The_Warlock said:
Cidervampire said:
Really looking forward to playing this one but a few things struck me as being a bit odd/problematic.
As others have pointed out, there are no rules stating how certain cards should be played in the Dungeon.
The 2nd edition had these clarifications:
"5.3 The Horse, the Warhorse and the Horse and Cart may not be taken into the Dungeon; you must discard these cards when you enter the Dungeon. ( I think a later FAQ clarified that the cards were left on the dungeon doorway)
10.1 The Destruction, Displacement, Metamorph and Divination spells may be used on Dungeon cards.
10.2 The Hex and Barrier spells may be played on Dungeon spaces.
10.3 The Misdirection spell may be played on a player who is in the Dungeon.
10.4 The Teleport spell may not be used by a character who is in the Dungeon.
Otherwise, the Dungeon counts as a Region for the purposes of casting spells.
11. Events in the Dungeon
11.1 The following Events do affect characters in the Dungeon:
Evil Darkness, Halloween, Magic Vortex, Market Day and Taxation.
11.2 The Blizzard does not affect players in the Dungeon"
All of these rules seem to make sense and it seems a bit odd they were left out. I realise they may have bogged down the rules a bit but as they knew they were planning on producing the expansions they could have worded the cards in a way that further clarification would not be needed.
Except point 5.3 and 10.4, all these clarifications can be put in a FAQ but are not really needed, since the paragraph "Special Abilities involving Adventure Cards in the Dungeon" (Page 10) says that "When used within the Dungeon Region, these special abilities and effects apply to cards from the Dungeon deck instead".
Since Dungeon is a separate Region by all means, Events that affects a Region (Blizzard, Siren, Storm) have no effect in the Dungeon, while Events that affect the land (Evil Darkness, Magic Vortex, Market Day) are applicable to Dungeon as well.
Teleport might be used in Dungeon? I guess this could be done; if you want to face the mighty Lord of Darkness immediately (and perhaps be crushed), why shouldn't you try that? In 2nd edition the Treasure Chamber was the winning line, therefore they must stop players from using Teleport.
Cidervampire said:
I kind of like the end of the 2nd ed Dungeon board. The Dungeon had to be discovered by drawing a doorway adventure card which meant it didn't come into play for a while but it gave anyone a chance to win no matter how far behind they were. I did once win a game in 15 mins, not sure if that is a good thing but it was fun at the time.
I also liked that for the same reason. It was an easy way to the Crown if you were lucky, but now it would be ridiculous with Fate. The idea of the Lord of Darkness is good, I only feel that a 8+ victory is too much. A 4+ would have been enough for me, but I believe FFG is planning to gradually upgrade the Inner Region.
About the teleport...
If you are strong enough to defeat the Lord of Darkness you could teleport to him and defeat him..( i think this may not be allowed
Maybe that Talismansilat can ask John Goodenough if those rules from second edition are still active.
I hope i can still carry a mule in the Dungeon otherwise i can't take to much objects with me in the Dungeon...
. Seriously, a huge (assuming of course) Bronze Dragon fits in there. Of course, corridors might be narrow and all, with the Dragon having an exit of its own, but still.
( but now i am already thinking how you can walk trough a kitchen with a horse and card,