Shadow of Nerekhall: Civil War question(s).

By Luckmann, in Descent: Journeys in the Dark

I thought I'd ask here before I throw away a mail to ask FFG, since Rules Question is a bit hit-and-miss.

In Encounter 2 of Civil War , pg. 13, under Special Rules, it states that "At the start of the encounter, the Overlord discards the villager tokens in his play area from Encounter 1. For each token discarded, a leader of his choice applies +1 or -1 to it's health ."

Does this need to be declared or shown by the Overlord? Would that not potentially give away who the Overlord is trying to kill or keep alive? Or is it intended to be one of those "The overlord might be trying to trick us" -moments? Obviously I'd prefer it to be secret, but I can work with either - but it'd be nice to know for sure which it is, before we play the encounter.

Second, under "Battle of the Guards", there is a number of rules listed for when attacking Leaders or Guards, including a rule that "Each time a leader or guard suffers any amount of ♥, reduce the amount of ♥ suffered to 1 ♥." Later, once the influence effect has been revealed (under "The Traitor Revealed"), it states that "A loyal leader is treated as a hero figure" and that "A corrupt leader is treated as a monster figure in it's own group".

Does this supercede the aforementioned rule that they can only take 1 damage per attack? It doesn't say specifically, but it does say that once the influence effect has been revealed, treat each leader as follows, after which it states they are hero figures/monster figures, suggesting a change of state in which they should be taking damage as if they were hero figures/monster figures, no?

I'm happy my group actually took a break in the middle of a quest for once, because I had to read this particular Encounter a couple of times before I could wrap my head around all of it.

As per the overarching rule- if it doesn't say "keep it secret", it's public. A big part of the influence mechanic (which I love) is that there is a component to the heroes trying to guess what the overlord chose before it's revealed. If they guess correctly, they can usually turn things to their advantage. If you can get them to guess wrong, they're just wasting time.

Gotta check my quest guide on the other.

Well, I guess you're right. It's time for some mindgames.

For the second issue, if no-one has a solid suggestion on how it's supposed to be read, I'd love to hear how you played it when you did the encounter, and see if different people played it differently. Is it poor wording, unclear, or am I just over-interpreting?

Hi!

"Civil War" is my group's next quest.

Second, under "Battle of the Guards", there is a number of rules listed for when attacking Leaders or Guards, including a rule that "Each time a leader or guard suffers any amount of ♥, reduce the amount of ♥ suffered to 1 ♥." Later, once the influence effect has been revealed (under "The Traitor Revealed"), it states that "A loyal leader is treated as a hero figure" and that "A corrupt leader is treated as a monster figure in it's own group".

Does this supercede the aforementioned rule that they can only take 1 damage per attack?

I think the quest description means that, after the "revelation", leaders take full damage, but guards keep taking just 1 damage.

I have actually never played Civil War :) In all of our Nerekhall campaigns, it has never been selected.

I have actually never played Civil War :) In all of our Nerekhall campaigns, it has never been selected.

However, I see no indication that the 1 wound suffering limit is temporary or expires when the effect is revealed. I would play that it continues until the end of the quest.

I tried this quest yesterday , I felt this quest costs long time to win for overlord whatever anyone influence was chosen.

Even I pick 4 village tokens in counter 1 , I must make a success attack 6 times and every attacks against 2 gray dice for kill the leader. It's a high risk plan.

But ,if I want to play tricky, heroes have time to clear my monster easily. Even they can keep 2 guards and 2 leader (and all remain 1 health) to be the most safety plan. I can receive this plan , if they try. But just cost very very very long time ...

In fact, fool heroes is not good plan, too. I'll lose the best fire power in next. And at last , I still must kill leaders with 2 grey dice by many times and "2 royal leaders" will be the hardest choice for overlord .

I have a sick for this quest , too long time .