Today I received my copy of Shadows of Nerekhall. If you have any questions, I will be happy to answer them.
I have my copy of Shadows of Nerekhall. Questions?
I have too, but i've got some rules questions
Are the new idead in it worth to buy and is it someting fresh? or the same again?
the "hard mode" for the heroes
Aw, jealous!
Does Lady Eliza or Belthir appear in the main quests, since they weren't in Labyrinth of Ruin?
I'm really disapointed about this, but only the new lieutenants appears on SoN. So, no Farrow members, no Splig, no Belthir, only Rylan and Thystaine Olliven, Verminous and Gargan Mirklace. That's really bad
Also, it uses all new tiles, and only a few quest (less than five) uses the old base game tiles. A cool ambiance appears so, and I do like it, I have to say.
what you mean with "hard mode for heros"? finally a chance for the OL?
what you mean with "hard mode for heros"? finally a chance for the OL?
I am personally yet to lose a game......(As overlord)
Yes, it could be said that way.
The lieutenants are powerfull (3 of the four lieutenants rolls 3 dice on act 1 and 4 on act 2, including green dice), there's a lot of monsters, rats and Changeling are really powerfull, and the objective are complexes for heroes. The new tiles needs from the heroes to fall on pit to go through the tile, or to pass through hazard spaces (works as lava spaces); and the ironbound can be the target of the attack instead of another adjacent monster (a lieutenant ? ) and since he's really stronge, it can tale 3 attacks a row without dying.
But the new class, the shadowmancer, is not so good, playing only on the same test, the "light", and the overlord gains nothing if the heroes pass. Hopefully, i've got the infector deck !
(now, I hope Manor of ravens will come fast, so I will have new options)
Edited by rugalAre the new idead in it worth to buy and is it someting fresh? or the same again?
IMO (and I haven't played any of the actual missions yet) it's more of the same, but not as good. I was really, really unimpressed by the new classes, heroes, and items. And even though I haven't PLAYED any of the missions, the rewards (pretty much gold across the board) suggest to me that not a ton of creativity went into them.
But the new class, the shadowmancer, is not so good, playing only on the same test, the "light", and the overlord gains nothing if the heroes pass. Hopefully, i've got the infector deck !
(now, I hope Manor of ravens will come fast, so I will have new options)
What is it, in your opinion, that makes the shadowmancer bad? I got my copy of SoN yesterday and from a quick read the shadowmancer cards looked really usefull to me.
If you have a team with all characters having between 3 to 5 in "sun", all test will fails, and you have played cards for nothing.
theorically, a card with an effect without a test to make is better, than a card with a test and a possible fail and nothing if the test fails
If you have a team with all characters having between 3 to 5 in "sun", all test will fails, and you have played cards for nothing.
theorically, a card with an effect without a test to make is better, than a card with a test and a possible fail and nothing if the test fails
Sure, if the hero group all have high willpower shadowmancer would be a poor choice, on the other hand if the group is weak in willpower I think it will be quite strong.
that's all the trouble, "if", and if you take Uthuk demon trap, for esemple it's more usefull, each option have a cool effect
Even if the Shadowmancer isn't to your liking, the new Universals are strong.
Also, the Ironbound, while slow, are really strong at protecting glass cannon monsters. In Act 1, a normal minion is a whopping 8 hp and has the ability to take a wound to become the new target of an attack for an adjacent monster. They are also immune to pierce and conditions.
I know some people have stated that there is a power creep for heroes in SoN, but the Overlord did get some love as well.
monsters are really good
rats are really nasty and powerfull, ynfernal hulks can deals heavy damage and move really fast, Ironbound can help a lieutenant to survive longer, and changelings are strong, but the red one with his -1 on all stats can help test to fail.
but, classes from Manor of ravens looks really more cool
Even if the Shadowmancer isn't to your liking, the new Universals are strong.
Yes, they looked really useful as well!
I'm going to be trying out the Shadowmancer deck, but going with a lot of support that reduces the heroes chances of passing attribute tests. Going Basic 2 (Befuddle) and using Changelings whenever possible (Hideous Laughter). After I get all the Shadowmancer cards I want I'm going to go with some Saboteur cards (Wicked Laughter). Hopefully it works out!
Sorry but the Shadowmancer deck looks brilliant.
Only 2 effects require the willpower test and the effects are devastating one is a global test for each hero letting you make an attack with them if they fail, the other effects the targeted hero and any adjacent figures and each failing hero loses all their stamina.
If your heroes have highwillpower avoid those cards...
The other effects look excellent to my eye, shadow of doubt, Mistrust, out of darkness,shadow walk and blackout are all very versatile.
I got the expansion but i have a question that i would prefer not to test the answer to...
Does it blend ?
I got the expansion but i have a question that i would prefer not to test the answer to...
Does it blend ?
Yes.
Even if the Shadowmancer isn't to your liking, the new Universals are strong.
Also, the Ironbound, while slow, are really strong at protecting glass cannon monsters. In Act 1, a normal minion is a whopping 8 hp and has the ability to take a wound to become the new target of an attack for an adjacent monster. They are also immune to pierce and conditions.
I know some people have stated that there is a power creep for heroes in SoN, but the Overlord did get some love as well.
I do agree with you on the Universals. Out of the whole box, they were the thing that I liked most.
Who says there is power creep for the heroes in SoN? Aside from having a really powerful mage character (not class, just the character) I feel like SoN contains less power for the heroes than any of the other sets.
Re Shadowmancer - yes, the 3-point card is really powerful. Taking the most powerful card from the basic deck and applying it to all heroes is good; nobody could argue otherwise. Just like the best item in SoN, which was already printed as the Sun Stone. We know these things are good, because we've seen them before. It's a sign of the laziness of this expansion.
Edited by amoshias
I got the expansion but i have a question that i would prefer not to test the answer to...
Does it blend ?
Yes.
Some people have money to burn
Re Shadowmancer - yes, the 3-point card is really powerful. Taking the most powerful card from the basic deck and applying it to all heroes is good; nobody could argue otherwise. Just like the best item in SoN, which was already printed as the Sun Stone. We know these things are good, because we've seen them before. It's a sign of the laziness of this expansion.
I don't see laziness in this expansion at all. If there was laziness, we'd have seen all the Farrow's back, Splig, redundancy in the new creatures, etc. When it comes to items, sometimes they might step on each other's toes. There are a lot of items in the game already.
Considering how this expansion uses predominantly the materials included inside the box, I think this expansion was worked on more thoroughly than the last 2.
The map tiles are probably my favorite thing about this expansion.