Using Treachery in RTL in a Lieutenant encounter

By dragon76, in Descent: Journeys in the Dark

Hi there, just recently bought Rtl and hoping to get a campaign going in the next month or so once I'm pretty sure I have most of the rules down pat. Just re-reading page 16 where it talks about the OL being able to spend Treachery on cards in a Lieutenant fight and I'm a little confused.

It says "In addition, if the OL has any treachery, he may spend it on a hand of cards. Each card added to his hand in this way costs it's normal treachery cost. Additionally, two cards without a treachery cost can be added to his hand for one treachery of the correct type (although Power cards can't be added to his hand at all).

The first part seems clear, if I want to add cards from the Treachery Deck I add them at cost as per normal. But the second part throws me a little, does it mean that I can add cards from the normal overlord deck at two/treachery based on the type of card that matches the Treachery type (Green for base event cards, Purple for base trap cards and Red for base spawning cards)?

Is that the correct interpretation? It's the only one that makes sense to me but I'd rather be sure.

Yeah, you've got it right. Either buy Treachery cards as normal, or spend 1 Treachery to get 2 cards from the normal, non-Treachery deck. The types still have to match (i.e. 1 Spawn Treachery can only get you 2 non-Treachery Spawn cards).

-shnar

shnar said:

Yeah, you've got it right. Either buy Treachery cards as normal, or spend 1 Treachery to get 2 cards from the normal, non-Treachery deck. The types still have to match (i.e. 1 Spawn Treachery can only get you 2 non-Treachery Spawn cards).

-shnar

Indeed.
You can think of it as basically saying
"Normal (non-treachery) OL cards that are specified as Spawn, Event, or Trap cards all have a treachery cost of 0.5 for use in Lt encounters."

I'm not a big fan of paraphrasing, but I think that gets it right.

Yes - and to be perfectly clear - (this is me asking - not questioning the original poster!)

We do get to pick the cards in the deck. Correct? Meaning I will never have a LT battle without the Crushing Blow card in the deck - that way if the heroes want to mess with my LTs they know they will be at a high risk of losing an item. :) And yes - they also work like feats at this point - use it once per LT battle/encounter.

Yepp, Crushing blow is the only thing that makes LT encounters even the least bit scary once the campaign gets going (in copper the LT can be a bit dangerous, but after that...).

Forget crushing blow. That first green point is all about danger + rage from the base deck, assuming that you own AoD. Note that you can have a lieutenant declare a run order, then play rage on him, so that he can move x2 and attack x2.

Dark Charm w/Aim or Rage is a pretty common Lt tactic too.

Danger is cheap, so that's usually boughten (an instant 10 Threat), but I like using Curse of the Monkey God, then Dark Charming someone to kill the monkey...

-shnar

I thought Curse of the Monkey God required the heroes to open a chest?

Wait, I think I'm thinking of Dance of the Monkey God?

-shnar

That would be legal in an encounter since I believe you may play it at the start of your turn possibly? Though it'd cost I think 2 Trap Treachery and a whopping 25 threat to get out. Plus if all the heroes were turned into monkeys you'd have no one to Dark Charm and make attack. On the other hand, that's what monsters are for I guess demonio.gif .

Since Dance of the Monkey God isn't all or nothing, you're only going to end up with 4 monkeys about half the time.

Here are your chances of turning 0 to 4 heroes into monkeys:
0 - 0.1%
1 - 1.5%
2 - 11.6%
3 - 38.6%
4 - 48.2%

shnar said:

Wait, I think I'm thinking of Dance of the Monkey God?

-shnar

Which has no effect in encounters since there are no heroes in dungeons?

Play at the start of your turn. Each hero in the dungeon must roll a power die. If the result is a blank, nothing happens to that hero.
If the result is not a blank, that hero is transformed into a monkey.

DotMG would be far too powerful in encounters. In a dungeon it is powerful but reasonable, since getting killed doesn't take a hero out of the fight.

Rather than start the whole discussion again, I will say here and now that a lot of people do not play this card RAW because when it was written there was nothing except fights in dungeons. So they think it should say something that just means every hero present. They might be right.
However it doesn't say that and even if they are right I believe it is fortuitous that it doesn't say that because it could break the game easily. 3 trap and 2 event treachery and the OL can guarantee (Wind Pact excepted) to play it on the first turn, meaning all of his monsters and the Lt get to fight most, if not necessarily all, of the heroes with no armour and no fighting back for three turns. By mid silver level there will be enough hard hitting monsters around to guarantee that none of the monkeys makes it back to hero status - especially remembering that the OL can also use threat for extra moves or extra dice on attacks.

Ah good point Corbon. After I read Shnar's post I got to thinking about how powerful that card would be and how if the heroes didn't have Wind Pact they could be totally screwed by it. The "in a dungeon" bit though clearly indicates to me that it isn't meant for encounters, even if it was made before RtL a card like that in encounters is more than a little ridiculous.

I play Sea of Blood...I miss treachery and cards in my lieutenant encounters.....

I'm not sure that your tactic of Run + Rage works out that way Badend. Rage doubles a creature's normal number of attacks. However if you take the run action you would have no attacks the remainder of that turn and 2x0=0.

You'd be able to move and Rage for double attacks, or you could Rage and ???? (whatever the card is that doubles movement for a turn) for the equivalent of double move and double attack but I don't think just the Rage card would allow the tactic you are endorsing.

However being new to the game and working from memory I may be incorrect. I'm sure someone will let me know.

dragon76 said:

I'm not sure that your tactic of Run + Rage works out that way Badend. Rage doubles a creature's normal number of attacks. However if you take the run action you would have no attacks the remainder of that turn and 2x0=0.

You'd be able to move and Rage for double attacks, or you could Rage and ???? (whatever the card is that doubles movement for a turn) for the equivalent of double move and double attack but I don't think just the Rage card would allow the tactic you are endorsing.

However being new to the game and working from memory I may be incorrect. I'm sure someone will let me know.

cool.gif Bookmark this site for checking things when you are on forums. www.descentinthedark.com/index.php

Rage
Play when you activate a monster. The monster may attack twice during this activation (four times if it has Quick Shot).

You can't play Rage and Charge together because they are both events that trigger on a monster's activation and you can only play one event per trigger*. There is a Treachery card, Enraged , that combines Charge and Rage though.
You could combine a Rage/Charge/Enraged with an Aim though, for example, because Aim's trigger is attack declaration not activation.

*DJitD pg11
Important: Only one event card may be played per triggering condition. So, for example, each time a monster is attacked, the overlord may play only one dodge card.

I stand corrected. Have to keep that tactic in mind then.

Thanks