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carlplaysstuff a écrit :
The chain symbol limits the number of cards you can consider stars from, but does not limit the class symbols you can take into consideration - you get them all. So if you're trying to use a class-symbol-specific card for a chain action, overdrawing cards is better than you might think.


Our problem is more that the actions we have in deck make very little use of the class symbols. The vast majority of the action cards which use class symbols are of the kind "use it for this veeeery specific action then block it". On the other hand, evolving a character would mean to us to permanently improve one of its capabilities, not giving him a one-time-shot of an operation nobody really needs in that moment.

Even worse are the capabilities given by birth. My character, for example, has the special "abilitiy" that something interesting will happen when it is extremely weak. What could be more frustrating than the task to be as weak as possible? I'm not really participating in play, only shuffling around trying to be as clumsy as possible to eventually get enough weakness. That's not very much of fun.

Seufz. I've spent a lot of money for this. Hopefully it will get better before my fellow players lose patience ...

(I'm not writing this just to moan. My hope is to trigger comments exactly like yours, pointing out things we are possibly misunderstanding. Thank you for that!)
Posté
Hi Firebird,

thank you for your reply! Then I'm afraid we've probably done everything right after all. That's not very promising, since we do not really like the situation that it makes nearly no difference which of the characters takes an action (as with every cooperative game: If you have a very authoritarian person at the table, you really need the characters to have very different skills so that there's enough personal responsibility for each of them).

So I'll promise my fellow players that things will get better from the middle of the threat and hope that they don't lose their interest -)

I just re-read the rules and found out that we handled the "Hope reborn" cards the wrong way (we misunderstood the term "return the blocked ones" as "return them to the journal", which is obviously fatally wrong since the meaning of "return" is very well defined). If we would have done it correctly, we would own _even less_ Advanced Action Cards.

Marcus.
Posté
Hi again,

I've got another dumb rule question: why is it so important to reset the life pointers to "0" before setting them to the start value of the next scenario?

At the beginning of each scenario we had so far, there's the sentence "Set all life point counters back to 0, then each character receives the following amount of life points:" Isn't that equivalent to simply setting them to the new amount, no matter which value they come from?

Regards ...

Marcus.
Posté
Hi all,

more or less for curiosity: already on the 7th continent, but now again in the 7th citadel, I was wondering why the rules explicitly state to leave the past as is upon saving and not to return the cards before resuming.

I never understood why to make space in the boxes for the big "past" pile, I always found it easier to return the cards upon saving.

I cannot imagine which, but does this make any difference? I assume not, but why is it stressed like that in the rule?

Thanks for your comments!

Marcus.
Posté
Hello all,

when first time reading the rule book, I was very excited about the concept of Class Icons - together with the "chain" symbol, they would give the perfect opportunity to the players to specialize on different topics.

But when playing (current state: "Introduction", "Smoke" and "Get Fed" finished), so far this "chain symbol" together with the overall uselessity of Class Icons turns out to be veeeeeery frustrating.

Currently we can use the Class Icons only in very very rare and special cases, mostly in specialized actions (like casting a bubble) and not to support ongoing gameplay's actions. Even worse, most of them immediately must be discarded after usage. For this rare usage, in my opinion there are by far too many Icons on the cards - I'm afraid we are doing something wrong?

Currently, all of us four are extremely similar in capabilities. When reading the rules, I thought we would train different things, for example the one is very strong, the other can handle weapons and so on.

Will there be more use of Class Icons in later scenarios, are we making improper use of them - or are they really that unimportant?

Regards

Marcus.