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Posted - Edited
Yes it's true in the previous scenario I was unable to find enough
birds Captive Can you offer tips and strategies and how best to service? Perhaps I'm just pulling too many cards for my challenges? Maybe I'm too risk averse, because I always seem to be barely alive at the end. Posted
I've been playing the
Capture Since you only have a level 1 groundshiver, Additionally, there is one hard version of the global event, and one easy one. Drive I was pulling it nearly every turn, I just intentionally kept pulling the easier one negate I can't the game was being really unfair. An I missing something here? Posted
Thanks for the feedback. In a hotel, unpacking tomorrow in our new house, and I'll take a look myself.
Posted - Edited
Sorry, yes of course the card is banished, not blocked. The
hidden number on the blocked card is 121 Posted
I just finished the first scenario in Dadachem's Awakening. I encountered someone who told me about
a secret hidden in the floorboards of the Inn (I secret number), but I had already visited the Inn and now that card is blocked. Will I have a chance to revisit the inn to reveal the secret card Posted
Got it, thanks Firebird
I love how the game opens up in the Epilogue, thematically and strategicially, all while being presented as a tutorial for the larger game. I can see why the expansion adding variation to the intro scenario is welcome. I imagine that repeatedly playing through the same tutorial scenario, especially once you've exhausted all of the options (and figured out which ones create an optimal pathway) gets to be a bit of a slog. Having now played through the intro scenario 3 times, I've already gone through most of the options, and it does bug me a little bit that in a future playthrough I'm going to have to perhaps intentionally sacrifice what I know is a good option for one that may not be (as I found on my failed 2nd playthrough when I unwittingly chose to get zapped by the wizard instead of achieving Ratko as a companion From the epilogue I see that there is at least one other option to go for in the torture room with the prisoner, and it looks like Taja may not be entirely useless :) So that does give me something to go for in future scenarios. I suppose if the intent of the Intro scenario is not to kill the player (when they follow the rules as intended...) then I'm effectively at the point with intro where I'd be playing through the second or third threat at this point. Posted
I played a third time tonight with my new understanding of the compound actions and finally won. Amazing how following the rules can help sometimes :)
A couple of random questions.... Is Walda's "moush" mouse Also when the torture room collapses hidden number terrain card banish or discard the card containing the hidden number. Posted
Thanks as always firebird.
This is the reason why I kept failing. I didn't realize that you could account for successes even when failing by reducing the die value. Trying to achieve 6 successes all in one go is near impossible :) but I didn't put it past the poulps because I know how brutal they could be with Continent :) Also, SPs how to play video on YouTube doesn't help because they resolve the first compound action in one go. They don't show that you tick down the die count- it just moves down to the next step. That added to my confusion. For what it's worth I did read the manual but clearly not closely enough. Posted
I've just watched a couple of YouTubers say that the die on combat cards ticks down as you complete successes. Is this true? For example if you have a chained 2+ and a die showing 4, and you only get one successe between your two selected cards, you can deduct that one success and the die now shows 3.
If so this works very differently than any other time you're presented with a cards & stars situation. It's this a player variant to make combat easier or is this intended by Les poulps? Posted - Edited
Just played my first 2 games.
First time I was working out the rules, but I found (info about the scénario :) a lot of the pitfalls like Taja. However my random event cards worked in my favor. I found the wire early and could unlock the door to get a weapon to defeat the little gremlin with the club. However I didn't fully understand the chain action makes this (part) battle (and the battle with the tree at the end) What is the strategy here? Both (cards) battles What is the strategy here? I'm playing solo, fyi. Edit modo : Spoiler tag and context added Posted
Thanks for the quick replies @firebird
Perhaps you can help me understand why nobody is answering my question about whether the third box is required to hold everything for an all-in sleeving pledge? I asked this question both here and on the KS forum. The Poupls have answered all of the questions around my question, but have ignored mine. There are a bunch of people who have asked about this so it's very odd that they're just ignoring it. If they don't know, they can just say that. Why ignore the question? Posted
I see on the KS forums someone just got an answer for this.
Alice says "I can confirm you will need 2x200 sleeves for the new content :)" Posted - Edited
You should ask in the comment section on the KS page Unfortunately you are locked out of the KS forum until you're a backer. And I don't want to back until I can confirm the correct number of sleeves. Posted - Edited
I'm about to pledge but am not sure whether one additional pack of 200 sleeves is enough to cover all of the new content.
EDIT: I see in the FAQ that the total number of cards is 1650+, and the original game had 1329. That's a difference of 321 cards. So, can you please confirm we will be covered if we purchase two additional packs of 200 sleeves? (Would be nice to have a Veteran & new gameplay sleeving all-in option). Also, since the expansion comes with a new box, does that mean we're going to not have a use for the extra box that came with the all-in sleeving first one? Thanks for your help. Posted
Hi everyone,
I still have not played the game due to my intense school schedule, but I plan to begin diving into the Collapsing Lands in July. (So far all I've done is organize and sleeve everything). I've noticed a decent amount of errata has collected in the FAQ. With the new Kickstarter coming, have Les Poulps shared if they're planning to make corrected materials available? Personally I wouldn't mind kicking in a few extra $$ to cover costs for reprints of non-critical materials just to ensure I have a perfect copy of the game to play. Posted - Edited
I've been such in full time studies with no time to play, but thought I'd dip in to the forums.
It's disappointing to know there are errata but probably inevitable since the game is so huge. I see that the Poulps have included corrected cards and pages. If we want to print these ourselves, can you provide the correct card/paper stock used to match what's in the game? I wonder if this can be done at a local print shop? Has anyone done this? I suppose if there's an expansion in the works like WGUMCD this would be the time to send corrected cards to backers. (That's what happened last time.) Posted
JackSpirio wrote:
"Pretty much" lol That's doing a bit of heavy lifting there, don't you think Jack? Or at least a modicum of lifting. Posted - Edited
PeterM2158 wrote: I use the cardboard until I have painted the plastic. You could do that with 7rh Continent with no issue, but for Citadel the colour of the plastic figures is a core component of gameplay. Maybe paint the figures but leave the base as is? I found it confusing that the cardboard standees, which look great, do not have the associated player colour anywhere on the piece. SP should have included colour stands to solve this problem, instead of the transparent plastic ones. It's very hard to distinguish players from a distance otherwise. |