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Found 25 results

  1. Hi guys and girls. Looking for some clarity on the use of momentum and the snap shot. If you have enough momentum can you keep snapshotting the ball? The active player can make a pass and the receiving model can snap shot. If this is successful can the next receiving player then also snap shot using momentum? If so it is actually possible to get the ball from one end of the pitch and score a goal all in one activation if you have enough momentum? Seems a bit dodgy to me.
  2. Just had a flick through the updated OPD, and not liking the section on match roster selection in the Regional Cup. It appears to have changed so Captain and Mascot no longer get chosen first, apparently to allow Blacksmiths to be less confusing. Now, the OPD says: "At Step D of the Pre-Match Sequence, both Players roll a die, rerolling any tied results. The winner chooses to either be the ‘Kicking Player’ or the ‘Receiving Player’. Once the winner has been chosen, proceed with the following steps: • The Receiving Player selects a model from their roster to be in the match and places the model’s card on the table. • The Kicking Player selects a model from their roster to be in the match and place the model’s card on the table. These steps are repeated until both Players have 6 models on the table selected for the match. Remember that only one version of a single named model may be selected for each team. After this, proceed from Step F of the Pre-Match Sequence." Does this mean a return to the old days, when everyone complained that Fish had a significant advance due to being able to select their captain last? I thought the whole point of the last update to the OPD was to change that and balance out by forcing the Captain to be the first choice? I'm hoping this gets tweaked. Seems pretty simple - if you play blacksmiths, instead of captain and mascot, you put down a master and an apprentice for that master; that master is your captain for the game.
  3. Hey guys. Once again we played the game and yet each time we play the game we discover something new. Sentinel has 1move range and 1attack range. If the player is in his range of 1, does he have to move to the player and attack? Or can he just hit without movement? Same for bosses like Gargoyle. Does he has to move even when enemy is in his range.
  4. Blacksmiths Questions

    Hello everyone! I am getting extremely excited to play as the blacksmiths, but I had a question about Anvil and Furnace's legendary plays. I understand they only hand out the second part if they are the captain, but the first part says "This Model gains [+1] TAC." Does this mean that only Anvil gets the +1 TAC or do other friendly guild models get it too? I was confused because I was watching a replay where they mentioned others in the aura got the benefit. I just want to clarify for my future games. Thank you everyone in advance for your assistance!
  5. How is the Frostbite from the Boreal Outrider Knight exactly applied? For example: "Chilling thrust" move 2 nodes to the aggro-token player hit aggro-token player for 4 magic dmg within range 0/1 apply frostbite to the player who has been hit and damaged OR apply frostbite to the player who has been hit even when all dmg got blocked OR apply frostbite to all players in range 1 OR apply frostbite to all players Has anybody an idea of how to handle this? Thanks in advance!
  6. Staggered?

    Could someone help explain what causes a staggered condition? Having trouble finding out. Thanks
  7. Hello, I'm working on a "FAQ" kind of and hope it does help people out who are struggeling to figure out how (advances) mechanics/situations work out. It's still very much "work in progress" and probably will be going forward! Anyway, if you see anything that is not very clear, please let me know! (This FAQ is the cumulation of the "Unclear rules/mechanics" thread which is to get official clarification on rules. I'll add clarified topics from there in this FAQ) Cheers Replect - Last Update 24th of July 2017 06:30 CET PS.: If you have more basic questions about how the game flows, you probably find the answer in that "Quick Guide": FAQ GENERAL In case of Errata(!): Card takes precedence over token, dial, etc., rulebook takes precedence over card! Example: Based on the card, the heat up for the Titanite Demon is 10 HP, based on the dial, it is 12 HP... 10 HP is correct! Cards for The Boreal Outrider Knight, Gargoyle, Titanite Demon, and Winged Knight each have main boss icon. As of rulebook each is a mini boss... Mini boss is correct! SETUP Tile Setup You have total freedom on where the tiles are placed leading off the Bonfire Tile, if you want to just use one doorway, then just use one doorway :). TILES AND NODES Node Model Limit As soon as the active model moves onto a node with 3 models on, push one of these 3 models - choosen by the players - immediately of that node, before resolving any following actions (like attacks, movement pushes)! Means, the model that got pushed because of the "Node Model Limit" would not be hit by a potential range 0 attack, assuming that the movement of the active model would end its turn on that node. If the active model still has movement remaining, and the target is not on the same node (since it just got pushed), it will move/follow. Remember though, boss models cannot be pushed by a character’s movement or attack. The only way a boss model can be pushed is if another boss model moves onto its node in a boss encounter with multiple boss models. THE BONFIRE TILE You don't have to rest at the bonfire to use any of the following features: Treasure Deck Inventory Soul Cache Blacksmith Andre The Firekeeper ENCOUNTER SETUP Gravestone, Barrel and Chest Gravestones and Chests block all movement (walk, run, dodge, push), irrevelant of whether the chest has been opened or not. Barrel's specifically mention the types of movement they block because they don't block dodges, where as Gravestones and Chests do block dodges. ENCOUNTERS The encounter takes place on the single tile (or multiple tiles for main/mega-bosses) they spawn on, you cannot leave this tile during the encounter. COMBAT BASICS Pushing General A push without damage as part of movement cannot attempted to be dodged/blocked. A push with damage as part of movement can attempted to be dodged/blocked. Pushes with damage are considered (physical) attacks, which is why they're listed under enemy attacks (page 25). Push (Standard Enemies) If a non-boss enemy pushes you as part of movement, you will be pushed onto an adjacent node. If a non-boss enemy pushes you as part of an attack, you will be pushed onto an adjacent node farther from the attacker. Push (Bosses) If a boss pushes you off of its node as part of movement or an attack, you will be pushed onto an adjacent node in the same arc. (If there are no eligible nodes due to the tile’s wall, you are pushed to any adjacent node touching the wall instead). If a boss pushes you off of any other node as part of an attack, you will be pushed onto an adjacent node farther from the attacker. Remember A boss model can not be pushed by a characters' movement or attack! An enemy cannot be attacked by another enemy, including push. (Exception is pushing as a result of Node Model Limit!) When a character chooses to dodge while on a boss’s node, they can ignore the normal rules for boss arcs and instead move to any arc or onto any adjacent node. Conditions When suffering damage from a poison token at the end of the model's activation, it will also trigger a bleed token on that model! If a poisoned player kills the last enemy, poison will not trigger, since the encounter ends as soon as the last enemy dies. CHARACTERS TOKENS General You cannot give away any of the tokens on your player board (ember, luck, estus, or heroic). Ember token When an Ember is drawn you immediately place an Ember token on one of the player characters (you can't choose to save it!) and then discard (means 'out of the game') the Ember card. Once you decide who gets the ember token, that's who has it. 'In the rare case that the players find an Ember card in the treasure deck when all characters already have an Ember token, shuffle the Ember card into the treasure deck and draw a new treasure card to replace it (without spending an additional soul).' Embers won't apply to traps or to a condition that deals 3+ damage Assume a character with an Ember token (reduces 3+ damage from an attack by 1) and a bleed token (causes 2 additional damage if model takes damage) gets hit for 2 damage. The ember won't apply (means would not reduce the damage by 1), since the damage is not considered to be a single damage of 4 (2 damage from attack + 2 damage from bleed), it's considered to be damage from 2 sources (one from the attack, the other from the bleed) Luck token Luck tokens are only for the character that has the token to reroll a die they just rolled. ABILITIES (Ability-text on cards/boards) General Ability 'wording' clarification 'All characters', 'One character' or 'Two characters' etc. mean the character that used the ability can also gain the benefit. 'Attacks' that state specifically 'other' mean the character that used the ability could not gain the benefit. Modifiers to weapon's attacks If a weapon ability does not have a die roll (such as healing, a move, a push, a condition, etc.), then you do not apply modifiers to its damage. You just apply the listed effect. Berserk Charge Berserk Charge is a move followed by an attack, in the same activation. You could move/attack with one weapon, then Berserk Charge (move one fore free followed by an attack) with a second weapon... but it doesn't override the rule that you can only attack with each weapon once. So you couldn't make a Berserk Charge attack with a weapon you've already used that activation. You could also attack with one weapon, (then move and) then Berserk Charge (move one for free followed by an attack) with a second weapon. CHARACTER ACTIVATIONS Character Movement/Attacks Your options are: Move any number of nodes (spending moved nodes minus 1 - since first one is free) and then attack once with each equipped weapon in your hands Attack once with each equipped weapon in your hands and then move any number of nodes (spending moved nodes minus 1 - since first one is free) The only way of moving before and after an attack or the other way around would be if your weapon's attack provides additional movement (which is not related to your base movement) or with a heroic like "Berserk Charge"! Also, potential weapons in your backpack slot stating they can be used in the backpack slot, can also be used to attack with once, as they overrule the "in your hands" rule. (Defend against) ENEMY ATTACKS - and TRAPS Dodge/Block/Resist order if multiple characters get attacked Player choice, but they are considered to be simultaneous. So if for example the Assassin dodges and uses his Heroic, and then kills the enemy making the attack the other players hit by the attack still need to block/dodge/resist. Dodge You can attempt to dodge an attack, even though your symbols shown in the equipped items'Dodge show 0, but assuming it's a dodge diificulty of 1 or higher you will automatically fail. (In corner case scenarios this can be a viable thing to do.) You "must" spend 1 Stamina and "can" move to any adjacent node (with no chest or gravestone on, if barrel, you have to spend 1 additional Stamina). Means, you have to pay 1 Stamina, but you can choose to not move. If you fail the attempted dodge, you will resolve the hit by the attack from the node you moved onto (if you have choosen to move). Means, if the attack involved a push, you get pushed from the node you moved onto, take the full damage, involved conditions and such Dodge + Traps (specific scenario to highlight the order of resolving attacks) Remember a trap's damage cannot be blocked! Assume an enemy attacks you and you dodge on a another (face down) trap, which you also dodge and so on: Enemy attack -> Choose to dodge -> Pay 1 stamina -> Move to a trapped node -> Choose to Dodge trap -> Pay 1 stamina for Trap dodge -> Move to another node -> Make Dodge dice roll for Dodging Trap -> Rinse and repeat until dodging is finished with Traps or you step on a Trap that is blank -> Dodge roll for the push attack -> Fail the roll -> Take damage from push attack -> Get pushed The TLDR is that Traps interrupt enemy attacks 'The first time a character moves onto a node with a face down trap token, flip the trap token over'. Once you're finished resolving traps you make the dice roll for the initial enemy attack and resolve that accordingly if you fail the dice roll. This isn't a scenario I see coming up all that much, but yeah, thats the resolution. ENEMY ACTIVATIONS GENERAL Activation Enemies activate (move and attack) one at a time, one after another. From highest to lowest threat, if equal, characters decide. Behavior cards/icons A behavior card contains a combination of one or multiple behavior icons (movement, attack, etc.), determining the behavior of an enemies activation. Each of these behavior icons is resolved as its own (isolated) action, from left to right! This distinction is even more important for boss behaviour cards, especially with repeats. Determine Target ("nearest" or "aggro") The very first thing you do with a behaviour icon is determine who they're going after (before resolving any other actions like pushes and such)! That's not something that happens at each step of movement or a single time for an entire behaviour card. You do that at the start of each behaviour icon (start of movement icon, start of attack icon, etc.). ENEMY MOVEMENT Player decisions on Enemy movements Which route the enemy takes is entirely up to the players, as long as the closer to/farther away criteria is met (assuming of course there are nodes that would take the enemy closer to/farther away, if there aren't any... then the enemy won't move). Sheperding enemies that move away into a corner is an entirely valid tactic. Moving towards "nearest" or "aggro": If the movement is towards the "nearest," determine who that is (it will not change during movement) If the movement has Push, Push characters off the node the enemy is on (if push includes an attack, the attack will not trigger!) If the enemy is a boss and the movement is towards "nearest" or "aggro," turn the boss so the centre of its front arc faces an adjacent node that is closer to that character (you are now done if it is a 0 distance move) Move the boss onto the node directly in front of it or the non-boss enemy one node closer to "nearest" or "aggro" as appropriate If the movement has Push, Push characters off the node the enemy is on (you are now done if it is a 1 distance move) (if push includes an attack, the attack will trigger and attacks all pushed characters) Repeat steps 3-5 for 2 distance or longer moves Additional movement towards "nearest" or "aggro" information: If the movement has no Push (including Push triggered by Node Model Limit) and the enemy is on the node of its target ("nearest" or "aggro"), the movement ends. Moving away from "nearest" or "aggro": see "Moving towards" see "Moving towards" If the enemy is a boss and the movement is farther away from "nearest" or "aggro," turn the boss so the centre of its back arc faces an adjacent node that is farther from that character. If there isn't any node, turn the boss so the centre of its front arc faces an adjacent node that is closer to that character (you are now done if it is a 0 distance move) Move the boss onto the node directly behind it or the non-boss enemy one node farther from "nearest" or "aggro" as appropriate. (you are now done if there isn't any node) see "Moving towards" see "Moving towards" Moving without "nearest" or "aggro" (Boss only): The boss never turns if the movement is not towards/away from "nearest" or "aggro" The boss never moves/shifts diagonally in relation to it's facing. In other words, it never moves onto an adjacent node that is along the lines between arcs The boss moves/shifts the stated amount of nodes exactly in the direction as stated on the movement icon (foward/backwards/left/right) in relation to it's facing The above means, there is always only one valid node for each individual move/shift, the adjacent node in the center of the arc in movement direction! If this only option is not available, for example because there is a wall, chest, gravestone or (not destroyed) barrel on that adjacent node, it doesn't move Additional boss push clarification If a boss pushes you off of its node as part of movement or an attack, you will be pushed onto an adjacent node in the same arc. (If there are no eligible nodes due to the tile’s wall, you are pushed to any adjacent node touching the wall instead). BOSS ENCOUNTERS Start of Boss Encounter To start (and also to restart!) a Boss encounter, repeat the all steps from "Starting a Boss Encounter" on page 28 of the rulebook. Boss arcs The top arc of the arc diagram on a behavior card is always the front arc of the boss's model. If you're moving off of the boss's node for any reason, you need to stay in the same arc. This includes any pushes as part of movement or attacks. Heat Up If the boss will heat-up after suffering 1 damage from a poison token at the end of his activation, the weak arc still remains to be the one from the last face-up behavior card. Remember the weak arc while a player starts performing the Heat Up card addition and shuffling or just wait before doing that until the beginning of the next boss activation. OTHERS Wording 'Target' There's a difference between "target" used conversationally and "target" the game term defined on page 20 of the rulebook. "Target" the game term means comparing an attack to block, resist, or dodge to determine damage dealt. When the Herald uses "one character within range gains 6 stamina" on his Talisman, he's choosing who to affect, but that's not the defined game term "target." Wording 'Attack' An "attack" lists dice you roll against an enemy's block/resist.
  8. Hello, I'm working on a "Quick Guide" kind of and hope it does help people out who are struggeling to figure out how the game progresses. It's still very much "work in progress" (just started on that one about 3-4 hours ago I guess)! Anyway, if you see anything that is not very clear, please let me know! Cheers Replect - Last Update 1st of June 2017 12:10 CET PS.: If you have more advanced questions, you probably find the answer in that FAQ: Quick Setup 1. Characters (Initial only) Each player should select one character and take it's materials (model, board, starting equipment), including one estus Flask token, one Heroic Action token, and one Luck token and place them on each character board. Place one Level Up cube (white) in each square hole for the Base Level of Strength, Dexterity, Intelligence, and Faith. 2a. Treasure Deck (Initial only) All common treasure cards. Each chosen character's five class treasure cards. (Can be equipped by everyone in the party if stat requirements are fullfilled!) Shuffle them together to form the treasure deck, and place it face down on the Treasure Deck section of the Bonfire tile. (For 2nd and each following Boss only) Add each chosen character's five class transposed treasure cards to the treasure deck. (Can be equipped by everyone in the party if stat requirements are fullfilled!) Add five randomly selected legendary weapon cards to the treasure deck. Shuffle them together to form the expanded treasure deck, and place it face down on the Treasure Deck section of the Bonfire tile. 3. Tile Setup (Initial, for 2nd and each following Boss) Lay out four of the six encounter tiles around the Bonfire tile in any way you wish, aligning their doorways as you go. (You have total freedom on where the tiles are placed leading off the Bonfire Tile, if you want to just use one doorway, then just use one doorway.) Place Fog Gate token and place it on an empty portion of a wall on the tile farthest from the Bonfire tile (or a tile tied for farthest from the Bonfire tile). 4. Bonfire Sparks (Initial, for 2nd and each following Boss) Place the spark dial on the Bonfire tile with the dial displaying the correct number: 6 - [number of Players] The party rests at the bonfire without spending a spark 5. Boss Selection (Initial, for 2nd and each following Boss) Choose the boss the players would like to fight: First a mini boss, if defeated, a main boss, if defeated, a mega boss (if you have one). 6. Encounter Cards (Initial, for 2nd and each following Boss) Take random encounter cards of the difficulty levels matching those found on the boss data card. Place one encounter card face down on each tile. Place the lower-level encounter cards near and the higher-level encounter cards farther from the Bonfire tile. Remember Any equipment/treasure card that is not a weapon/armor upgrade card is considered to be a weapon card (Means, shields, talisman and such are also weapon cards) A character can hold up to three weapon cards at a time; all of these weapon cards that are not in hand slots go into the backup slot, which is the only slot that can hold more than one weapon card. Two-handed weapon cards go into either the left-hand slot or the right hand slot and require the other slot to be empty (Exception: There are weapon cards which specifically state that you can equip them in a hand together with a two-handed weapon card) Outside of any encounter, the party can freely move through tiles that already have their encounter cards face up (including the Bonfire tile) You don't have to rest at the bonfire to use any of the following features on the Bonfire tile: Treasure Deck, Inventory, Soul Cache, Blacksmith Andre, The Firekeeper Leave encounter cards on their tiles, do not discard or reshuffle any placed encounter cards. Encounters don't change until a boss has been defeated Quick How-To Starting an Encounter Enter a tile with face-down encounter card through one of the doorways adjacent to the bonfire tile or tile with already face-up encounter card (basically one that has been defeated already) Look at the encounter card and place enemies, terrain, and traps as displayed. If encounter has previously been defeated/lost to already, open treasure chests remain open, traps tokens don't change but placed face-down and barrels are unbroken again Place character models on the entry nodes beside the door aligned with the tile the party moved from. Remember that a node cannot contain more than three models. (Entry nodes are ONLY all basic nodes - yellow circle- that are adjacent to the doorways) Choose player who will have Aggro during the enemies first activation Activate all enemies one after another (From highest to lowest threat, if equal, characters decide) If the very first encounter in this playthrough, choose player who will activate first, otherwise the first character to activate is the character who would have activated next in turn order when the previous encounter ended (For clarity, give the "First Activation token" to the player who is next in turn order). Then activate that character Activate all enemies one after another (From highest to lowest threat, if equal, characters decide) Character to activate is the next clockwise around the table Repeat 7-8 until party (one character died) or encounter (all enemies died) has been defeated Remember The encounter takes place on the single tile (or multiple tiles for main/mega-bosses) they spawn on Once the party has entered an encounter, it cannot leave the encounter (tile) until either the party or the encounter is defeated Trap tokens have no effect on enemies and cannot be triggered by them Terrain (like chests, barrels etc.) has no affect on any attacks range Character Activation When a character starts their activation: They gain 2 Stamina (remove 2 stamina cubes - black - from their endurance bar) They gain the Aggro token They may swap items between their backup slot and hand slots. Then the character may move before attacking or after attacking (but not both; exceptions are specific Heroic actions or weapon attacks which provide their own movement on top). Then their activation ends and any poison, frostbite, or stagger token will be removed from that character. If there is any bleed token, it remains! (If poison is removed, the character suffers 1 damage. If the character has a bleed token, poison will trigger it, the character suffers 2 additional damage and the bleed token will then be removed too) Move: One node for 0 Stamina (Walk), each additional node costs 1 Stamina (Run), basically Move = [x] nodes - 1 Can't move onto node with treasure chest or gravestone. Moving onto node with barrel costs 1 additional Stamina until barrel is destroyed. When character moves onto that node, flip the barrel token to the destroyed barrel side Characters with Frostbite token must spend 1 additional Stamina each time it walks, runs (or dodges) Attack: Make up to one attack with each weapon in their hand slots (and backup slot only, if weapon states that it can be used while in backup slot!), targeting an enemy within range of the selected weapon/attack. Spend the Stamina equal to the Stamina cost of that attack Characters with Stagger token must spend 1 additional Stamina each time they use one of their weapons' actions Attacks don't cumulate, each one is a seperated attack If an attack targets all enemies on one node (node icon), the result of the dice roll is compared to and resolved for each enemy individually Remember Boss models cannot be pushed by a characters's movement or attack Node Model Limit of 3. As soon as the character moves onto a node with 3 models on, push one of these 3 models - choosen by the players - immediately of that node, before resolving any following actions (like attacks, movement pushes, etc.) Enemy Activation General All enemies activate (one enemy at a time, not simultaneously!) Highest threat level first - top left corner - and ending with lowest threat. For enemies with equal threat levels, players choose the order in which these enemies activate For each enemy follow the behavior icons on their data cards, always from left to right Player decisions on Enemy movements Which route the enemy takes is entirely up to the players, as long as the closer to/farther away criteria is met (assuming of course there are nodes that would take the enemy closer to/farther away, if there aren't any... then the enemy won't move). Sheperding enemies that move away into a corner is an entirely valid tactic. Remember Boss models cannot be pushed by a non-boss Node Model Limit of 3. As soon as the enemy moves onto a node with 3 models on, push one of these 3 models - choosen by the players - immediately of that node, before resolving any following actions (like attacks, movement pushes) Can't move onto node with chest or gravestone. Can't move onto node with barrel until it has been destroyed by a character An enemy with Frostbite token has the movement value on its Move icon reduced by 1 An enemy with Stagger token has the damage values on its attack icons reduced by 1 End of each enemy activation Remove any poison, frostbite, or stagger token from that enemy. If there is any bleed token, it remains! (If poison is removed, the enemy suffers 1 damage. If the enemy has a bleed token, poison will trigger it, the enemy suffers 2 additional damage and the bleed token will then be removed too) Ending an Encounter The encounter ends as soon as the last enemy has been defeated (means i.e. poison on the activate character wouldn't trigger anymore) or any character is killed If the party defeats all the enemies and no characters are killed, the party wins: If the encounter is not a boss encounter, add souls equal to 2 x [number of characters] to the soul cache If the encounter is a boss encounter, add souls equal to [number of characters] x [sparks remaining] to the soul cache and place that boss’s treasure cards in the inventory If any closed treasure chest has been part of the encounter, open the chest by flipping the token to the opened treasure chest side and immediately draw two cards from the treasure deck If any character is killed, the party is defeated: Place all characters on the Bonfire tile. The party must now rest at the bonfire (If the spark dial is 0 before resting at the bonfire, the game is lost.) Place all soul tokens from the soul cache on the node where the character was killed. To retrieve these souls, one character must move onto that node. If a character dies before these souls are retrieved, the souls are discarded Resting at the bonfire results in: Turn the spark dial down one number (Once the dial reads 0, the characters can no longer rest there, and the next time a character is killed, the game is lost.) Flip all Estus Flask, Heroic Action and Luck tokens to the filled side Turn all encounter cards face down General actions after an encounter has ended: Remove all black (Stamina) and red (Health) cubes from the characters' endurance bars If there are any, flip all trap tokens face down, but do not move them off their nodes. Also if there are any, flip all barrel tokens to the barrel side Do not flip opened treasure chest tokens. Chests are never flipped back to closed (even after the party rests at the bonfire) Leave encounter card face-up on the tile, do not discard or reshuffle any placed encounter cards. Encounters don't change until a boss has been defeated
  9. Every single day I read the comment section of the Kickstarter page and you find so so many people there that either has problems with some of the rules or reports of endless streamers who doesn't understand it at all. Many people say your rules are too vague in many important points and that the rulebook is a little loose on clarity. I can't confirm it yet personally because as a German who ordered the English version, it seems we are the last persons on Earth that gets it... Especially since UK already has their English versions and Germany their German versions but we , even if it's manufactured in Germany, nothing, still can change the address on Backerkit. But that's a different story. I read and watch many many things about this lovely game and almost everyone has problems with the rules. What went wrong?
  10. Well, I've had my core copy for a few hours now, well... 12 hours! And I'm about an hour and a half into my first playthrough solo with an assassin. Something has struck me, I initially misread the rules and was only clearing my stamina after each encounter, not my health, so I went into the next encounter with the damage from the previous. And while it took some thought and a little luck, I found the run up to the miniboss acceptably challenging in this way, perhaps a little easier than I expected with my Assassin. Now solo play differs slightly in that you get 16 souls to spend initially, enough to push my dexterity up to Tier 2 (6 souls) strength and Intelligence up to Tier 1 each (4 souls total) and buy 6 items of loot, including Greater Magic Weapon, the Composite Short Bow and the Master's Attire. Now luck may have aided me here, the bow allowing me to kite easily and the Master's Attire giving me an extra dodge die. But it strikes me as odd that this isn't the default style of play, your damage carrying over and your stamina replenishing. Thoughts?
  11. When is the Vengeance Token for Who are Ya removed? Before anyone hops in keep in mind that the wording has changed on this plot card since season 1. The current wording is "The enemy model gains a vengeance token. When a friendly model makes an Attack against an enemy model that has a vengeance-token, the friendly model may remove the vengeance-token to gain [+4] net-hits." If we consult the timing chart for the sequence of the attack (p. 53) it seems like it the token is discarded in step 2 Attack Process this is when the model makes the attack; after declare reactions before dice are rolled. And then in 2.3.1 Net Hits phase you gain gain [+4] net-hits. Now Midas Touch is a similarly worded rule that has a ruling. If this ruling applies to both I would like to know why it does. Can Net Hits only be gained in the Net Hits phase? When the card says "makes an attack" does it really mean "while making an attack" so you can discard it during any phase? Lastly I apologize if my question comes off harsh since I covered this in a recent YouTube (plug) video and I felt like I did my due diligence but it seems like I may have gotten this wrong.
  12. Goal Scoring

    Hi guys just played my first S3 game with butchers.... does everyone feel that the game meta has shifted to focus more on scoring..... admittedly i I did play against Brewers with a Fillet line up but I felt it was much harder for me to take out a model than it used to be. Essentially I would normally pick a model and decide it was dead and they would be deleted, easy! i felt that the way the rules had shifted it was far better for me to score goals, which I did twice with Fillet and then take out two people which I also did with Fillet.... does everyone else also find it much easier to allocate influence in their Fillet teams now?
  13. Hi, Ballista has the Momentous Inspiration that says: "While within this aura, friendly models that generate other or more succesful hits when using a Character Play that causes damage, additionally generate 1 MP" So the question is, If I hit with a character play that causes damage but it's mitigated by some ability from the enemy, will I generate the extra MP? Thanks!
  14. Hello all, I've had a few people ask me for this, so I figure there may be people worldwide who may find this useful. It's just the reference sheets from Steamforged, but I compiled and moved it around so it all fits on one page. Hope this helps you all! http://imgur.com/a/noGDz
  15. It came up the other day and I feel I know the answer, but I wanted to check here to be sure. Midas' True Replication says "Choose a character play on target enemy [human] non-[captain] model's card and replace this character play with it for the rest of the game." As it reads I believe Midas loses true replication in place of whatever character play he's copying. What came up was that some people believe it steals the character play. Meaning that the target model also loses the play being taken and gets true replication themselves. I'm pretty sure that the second interpretation is wrong, but that's why I'm here. Also, while I'm at it, does it also mean he retains the play he copied after being taken out? Thanks in advance from a new poster.
  16. Turn Mechanics

    Turns are actually something I've been curious about ever since I watched the initial gameplay video. It was never quite explained how turn order is decided, especially since the game will constantly be dynamically adding enemies as you play. If I recall the swordsman died right away in the video, so we never got to see a full round with 3 characters to fully understand it, but the aggro token and the way it works also comes into question depending on how turns work. What we know for sure is that the aggro token always goes to the last player that had a turn. With that said, if turns simply are each player gets a turn, then the monsters go, would that not mean the same player will always get the aggro token? Then we take the alternative. If a player goes, then the monsters, then a player, then the monsters, etc, this also brings up an issue. If you are able to bounce the token around so easily, would it not be very easy to kite the enemies around by positioning at the 4 corners of the map and using ranged attacks? Then finally how is the order itself decided? Is it through the agility stat? And if the monsters seemingly don't have an agility stat, how is it decided for them? In any case, I just wanted to bring turn order up as a topic of conversation. It's something most of us probably take for granted and didn't look twice at. I think how it is done will have a large effect on the game though and would love to have more information on it.
  17. So I've been thinking about the campaign rules a fair amount since SFG announced that they were going to do it. It most definitely has the potential to be my favourite game mode, and is already the one I'm most excited about. It's tricky at the moment though, as there haven't been any rules. There are a few options for campaign modes (fighting a handful of increasingly difficult enemies, working your way through different areas etc) but for me I think the most important aspect will be player progression. When I run D&D campaigns (or other similar games) the one thing that keeps players invested is the sense that the player character that represents them has grown during the journey, and that they've had a hand in that growth. It helps for the player to have a solid sense that this is their character, and without their input they wouldn't be the same. For me it will definitely be this sense of progression that makes or breaks campaign mode, and has the potential to change it from feeling like I was just playing the same game over the course of a few nights to feeling like my character has been on a journey with me. Just my thoughts on the topic! Anyone feel the same or does Campaign Mode mean different things to you?
  18. Hello to all "Ashen Ones", From what i saw in boss demo, players only got one type of attack (english is not my first language, as you can see, so i might have missed something in the videos...). I don't want the game to be too complex, but adding at least an heavy attack option is a fair trade between depth and complexity. The study of foes moveset is important but, except for the position, there isn't a lot you can do in terms of variety and strategic choice. How to make heavy attack on paper? Assuming that the normal attack is what we saw in demo: Heavy attack will be different for each weapon. Must require much more stamina and, if the hit lands, attack is going to deal some bonus damage. Added stamina cost and bonus damage are displayed on weapon cards (or character card, for the starting weapons). Damage bonus might be a +1 damage for every succesful rolled attack dice (succesful dice = at least 1 damage)? As bigger weapons rolled more dice, their heavy attack will be more, well, heavier. Maybe heavier weapons can add more effect (staggering) and even end your turn after an heavy attack as they make you sooo slow. Thanks fo reading and sorry for my poor english skill.
  19. Newbie totally lost

    Right I have yet to play and so far just seen the abatoir away days videos (Butchers) and although getting the hang of it I am at a loss with a few things. First, Activation. I know there is an initiative roll and then you alternate with activating but, is there a rule for activation? Less influence first, largest influence first or you decide who based on team tactics? Second, Scoring. On the video they never seem to score any goals and they fight it out in the middle of the pitch (yes I know Butchers tend to just do this) but the end result is something like 12-4 to Butchers. So how in effect can you gain points without scoring goals? is this the momentum thing? These are the two really silly questions I know but bugging me for a bit now.
  20. GUILD BALL Was JUST INTRO IN THIS CITY AT THE FIRST GAME SEVERAL QUESTIONS CAME UP MOST WE THINK WE KNOW THE ANSWER HOPE SOMEONE WILL ENLIGHTEN US 1 is dirty knives an auto hit? 2 does a figure have to actually move to claim a charge.? 3 Push back can be done in any directiin? 4 for Gang and Crowd LOS is required? 5 an attacker can attack as many times as it has Inf? 6 an attacker can switch target ? 7 figures that start a game, finish it - no substitute? 8 is there a point system? 9 how many captains can be on the field at the same time? 10 do you have to have a pet on the team? Thanks from the colonies
  21. Hello, this is my very first topic in this forum. When the german distributer for Guildball was announced I got curious. (Surprinsingly I'm from Germany) So I made a few games woth paperdolls and a few friends. The result: next year we are starting a mini-league. Every 2 Month one game. Till mid-year every one has played against another (so we are 4^^). In the second half the return matches start. In every half we have to chose 6 out of fix 8 player. Between two seasons and in the summer-break the transfer markt is open and we can change the 8 player. At the start paperdolls will dominate the sight, but they will be replaced piece by piece ***EDIT*** I've found the answer myself. "Knocked-down models may forfeit their Advance action in order to remove this condition (i.e. stand up). " In the introducing games one big question is occured. I've played the brewers and the question was: What happens if everyone is knocked down? You need MP to stand up, but can't generate MP. Is the game automatically lost?
  22. Recently I have been working on a cheat sheet to be used by myself, friends, and opponents whilst playing games - I have purchased the rule book - but some times it's just easier to have something concise in front of you as a reminder. I tried to keep it as basic as possible and you will notice that the language I have used is a simplified version of the rule book. I have recently decided to start using this when demoing the game to new starters in my community and I feel this hand-out is an excellent teaching aid. I feel the hand-out will also aid seasoned players in remembering some of those pesky Momentum abilities. I don't know if it will be much use to anyone, but please find below the link for the 'Cheat Sheet' that I have made. https://drive.google.com/file/d/0B4NEE-d6z7aXRlltZV9Lcld6aXc/view?usp=sharing I have spent a few hours on this, and I worked hard on making it as user friendly as possible. However, if you feel that I have missed something glaring or some of my wording needs neatening up. Please, let me know and I will more than happily amend the document. I have used some Guild-ball associated images that I do not own the rights for, purely for aesthetic purposes. Thanks for reading, and I hope this helps you! Hooch. x
  23. Can a player trigger the 4 damage result of Ballista's legendary minefield more than once during a single activation? For example: Can a player advance out of the minefield (triggering 4 damage), then turn around and come back in? Would that return do 4 damage? Similarly, if a player received second wind (take a jog at the end of your activation). Would that second jog also trigger 4 damage?
  24. If Obulus uses Puppet Master to force a successful pass to himself (or another teammate I guess) does this generate MP? Puppet Master: 4 8” - - This model gains [1] Influence. Target model immediately makes a Jog, Pass or Attack without spending Influence. If target model is an enemy model, it counts as a friendly model during this action. This character play may only be used once per turn. This seemed weird, but we ruled it yes based on: Active model refers to the model currently being activated. During a model’s activation; if any other model performs an action it temporarily becomes the active model for the duration of that action. pg. 27 and An active model that makes a successful Kick action and passes possession to a friendly model gains [1] MP for their team. pg. 56
  25. Hey, Just noticed something. In the general rules Flint has "Charmed [Human]" adding one def to that. On the card he has "Charmed [Male]" for the same. Which is it?
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