Did you know..
Did you know...
Haha, scary.
Some nerfing would actually do this game some good, imo.
Specifically: A surge cancelling effect like in IA. I also find myself in late game situations where rolling defence dice for monsters can simply be skipped, due to the sheer amount of pierce the heroes have.
10 hours ago, Lightningclaw said:If I got the interactions right, a Doomed Conjurer, with full fatigue and all images out, can suffer up to 18 damage from Word of Pain?
Thanks! I couldn't find any use for that card otherwise.
I am by no means a brilliant OL, but that just popped in my head while thinking about how much I like the Conjurer.
Edited by LightningclawAre you taking into account with Tomble that you can only use the defense dice of a single other hero?
I think so.
The Disciple just gives Champion and Tomble each a brown with Armor of Faith and Holy Power, as does the Beastmaster with the wolf+Survivalist (get a brown if next to the wolf)
Could be useful for the app. :3
On May 15, 2017 at 9:43 PM, Lightningclaw said:I like this game. And if I like something I enjoy poking fun at it and finding ridiculous situations.Did you know..
Did you know that if you are a Beastmaster with Valyndra's Bane, and have a Disciple, Apothecary, and Prophet, have the Sunstone, Star of Kellos, and are attacking a large monster, under a very specific set of circumstances you can roll1 blue die,1 red die,1 pseudo-red die, (Beastmaster)3 yellow dice, (1 from disciple) and6 green dice? (Sunstone, Star of Kellos, 2 from Apothecary, 1 from Prophet, 1 from Beastmaster)
Make the Beastmaster One Fist & use the Iron Claws instead of Valyndra's Bane. The Iron Claws roll 1 Blue & 2 Yellow, if your other hand is empty add 1 Green. One Fist adds 1 Yellow already if his other hand is empty.