Urgent Rules Question - Heart of the Wilds (LoR)

By tomkat364, in Descent: Journeys in the Dark

There are only 4 flesh moulders, and they will only generate 8 total fatigue for the overlord when sacrificed. Then they are removed from the game permanently. It seems that the OL MUST pick a cursed open group in order to have any chance of getting the required 16 fatigue for a 4 hero game. Is this correct????

Edited by tomkat364

Actually, because the flesh moulder group changes size with the different number of heroes, you need a cursed open group no matter how many heroes there are :) .

# heroes/ # fatigue from flesh moulders only / # fatigue required for win

2/4/8

3/6/12

4/8/16

Arachyura, goblin witchers, and zombies are really the only choices available in the base game/labyrinth. Hellhounds are a superb choice (as far as fatigue potential).

Edited by Zaltyre

Oh, also, please note from the FAQ:

Page 31, “Heart of the Wilds,” Defiled Ground, first sentence: Should
read, “As an action, while on the Wild Garden, a monster with the
Cursed monster trait may sacrifice itself.”

Thanks for the response. Seems absurd for them to design a quest that REQUIRES cursed monsters for the overlord to win (assuming he did not win the first encounter), and act like you could really pick a monster with wilderness or water traits. Oh well...

21 minutes ago, tomkat364 said:

Thanks for the response. Seems absurd for them to design a quest that REQUIRES cursed monsters for the overlord to win (assuming he did not win the first encounter), and act like you could really pick a monster with wilderness or water traits. Oh well...

Well, that's the thing really, is encounter 1. You don't need to pick your monsters for encounter 2 until it's over. Without encounter 1, you're stuck with cursed monsters. With encounter 1, flesh moulders can JUST pull it off (though honestly, it makes sense to pick a cursed open group regardless, because then you have more options for victory).