My friends and I are just about to reach the end of the campaign from the Main set, and as such we have a couple questions: 1. Do we turn in the relics like the rune of Shadows and the Dawnblade and 2. Do you keep the same characters you had during the first campaign? As a side note, any suggestions as to what campaign to do next?
Coming to the End of the Campaign
You have to refresh everything if you start a new campaign. Have a try at Nerekhall, for me the best one.
Starting a new campaign or mini campaign is always a fresh start. Nothing is carried over from previous campaigns.
As you have the shadowrune out of the way, all other campaigns are really good. Many people especially like Nerekhall. Personally, I think it is quite a challenge for a non-optimized team of heroes (against a competent OL).
Edited by SadgitYou carry your newly gained experience over to the next campaign
Some of my players like to stick with their hero or class (changing only one of those two) just to try to use the experience they got to play the character better next time. Or adjusting a little bit to get better affinities or synergies. Other players like to diversify and pick completely different archetypes, just to renew their interest in the game. It's really up to each individual.
As for the overlord, it has always depended (almost solely) on what campaign we´re playing next. I almost never decide in advance what my specializations will be, or which plot deck I´ll be selecting.
Edited by IndalecioYou carry your newly gained experience over to the next campaign
While probably obvious to those familiar with the game, my half-awake brain feels the need to clarify: experience, not XP.
You carry your newly gained experience over to the next campaign
While probably obvious to those familiar with the game, my half-awake brain feels the need to clarify: experience, not XP.
Think about it. Stick to Basic II all game and not spend a single XP. Start new campaign with all these level 3 you ever dreamed of. Profit
You carry your newly gained experience over to the next campaign
While probably obvious to those familiar with the game, my half-awake brain feels the need to clarify: experience, not XP.
Think about it. Stick to Basic II all game and not spend a single XP. Start new campaign with all these level 3 you ever dreamed of. Profit
The player starts with 14 experience!
I purchase all the skills!!
Come at me, Act 1 Goblin Bros!
You have to refresh everything if you start a new campaign. Have a try at Nerekhall, for me the best one.
Although, I have to admit SoN is really harsh for unexperienced players. As an OL, I'd support a little research for some synergies class/heroes to have. They will need it for sure.
Edited by Dommus
i have a couple of questions too regarding encounter 1 from the last quest of Heirs of Blood
1.) in the german version the questbook mentions, that a hero entering cursed ground ends his turn
1.1) if i use a rest action while having 2 fatigue on syndrael, then use 1 fatigue to gain 1MP, then use that 1MP to go from a normal space into a space with cursed ground -> it ends my turn, but do i still get my 3 used fatigue back due to rest action, which triggers at the end of my turn? (pretty sure its a yes here, since its quite similar to the bard standing up alone and still granting possible +1 life for all within his skill range, but maybe i oversee something?)
1.2) ineterestingly it mentions "entering cursed ground" and not "entering a space with cursed ground" in the german questbook (dont ´know the case for the english one) but the question is : is it that way?, so in other words...OL ends his turn, places one spirit behind syndrael, which makes her beeing on cursed ground -> if she starts her turn, she already is on cursed ground and while moving away from the spirit 1 field, she still is on cursed ground and therefore not entering cursed ground -> so she is NOT forced to end her turn in that situation, correct?
1.3) Situation : Augur is on a normal space...right infront of him starts the 5x5 field of cursed ground. -> syndrael, in her turn, uses her heroic feat giving him a moveaction in her turn. So augur gets 3MP and walks onto the field of cursed ground -> since he is not in his turn, he is not affected by it, right?..so he is able to walk all 3 MP onto the field? And when he starts his turn after syndrael, he can normally fullfill his 2 actions and stuff, correct?
2.) Heroes do have to place this/these "standard/flag" on either the ruins or the hill. if the heroes decide to place it on the hills, but still keep playing and not deciding to trigger the end of the encounter. And If they all reach the ruins, are the heroes then allowed to place the standard/flag again on that maptile?
if yes -> does the one on the hills disappear? And in case they have 2 flags then -> do they get 5 guard tokens for the second encounter? (unfortunately there is no real limitaation mentioned in the german questbook with respect to these standards/flags though it makes the most sense, that tehre is only one...but well...wording is important here..maybe the heroes have 4 or 5 flags with them and they want to place them all over the terrinoth^^
thanks guys for answering
1.1. Yes, any effect that trigger at the "end of turn" triggers irrespectively if the turn was ended voluntarily or involuntarily.
1.2. Every space of a cursed ground area is considered as cursed ground. The German quest description states: " Every space within 2 spaces of a spirit is cursed ground."
1.3. Yes, possible (and clever play!)
2. I agree that it is not 100% clear in the German quest description. However, it strongly suggests that there is only one flag, as it is always referred to in the singular form "die Standarte" meaning "the flag". The quest description specifies also that "the flag" may be placed in a space on the hill or the ruin.
Maybe somebody can post the relevant paragraph of the English version for these questions?
Edited by SadgitMaybe somebody can post the relevant paragraph of the English version for these questions?
Let's try it!
Setup : "(...) The heroes collect 4 blue and 4 red objective tokens and place them in their area. These are glyphs. The heroes also place the white objective token in their play area. This is the battle standard"
Fell spirits : " At the end of each OL turn, the OL places 1 fell spirit on the map in a spacenot occupied by another figure, fell spirit, or glyph. Each space within 2 spaces of a fell spirit is cursed ground. Each time a hero enters a space that is cursed ground, his turn immediately ends".
Claiming the field :
- "The Red objective tokens are blood glyphs. Each time a hero suffer 1 or more <health>, he may choose any number of blood glyphs within 2 spaces of his figure to suffer any amount of that <health> instead. Discard each blood glyph that suffers 10 <health>; blood glyphs cannot suffer more than 10 <health>. Blood glyphs cannot suffer <health> in any other way".
- "The blue objective tokens are holy glyphs. Each space within 2 spaces of a holy glyph is hallowed ground and ignores the effects of cursed ground".
- "The battle standard can only be placed on the hill or lair, and can only be placed on either of those tiles if each hero is on that tile"
Victory: (...) If the eighth fell spirit is placed, read the following aloud (...) Encounter 1 is complete.
Regarding point "2":
- Yes, there is just one battle standard.
- The heroes do not control the end of encounter trigger, after the 8th turn of the OL the encounter ends, whether you have placed the standard or not.
- The goal for heroes is to put the standard on the "lair" tile, since it gives more profit to the party, but putting it on the hill is still better than not putting the standard at all.