OL cards questions

By Letanir, in Descent: Journeys in the Dark

Hi, everyone, We finally decided to play Descent again (woo-hoo!). So we started Labyrinth of Ruins and I choose to take Second OL Basic Deck. So I have few questions about how some of them work.

http://descent2e.wikia.com/wiki/Blinding_Speed- So, if I play it on Warrior and he fails both tests. Do monster get 6 MP or 4?

http://descent2e.wikia.com/wiki/Mimic- Does this Volucrix Reaver count as a part of the Reaver's group? I mean if they are used as an open group.

http://descent2e.wikia.com/wiki/Reflective_Ward- Is hero allowed to drink stamina potion to counter this card? And where exactly heroes can use their abilities if they don't require actions to use?

http://descent2e.wikia.com/wiki/Overwhelm- Am I wrong or this card is the worst in all set?

And one card not from this set (looking for new options though web trap still looks like the best way to go)

http://descent2e.wikia.com/wiki/Refresh- Refresh - Should i shuffle this card too or it will go to discard pile?

6.

No.

No. During their turn but not interrupting non-move actions.

Debateable.

Discard pile.

Edited by Zaltyre

1. It's not either or, so if a warrior fails both tests a monster gets 6 MP, 2 from failing the "first" test, four more from being a warrior and failing the "second" test.

2. They are not part of any monster group they are just a treasure chest that turns into a VR. You can use a VR group and it is not associated with the mimic.

3. I may be wrong, but timing effects of this card force him to make this decision before any other action. So he must make the choice, live with the consequences and *then he can take a stamina potion to offset the fatigue.

4. This is actually pretty good if you think about it. You can cull an already almost dead monster that you can respawn later, or take actions away from the hero. If used cleverly It can trap a hero in a swarm of attacks.

5. I think that card goes into the discard, but it will be the only one there.

I added some clarification to my answers so hopefully you can see how I got to my answers.

Edited by flightmaster101

Thanks a lot to both of you! I'm still in two minds about Overwhelm, I hardly can see a situation when I would have 4 monsters near hero. Probably high number of willpower on heroes that against me makes me think about this card like weaker Frenzy.

Kobolds.

Thanks a lot to both of you! I'm still in two minds about Overwhelm, I hardly can see a situation when I would have 4 monsters near hero. Probably high number of willpower on heroes that against me makes me think about this card like weaker Frenzy.

Goblins, Zombies, Harpies, any cheap replenishable monsters. Basically its a card for zerg rush tactics.

Blinding Speed gives 2 to 4 movement speed, it does not give 6 movement points

Blinding Speed gives 2 to 4 movement speed, it does not give 6 movement points

FFG has actually clariified that it can give 6- citing the LoR rulebook which states that those extra class specific abilities at the bottom of the card are in addition to, not instead of, the primary.

So, if he fails at least 1 test, +2MP. If he is a warrior and fails both, the monster receives ANOTHER 4, for a total of 6.

Blinding Speed gives 2 to 4 movement speed, it does not give 6 movement points

FFG has actually clariified that it can give 6- citing the LoR rulebook which states that those extra class specific abilities at the bottom of the card are in addition to, not instead of, the primary.

So, if he fails at least 1 test, +2MP. If he is a warrior and fails both, the monster receives ANOTHER 4, for a total of 6.

I agree they have clarified this ruling. I agree that you have stated the end results correctly.

I still think it is either:

1) A bad ruling

2) A really poorly written card

Like many others, up until the clarification made by FFG, we played this as either 2 or 4 movement points, as the card states this result very clearly. As I know you are aware, there is the following clarification from FFG as well (Rule Priority Order):

"By Any Means" > Card Text > Skills/Other Abilities > Quest Special Rules > Expansion Rulebooks > Base Game Rulebook

It seems to me that by their own priority order, the Card Text should over rule the Expansion Rulebooks rules. This is a great example of what really annoys me about some of FFG's lack of clarity in rules ...

I understand where you are coming from, and we also intially played this card incorrectly, but I disagree.

The rule priority doesn't matter here, because the card and the rulebook are not in conflict- the rulebook explains that the card is supposed to be read in a certain way- that is, the additional effect stacks with the normal effect, it does not replace it.

I certainly agree that some of the basic 2 cards could have been worded better- "Reflective Ward" is a prime example of that.

In any case, the 0/2/6 version of Blinding speed is much more on par with Dash, especially since a test is required. It gets a little better or a little worse, depending on the speed of the monster. For example, a monster with 5 speed would usually be better off with Dash. A monster with 2 speed, on the other hand, has the potential for a much bigger boost from Blinding Speed.

I think Basic II needs all the help it can get. Even with the ruling update, I still have trouble justifying picking it over Basic I myself because you just can't count on it.

Blinding Speed is nearly worthless if the heroes have a warrior decent at Knowledge and/or Awareness, or buff it with items like the Thief's Vest, so the reward for getting a double fail should be commensurate.

Edited by Charmy

Basic 2 is better. Fat better than basic 1. A good ON will have the heroes second guessing just about every decision that make after 2-4 quests.

Basic 2 is better. Fat better than basic 1. A good ON will have the heroes second guessing just about every decision that make after 2-4 quests.

A test (say, chance) based strategy can never be clearly better than other, IMO. I prefer the versatility Basic II gives, and I like the fear that it creates to the heroes, but depends a lot on the hero composition, and the gear than they acquire.

PS. Now, as OL, I'm facing an Arvel with Shroud of Dusk, and belive me, it hurts...

Edited by AndrewMM

Exactly. Cards like "Blinding Speed" can be substantially better than "Dash," but can also be substantially worse, depending how the test goes. Card's like "Flurry" are decidedly not as useful as "Frenzy" in that there is only one of them (though the single attack is better, as it adds a green die.) Grease Trap is no Pit Trap.

Edited by Zaltyre

Talking about Blinding Speed, I got into a strenuous discussion with a group of mine about some consequences of the use of this card.

1st) Who is the target of the effect: the monster Im willing to get the extra MP's, or the warrior Im imposing the awareness/knowledge checks?

2nd) In case of a knocked out warrior, can I direct him to do the attribute checks? So, is a Blinding speed a valid play in this specific case?

The rulebook says a knocked out hero is still a hero, but he cannot perform any actions while defeated. In other topic, I saw a game developer typing the knocked out hero isnt even in the map, but neither of the assertives are giving me the answer I need.

Ty all in advance!

1) The hero and monster are both targets of the card. One is targeted to make tests, the other to receive MPs.

2)KO heroes are not on the map. They cannot be targeted by abilities or effects (including making attribute tests) with the exception of healing abilities (and other effects which alter that healing, like 'Trading Pains' or 'Lifethirst'.)

In short, you definitely CANNOT play blinding speed on a KO warrior.

Roger that Zalt!