with the Founding Stone. After that you can only find it in special encounters or events.
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Post by: LordRogalDorn
TheSecretSquig wrote:Question on Survivors. We always take the same 4 on every hunt. If one is killed, we make a new one up from the population. But reading on here, people don't use the same 4 on evey hunt? So does that mean you can choose to take a new survivor on a hunt, and leave a tooled up one back in the settlement?
Also, when you take a new survivor from the population, I assume they start with a Founding Stone and waist cloth armour. Or is this only for the first 4 when they start the game?
You can take any survivor you want on a hunt. A strategy I have been using is taking 1 tooled up awesome survivor, 2 medium power survivors and a newer survivor. This builds up my entire settlement, so if I get a party wipe I am still alright.
Your gear cards are there for the entire settlement regardless of the number of survivors you have. So you will start with 4 founding stones and 4 cloth armours and thats it.
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Post by: spiralingcadaver
Rogal's got it. A decent mix is generally the best approach, though there are definitely times when pushing for all veterans or mostly newbs is better, depending on what you want to risk.
We generally have preferred survivors where whoever's taken them the most gets implied first choice, but survivors aren't attached to players or anything.
And yeah, no founding stones. They're just your starting gear. It'd be really nice if you had extra auto-crits lying around whenever you wanted them.
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Post by: Bromsy
Yeah, for example I am leveling up a guy with whips and a guy with shields, they use the same gear and just alternate hunts.
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Post by: spiralingcadaver
Cool, never tried whips- I take it you like them?
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Post by: Bromsy
I originally picked a Hunter Whip to go with my shield guy, because with two blue affinities it discards a mood in play on a perfect hit - great synergy for my battle - control guy; but then I started leveling another guy and I actually checked out the whip bonuses. And yes, they are pretty awesome. Specialization lets you discard the top card of the AI discard deck instead of the AI deck on a wound, and mastery is a flat +5 str with all whip.
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Post by: spiralingcadaver
Cool! Yeah, we've been putting a bow on our control, but I could see the whip being cool. Next settlement, I guess we'll need to try that one out.
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Post by: TheSecretSquig
Some more Rules questions.............
1. Survival. We seem to be amassing loads of it. We've x2 Survivors who are +20. Is this normal? We don't really use it in the showdowns to avoid hits, and all our survivors are Deaf so we can't encourage.
2. Survival - We've got quite a few innovations such as Hovel, Guiding Post etc that say 'Departing Survivors Gain +1 Survival'. Do all these stack? We are playing it as they do, so at the moment everyone departing is gaining +5 Survival.
3. One of our Survivors has Ambidexterous Fighting Art which allows them to hit with x2 melee weapons as if they were paired. In this case, x2 Bone Swords. So instead of rolling 2 D10 to hit, they are rolling 4D10. Can't remember what exactly, but they've now gained +1 Speed to add to any weapon. So do they add +1, or +2 as they are using 2 weapons at the same time? We rolled 6 to hit dice (2+2 swords and +2 plus 1 speed on each one). But rolling x6 D10's seemed to be over powered?
4. Weapon Specialisations - We've 2 Survivors now hit the weapon Specialisation. One with Bone Swords, one with the Butchers Cleaver. I can't find weapon Specialisation cards for these 2 weapons?
5. Leprosy - We've a Survivor who contracted this on a Hunt Phase. It say's in the Hunt Event that now this Survivor reduces any damage to them by -1, to a minium of 1 and a few other bits. Is there a Card somewhere in the box to remind us of this, like a disorder card, or is it write all this down on the survivors sheet instead of thumbing through the book?
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Post by: spiralingcadaver
1. You have a survival limit dictated by innovations. So, no. I think it caps around 10.
2. Yes.
3. Speed increases your attack rate, not the weapon profile. So 5.
4. Weapon type, not specific weapons.
5. Write it down.
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Post by: TheSecretSquig
Thanks for the answers, but a Survival Limit? If I've read this somewhere then I've missed it!
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Post by: spiralingcadaver
That thing in the upper left corner of your settlement sheet, starts as a faded 1 (since, like movement, it starts as non-0 so there's a number reminder).
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Post by: Victorraven
A couple of questions/comments have come up for me; (Minor spoilers I guess)
Can you just keep dash/surging on your turn? It says you can only dodge once but says nothing about using all your survival for dash/surging. This seems incredibly broken with the full set of rawhide as you get to reroll every survival you spend to get it back.
Once you get to the Nemesis Monsters were it doesn't tell you who you face how do you determine what Nemesis monster you fight?
Is Ground Fighting AI for White Lion as dumb as we've been playing it? It lets you infinitely get every item that's on the board as the AI card forces the White lion to not do anything nor draw AI cards.
Is Fresh Achanthis/Antelope resource as dumb as I think? You basically get to harvest them all before the Antelope ever gets to eat them and fresh Achanthis is basically op letting you heal all your armour/hit locations in one area.
Thanks for the answer!!
Btw favorite combo so far is have a character with blood paint a cat bow and two arrows to double tag the monsters with two -1 evasion tokens; currently got someone with berserk and that combo and if you give them the frenzy potion its 6 attacks that hit on a 6 plus with 6 strength each; not sure if thats exactly how it works but pretty sure.
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Post by: Ramos Asura
Ill need to read up on the dash/surge, but at least in the case of the items, you can only ever harvest from them once (or once per survivor in the case of the Nightmare Tree), then the terrain goes away (is archived).
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Post by: Victorraven
Yea thats how I play it but its still the possibility of 6 fresh Achanthis/what other items you can get.
Ground Fighting just lets you basically take infinite turns to harvest and then position yourselves before activating its Ground Fighting which just from a game perspective seems weird.
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Post by: LordRogalDorn
Victorraven wrote:A couple of questions/comments have come up for me; (Minor spoilers I guess)
Can you just keep dash/surging on your turn? It says you can only dodge once but says nothing about using all your survival for dash/surging. This seems incredibly broken with the full set of rawhide as you get to reroll every survival you spend to get it back.
Once you get to the Nemesis Monsters were it doesn't tell you who you face how do you determine what Nemesis monster you fight?
Is Ground Fighting AI for White Lion as dumb as we've been playing it? It lets you infinitely get every item that's on the board as the AI card forces the White lion to not do anything nor draw AI cards.
Is Fresh Achanthis/Antelope resource as dumb as I think? You basically get to harvest them all before the Antelope ever gets to eat them and fresh Achanthis is basically op letting you heal all your armour/hit locations in one area.
Thanks for the answer!!
Btw favorite combo so far is have a character with blood paint a cat bow and two arrows to double tag the monsters with two -1 evasion tokens; currently got someone with berserk and that combo and if you give them the frenzy potion its 6 attacks that hit on a 6 plus with 6 strength each; not sure if thats exactly how it works but pretty sure.
You can only do each survival action once per round, and dash and surge have special instances when you can use them.
You can fight any Nemesis Monster you have the ability to fight, as long as it is at least one level higher than it was the last time you fought it
Ground fighting prevents it from drawing AI cards, so yes, you can run around and set up perfectly to combat him. Just know that he will still activate cunning even with ground fighting, and some things care about the number of turns it takes you to fight a monster (very rare). But, if you don't have a way to deal with ground fighting (ranged weapon, reach weapon, harp) it will end you.
Fresh Achanthis is really nice. Just while you are going around getting the Fresh Achanthis the antelope is running around trying to kick you...play it smart and it is a pretty easy fight.
You can only have one copy of each non-weapon in your gear grid. The arrow cards are not weapons, so you can only have one of each type. Also, they are a once per showdown shot, so you can only shoot it once and frenzy only ignores slow for melee weapons, not for ranged weapons. Blood paint with each of the two kinds of arrows only saves you one action over the course of the fight...not too worth it for a gear slot.
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Post by: spiralingcadaver
You can't bring resources on a hunt, so only useful on that one, then it's the dried gear.
You tend to remove things after you attempt to gather, so no idea what you're saying about infinitely getting things.
Ground fighting does allow the monster to react, if that wasn't clear.
Arrows aren't weapons, so you can't use more than one of the same on a character, nor could you use blood paint to activate them even if you did.
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Post by: Victorraven
Yea just found out the slow thing so that combo doesn't work but super sucks that its also an ammo so would only get one arrow shot
I wasn't really talking about getting infinite items with ground fighting just meant that you could collect all the resources on the board.
And really you can't use resources in a battle that you have? Does this include resources you collect while in the hunt/showdown for the monster you fight that year?
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Post by: spiralingcadaver
You can use stuff you've gotten that hunt/showdown since it's on a survivor; not anything in storage (which is triggered at the end of the settlement phase).
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Post by: Chopxsticks
Does ammo add an additional attack to a bow?
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Post by: spiralingcadaver
No. It doesn't modify the bow in any way. It's a really weird attack that's not a weapon, which uses the bow's range.
BTW, a few things now that we've seen a FAQ, that I wasn't playing right, at least
-saviors can be guys
-the perfect slayer's restricted to speed 1 by slow despite having speed 3
-there's some contradictory stuff on multiple AI draws (conflicts with earlier official stance)
-screaming antelope runs over you, not to you, at level 2
-autohits remove attack rolls
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Post by: Chopxsticks
Can you break down pre existing gear to reuse materials? What do you do with all the old gear?
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Post by: spiralingcadaver
No. There's one random event that lets you do something like that, but no, not really.
What you do is use them for affinities and backups, since stuff breaks and you don't always have the gear for a character full of good gear or exactly the right affinity set of current-level gear.
It's also good to have a disposable item in your gear grid even if you can, since there are hunt events that can mess with your gear.
it is, however, a bad idea to spam stuff that will get outmoded quickly.
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Post by: TheSecretSquig
Here's some more questions for ya!
1, We've picked up a Steel Shield (Rare Gear). The card says you can spend 1 Action (the Lightening bolt symbol) to ignore a hit. But how do you do this? You're given 1 action a turn, you use the action to attack, fail to wound, suffer a reflex action from the Monster, but you have no action left to activate to ignore the hit, as you've used it to attack? Then, in the Monster Phase, you don't have any action to use to ignore the attack with the shield? So how do you use it?
2.Mood AI Cards. As an example, I'll use the Bloodthirsty one from the White Lion. This is drawn, and remains in play. What then happens if all the other AI cards are now in the woun stack? Does this become the next wound? What happens when you run out of AI Cards? Does this get reshuffled with the pack? We are struggling as i it remains in play, effectivel the Lion has 1 less wound, as this card can not be got rid of?
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Post by: spiralingcadaver
You need Surge to be able to use a shield along with attacking.
If you can't draw AI, you use the basic action, regardless of why you're drawing. Active moods are also not in the deck, so the monster has fewer wounds while active.
I have no idea what you mean by a card becoming the next wound or running out of cards.
And any moods can be discarded, you just need the right actions to do so.
When playing KD, I've learned to assume that rules should be read exactly as written. If you think there should be an exception but it doesn't look like it and you've checked the glossary and relevant sections, then there probably isn't one.
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Post by: Krinsath
Based on the FAQ at http://tools.kingdomdeath.com/faq/ the mood cards are not counted as anything while they are in play:
►Do survivors need to remove a monster's in-play Mood or Trait cards to defeat it?
No. A monster is defeated when it is wounded and there are no cards in the AI deck or discard to move to the Wound Stack (pg.217, Core Game Book).
If the mood is active, the AI and AI discard pile is empty, and the monster is wounded, then it's dead; it's just a very Bloodthirsty corpse. However, if the mood is removed from play but not archived, I believe it goes back into the discard pile and would need to be removed so long as it wasn't drawn and put back in play, where it would no longer count again. I'd have to review the Bloodthirsty card to see what it actually says (archive vs. discard) though.
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Post by: spiralingcadaver
Discard. Don't think any mood is archive.
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Post by: TheSecretSquig
So, if a Mood Card when draw is discarded, then its better for you to have mood cards within your AI deck. Each card in the AI deck represents a Wound. So a level 1 Lion has 10 AI Cards. You need to woun it 11 times to kill it. Now if you discard Mood cards, then the monster has less AI cards in the active piles to be moved onto the wound stack to kill it.
Does that make sense?
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Post by: spiralingcadaver
Except the part that it's better. Less health is generally compensated for by increased lethality.
The lion is very easy to game/pretty easy to take out. There are some horrible moods later.
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Post by: BrookM
Unless it's ground fighting, which can in some cases be hilarious.
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Post by: spiralingcadaver
Hence the second line... yeah, lion's pretty easy to take out even without ground fighting, didn't even remember it does nasty things if you don't have a way of getting rid of it, but I guess it's there to teach you not to rely on only hitting things when adjacent.
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Post by: Chopxsticks
LOL, did we learn that the hard way. We put all our eggs into that melee basket and the Hunt phase triggered Ground Fighting. after the 1st two players were just wiped clean off the board we packed it all in and started over...
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Post by: BrookM
We've got at least one ranged player in our group, who also rocks a whisker harp, so has a chance of removing moods from play.
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Post by: Bromsy
We tried running with a fifth player, and man does that suck. We didn't have any extra armor or anything made up, so his character got mauled to death after two attacks by a level 1 lion. Trying this with a level 2+ of anything is going to be really dangerous without full armor on everyone.
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Post by: spiralingcadaver
Everyone I've read says that the 5-6 player rules are lethal.
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Post by: BrookM
Indeed it is, with four players it can be quite a scrabble with who gets what equipment and weapon, but add in two more players and it's even harder to reach a proper consensus.
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Post by: Chopxsticks
Honestly the more I play this game the less I am enjoying it. There is only 2 of us playing so we can kinda work out resource spending a little easier. I also said screw it and add 2 extra of each kind after a kill. I cant see how its gonna ruin balance later considering there is just so much that just kills you regardless.
I cant handle the vague rules... I really wish things were explained better. I feel we spend more time sifting through the book looking for answers than playing.
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Post by: spiralingcadaver
There's a FAQ which should answer most things.
I'd say that the problem isn't the basic resource output, but that attacking higher levels is a diminishing return since it's way riskier to fight higher levels. If I went for higher resources, I'd suggest it only at the upper two levels: by mid-game, you can easily chump the little monsters. Making level 1 rewarding will probably skew the game since it makes everything more forgiving.
Have you considered hero mode? We've just started our first (slightly modified) hero campaign after maybe four or five regular ones, and it goes probably twice as quickly since it's lower stakes. I was skeptical, but it's a lot of fun if you want a faster, casual variety of the game.
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Post by: Chopxsticks
I might have to try that. We just met the butcher, it just feels so meaningless.. I dont know how you can prepare for that guy. We cheated a saviour into our game since we rolled a 10 on making babies but didnt have the inovation to allow saviors so we said what ever and made a saviour. The butcher starts with 2 AI's? so we assume he attacks twice cuss it doesnt really say otherwise. he proceeds to move up and just kill our saviour. cool... resources at that point are moot, we had weapons and hardly any armor.
40919
Post by: spiralingcadaver
Yes, that's how the butcher goes- AI cards are attack cards. And the nemeses in general are the major speedbumps in the game, so learning how to fight them is, well, part of learning it. We've probably gone about 50/50 with him, but could have gotten closer to 70/30 if we hadn't taken some stupid risks.
For more spoilery tips,
And yeah, my new advice is to try hero mode if the game's too rough for you... it captures most of the feel, without the stress of most of the worst consequences.
30287
Post by: Bromsy
We've been playing where a player can give up all of their survival to reroll a die roll. Means we have less for dodging and whatnot during showdowns, but minimizes the super crappy rolls during the hunt phase which tend to sap our enjoyment.
40919
Post by: spiralingcadaver
Yeah... while we got over it, we had a similar rule of avoiding death during non-combat. Eventually decided it was unnecessary, but damn is it frustrating.
33289
Post by: Albino Squirrel
I have a post up on my blog about how I magnetized some of my Kingdom Death: Monster survivors.
http://adventuresinminiaturegaming.blogspot.com/2016/01/magnetizing-kingdom-death-monster.html
40919
Post by: spiralingcadaver
That's nice, but I think it'd fit better in miniatures than tactics, unless you use magnets in a particularly strategic way
4062
Post by: TheSecretSquig
A couple mroe questions on rules for those in the know........
1. I've asked this before, but our next Settlement Event currently has Hooded Knight, Armoured Strangers, Kings something or other, and a Nemesis encounter. I asked about getting multiple events happening on 1 Lantern year and the answer was to add them to the next one instead. But this would mean the next 4 years have pre-determined events, and within those 4 years, there's already 2 on the time line, Bonewitch and something else. We just seem to have been unluckyin rolling dice and they've all clustered around the same time. So any thoughts on what to do?
2. We've picked up the Twilight Sword. Not sure on the rules as there is no S listed on the weapon stats, and has something about needing a proficiency level to use it ???
3. Colour affinities. We've got x2 Red Saviours, and x1 Green. It talks about recieving multiple colour afinities, e.g., for every red one you add +1 S. But how do you acquire them?
4. Saviours. It says that the Saviour advances their Hunt XP by 3 each time, and they can't swap their gear grid about. Does this mean they are stuck with the same weapons for their lifetime, or if I want to swap weapons, I just advance the hunt XP by 1 rather than 3?
Help is always appreciated guys and girls.
7375
Post by: BrookM
1. Just keep spacing them out then, putting each event in an "empty" year.
2. The Twilight Sword equipment card clearly states how it is to be used. The proficiency card will also clarify the bonuses and how to get the most out of this, sadly, cursed weapon.
3. Dunno, haven't had that one yet.
4. Dunno, haven't had that one yet either.
30287
Post by: Bromsy
TheSecretSquig wrote:A couple mroe questions on rules for those in the know........
1. I've asked this before, but our next Settlement Event currently has Hooded Knight, Armoured Strangers, Kings something or other, and a Nemesis encounter. I asked about getting multiple events happening on 1 Lantern year and the answer was to add them to the next one instead. But this would mean the next 4 years have pre-determined events, and within those 4 years, there's already 2 on the time line, Bonewitch and something else. We just seem to have been unluckyin rolling dice and they've all clustered around the same time. So any thoughts on what to do?
2. We've picked up the Twilight Sword. Not sure on the rules as there is no S listed on the weapon stats, and has something about needing a proficiency level to use it ???
3. Colour affinities. We've got x2 Red Saviours, and x1 Green. It talks about recieving multiple colour afinities, e.g., for every red one you add +1 S. But how do you acquire them?
4. Saviours. It says that the Saviour advances their Hunt XP by 3 each time, and they can't swap their gear grid about. Does this mean they are stuck with the same weapons for their lifetime, or if I want to swap weapons, I just advance the hunt XP by 1 rather than 3?
Help is always appreciated guys and girls.
I think the Nemesis Encounters are separate from the Settlement Events.
The Twilight Sword has one attack and hits at an accuracy of 9+, minus whatever current weapon XP you have.
Color Affinities are the colored squares that are formed by the gear in your grid. In addition to those gained that way, saviors gain a bonus extra one when they are born.
Saviors can absolutely switch their gear around. I believe you are confused by the line "Saviors may not place other gear in their grid". When a word is bolded like that it means something specific in the game terminology, in this case it means gear with the other keyword, specifically the Twilight Sword cannot be placed in the grid of a Savior.
4062
Post by: TheSecretSquig
Thanks for the answers.
I was confused on the Twilight Sword. You need 9 or 10 to hit with it? I thought this seemed very high and almost pointless taking it with such odds against you actually hitting anything with it. I suppose with accuracy modifiers it would make it better, but you'd need a few. All our Tanks and Veterans got wiped out recently due to the Kings Hand leaving us with only 4 Survivors, all newbies although 2 of them are saviours.
48384
Post by: LordRogalDorn
TheSecretSquig wrote:A couple mroe questions on rules for those in the know........
1. I've asked this before, but our next Settlement Event currently has Hooded Knight, Armoured Strangers, Kings something or other, and a Nemesis encounter. I asked about getting multiple events happening on 1 Lantern year and the answer was to add them to the next one instead. But this would mean the next 4 years have pre-determined events, and within those 4 years, there's already 2 on the time line, Bonewitch and something else. We just seem to have been unluckyin rolling dice and they've all clustered around the same time. So any thoughts on what to do?
2. We've picked up the Twilight Sword. Not sure on the rules as there is no S listed on the weapon stats, and has something about needing a proficiency level to use it ???
3. Colour affinities. We've got x2 Red Saviours, and x1 Green. It talks about recieving multiple colour afinities, e.g., for every red one you add +1 S. But how do you acquire them?
4. Saviours. It says that the Saviour advances their Hunt XP by 3 each time, and they can't swap their gear grid about. Does this mean they are stuck with the same weapons for their lifetime, or if I want to swap weapons, I just advance the hunt XP by 1 rather than 3?
Help is always appreciated guys and girls.
1. You have all the events happen in the same year, and you decide on the order.
2. This one has been answered
3. Each savior counts as having 1 affinity, and each completed item box is another affinity
4. Where does it say saviors can't swap their gear grids, I'm curious because I missed that on my read through.
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