When I die, I want to go peacefully in my sleep, like my grandfather. Not screaming like the other people in his car.
Got those old 5th edition lizardmen collecting dust? PM me, I really need more metal skinks with javelins.
I heard a rumor that Candy and Cola would eventually find her (their?) way to the Soda Pop store at some point. No clue if/when that will actually happen though.
In my group, we have found that you really need to have a healer in the party. The monsters are indeed pretty powerfull and the dices really don't generate enough health back.
When I die, I want to go peacefully in my sleep, like my grandfather. Not screaming like the other people in his car.
Got those old 5th edition lizardmen collecting dust? PM me, I really need more metal skinks with javelins.
There is a pdf of instructions to assemble all the models though, which is fairly useful.
Big thing, don't mix up the bags that all the bits come in! Assemble the kit one bag at a time, since all the parts from a bag get completely used up if that makes sense.
I played the game for the first time last week, and was pleasantly surprised. From the comments online, I was expecting a tedious cavalcade of 80s nerd culture references attached to a sub-par game, but the actual gameplay is pretty good, and the graphic design of the cards is well done, too.
The copy we were using had a miscast die, though - never seen that before!![]()
With regard to difficulty for the heroes to win: My experience (over quite a few games) is that it is related to the number of heroes present due to synergy, ie 4 heroes are more than 2x as powerful than 2. With a 5 hero game (going super, dragon etc) it is (imo) hard for the consul to win if the heroes stick together and use all their abilities. The key is to have a healer (paladin/druid/mage) and a debuffer (sorceress/someone attacky who you give a debuff item) so that you can get the -armour or -attack debuff on the big monsters. The debuffs are very powerful because they cause the monster to discard the highest dice roll in their attack/defense roll, and they have few but strong (green/red) dice, so it has a very marked effect on them. If you get a -armour debuff on the dragon then just nuke it, it will be very easy to hit it, you have 5 heroes with 3 attacks each, and only need to hit it 4 times to get it to bail out (removing its debuffs and flying away) then repeat for the final 4 hp.
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To win with three heroes, you really have to have the solid 'core': Paladin, Fighter, and Rogue are probably the easiest, with the Barbarian or the Ranger substituting for the Fighter (though that means the Ranger is fighting for Dex loot), or the Ember Mage swapped for the Paladin (which gives you better init rolls and the ability to use Will Loot.)
As the Consul, I'm sick to death of seeing the Paladin; he's so good it's not even funny. Healer + 3 blue dice means that he can easily heal an entire party after getting a couple of Attack up loots, the Elixir is perfect for emergencies, and on the rare occasions he NEEDS more attack power he's got his Smite. Iron Halo is nice too, but I see it less and less as the game goes on and the party needs the Pally to get some Healer rolls.
Hey guys,
as the Dark Consul I've found that years of playing DISGAEA on the PS3 has really paid off. However, I do my best to keep the game interesting for the heroes rather than pound them into the ground with tactics which are more familiar to me.
Have to agree that the Paladin is awesome. He's the default choice for any party and provides a much needed crutch for new players. I'd always recommend that he is taken. More experienced players should play without him though.
If anyone wants Candy & Cola, unofficial word is that they'll be redoing their online store in late January-early February (hopefully to put up preorders of the expansion!) and C&C will be there too as an SDE mini!
But now on to what I wanted to post: moar rules clarificatons! The Boss stuff is scattered across the rulebook, and the difference between tiles/rooms/hallways is hard to understand, so I took it upon myself to add some more to what I'd already written on the subject.
TILES
Tiles are the components of the game playing board, also called the dungeon. At the start of each game, the Consul picks the first tile and places it, then the Hero side picks another tile and places it adjacent to the first. Each side alternates choosing and placing tiles until the game board size has been reached - 2 tiles for an 8-bit game, 3 for a 16-bit game, and 5 for a Super! game.
Every tile has a grid of squares on it that are where models are placed and through which distances and ranged are measured. Each tile is divided into three separate categories:
HALLWAY
A hallway is wherever a tile can connect to another tile without a wall interfering. It is represented by a set of arrows pointing away from the center of the tile. If the hallway is contiguous with another tile's hallway, the squares on each tile are considered adjacent to each other - the hallway arrows themselves are not considered squares! If a hallway has no other hallway connected to it, that hallway is considered an entrance.
WALL
If an area on a tile does not have a square outlining it, it is a wall. Walls are obstacles through which models cannot be moved, and line of sight cannot be traced.
ROOM
A room is an area of squares on a tile which is separated by a wall from other areas on the tile. For example, the crystal tile with four separated rooms is actually FIVE rooms; the four rooms and the central chamber in a cross shape across the center of the tile.
TILE EFFECTS
Certain tiles also have squares with special effects, such as Difficult Terrain or lava that causes Fire. Each Tile Effect comes with its own card which explains what those squares cause.
CONSUL MONSTER TYPES AND RULESThe Consul has four types of monsters at his command: Minions, Denizens, Mini-Bosses, and Bosses. Unless they are a Boss or have rules that state otherwise, monsters enter play from spawning points. Loot cards drawn by the Consul ONLY affect Denizens and Minions; Bosses and Mini-Bosses do not benefit from them.
MINIONS
Minions are the weakest of the Consul's monsters, but their numberless hordes can drag even the mightiest of heroes down.
DENIZEN
Denizens are stronger monsters than Minions and are often closely aligned with a Boss.
MINI-BOSS
Mini-Bosses are solitary and stronger monsters, though they may be related to either a group of Denizens or Minions. When 16-bit is reached on the Power Gauge, the Consul may spawn and have in play a single Mini-Boss; if the Power Gauge is in Overcharge, then two Mini-Bosses may be spawned. When Mini-Bosses are slain, the Hero player may immediately draw a card from the Treasure Deck, and the Consul may respawn the Mini-Boss next turn as normal.
BOSSES IN ALL THEIR TERRIBLE MIGHTBosses are (rightfully so!) the most powerful monsters in the Consul's army. The Heroes' goal in a 16-bit or Super! game is to destroy the Boss after it spawns.
SPAWNING
Bosses spawn in one of two conditions: When all the Spawn Points have been destroyed, or when Super! is reached in a 16-Bit game (or Overcharged Super! in a Super! game). When the Boss spawns, place it on a tile in a room with no Heroes present at the start of the round after the spawning condition is reached.
When the Boss is present, any Spawn Points still in play cannot spawn additional monsters, as their energies are devoted towards empowering the Boss.
ACTIVATING
Bosses can be activated as normal during the Consul's turn for the cost listed on its card. If there are any Spawn Points still in play, the Boss may be activated once more during a Consul's turn, for a total of two activations.
If there are any other monsters still in play, the Consul may of course activate them as normal.
TIMEOUT
Immediately after a Boss has a number of Wound counters equal to half their total number of Hearts, a timeout is triggered. Before any further actions are carried out, the Consul performs the following actions:
1) Remove all Status Effect counters from the Boss's card
2) Move the boss to any room on the dungeon that does not contain a Hero
3) Resolve any Timeout Effects listed on the Boss's Adventure Effects card.
Any summoned monsters listed under the Timeout Effects are placed in the squares that the Boss occupied before the Timeout or in adjacent squares. If the monsters are still in play somewhere else on the board, remove them from that square and place it as per this paragraph's rules.
ADVENTURE EFFECTS
Every Boss brings to a dungeon unique effects, making that dungeon more truly their own. These effects are listed on the card, and divide into three categories:
Dungeon Effects are in play the moment the game starts; for example, if Starfire is the boss then all Spawn Points inflict Fire on adjacent Heroes and all Heroes have access to the Dragon's Blood potion from the start of the game.
Boss Fight Effects start from when the Boss spawns.
Timeout Effects take place when the Boss times out (as explained above).
You, sir, are a scholar and a gentleman!
EmperorNorton's Overabundance of Projects Log
2012
Minis bought: 363 - - - - - Minis painted: 373
2013
Minis bought: 308 - - - - - Minis painted: 66
Good job Fanboy!
I finally managed to finish building my models and found I was missing a tail for a Dragon Priest. No biggy I just emailed Soda Pop and they are going to post me a replacement (even to the UK)!
Anyone missing bits, I suggest you do the same.
HN
I got an extra Ogre head, I'm trying to plan a conversion for it... Maybe Throgg! :P
The game is awesome, I'm really enjoying it, although the heroes have to stay really focussed otherwise they can easily get overwhelmed. I'm looking forward to more monsters for the Consul to pick between.
In the Grim Darkness of the Far Grim Dark there is only Grim Darkness, and skulls.
The Host of the Maggot King - A Nurgle WoC PLog
One more thing about 8-Bit games: You should stop the power gauge at 16-Bit and spawn the Mini-Boss (as if he were the Boss) Otherwise the heroes just get obliterated.
The 8-Bit game isn't very clear in the rulebook.
I found the 8-bit game was quite weird to play. The rules didn't really explain what is meant to happen when the Mini-boss does spawn... We pretty much gave up once we'd got the hang of the rules and moved onto the 16 bit.
As there's 3 of us playing we've tried some 4 Hero games (2 heroes each) with 4 map pieces and 4 Spawn points (relaxing the rules on the Kobold Spawn Points being needed to be placed in 2's) and the Dragon being spawned on the second run through of the power gauge hitting 16 bit.
It seems to work fairly well, however, I'm unsure whether we should use 1 Mini-Boss or 2? Any suggestions?
In the Grim Darkness of the Far Grim Dark there is only Grim Darkness, and skulls.
The Host of the Maggot King - A Nurgle WoC PLog
In the Grim Darkness of the Far Grim Dark there is only Grim Darkness, and skulls.
The Host of the Maggot King - A Nurgle WoC PLog
I must have missed this part in the rulebook. Anyone know where I can find that?
This rulebook is so difficult to navigate. I had to have someone look through last night to find a rule I knew I had seen but couldn't find for the life of me. So thanks for putting this all together iamfanboy.![]()