First (solo) impressions

By Berethrof, in Heroes of Terrinoth

Just finished the Goblins quest.

i have to say, once you get the rhythm down, it flows very well. I tried it solo (Mage and Scout), and I was never really in danger of dying or not having viable choices, so I thought it well balanced (I chose the archetypes at random, and then a random character per archetype).

Obviously it being a very introductory quest/scenario, there weren’t that many locations to explore, and I didn’t get to see all the varied enemies even with a relatively small deck size. And this wouldn’t change even with 4 players, as you activate twice per hero while only 2 players (or solo since the rules state you play 2 heroes). So the same reveal pace would happen with 4 players.

i do think the rules are a bit... lacking. There’s a few things that aren’t very clear (like, for instance, when Aid is used and you select a target hero it’s never clarified whether you can target yourself for its effects. I played it as if you could only target someone other than you.

Overall I felt it was a bit easy, but it may be because it’s an intro scenario. But what I played was very satisfactory and it plays very well solo.

Another negative, in my opinion, is the advancement/class specialization. You can only upgrade each type of card once. So, for instance, you can’t have two levels of upgrade for Aid activation. And having just two “classes” feels a bit limited, and I can already see myself choosing strictly one class regardless of character, unless special character powers affect things. So I really didn’t think there was that much choice in advancement.

All this may change with additional expansions, and I hope they do have a lot of them planned.

However, the content in this box should provide plenty of enjoyment for a while, considering I have 10 more characters to play, and 7 more scenarios to take them through.

Would love to hear other folks’ opinions!

Assuming it is the same as its predecessor, Aid actions must target a different character - no aiding yourself.

Interesting to hear that it was easy. I'm a bit surprised to hear that. It took me several plays to beat the first scenario of WQACG. I did win a few times where, after checking the rules, I found I had played some rule incorrectly which contributed to my win. I'm not saying you for sure missed some rules to make it easy (it may very well be easier since there are 7 more quests in which to ramp up difficulty), but it may be a possibility.

23 minutes ago, Budgernaut said:

Assuming it is the same as its predecessor, Aid actions must target a different character - no aiding yourself.

Interesting to hear that it was easy. I'm a bit surprised to hear that. It took me several plays to beat the first scenario of WQACG. I did win a few times where, after checking the rules, I found I had played some rule incorrectly which contributed to my win. I'm not saying you for sure missed some rules to make it easy (it may very well be easier since there are 7 more quests in which to ramp up difficulty), but it may be a possibility.

Yeah, it’s quite possible I missed a beat here and there. Dice rolls were extra lucky for me. In one case I got a critical success three times in a row. I’m definitely curious about difficulty perception from others and also from my future play sessions. Maybe I got lucky on my random combination of heroes as well.

3 hours ago, Budgernaut said:

Assuming it is the same as its predecessor, Aid actions must target a different character - no aiding yourself.

Interesting to hear that it was easy. I'm a bit surprised to hear that. It took me several plays to beat the first scenario of WQACG.

Intro scenario, and not in a campaign setting, so there's no need to make it hard.

The recent interview implied it's designed in a way that future expansions could be very varied- which suggests the possibility of varied difficulty, can't test it myself for the core game yet but it may also be from what you're saying that this is the easier quest and others are harder (remember as well that it's often difficult to do 'harder' with games anyway- it doesn't take much to shift the odds with cards/dice etc a lot, so it makes sense to start easy then add difficulty in increments, easy may then be very easy sometimes but it means you can then do 'more challenging' without ending up at close to impossible.) You also need an 'easy' so that new players, including new players playing with those who've played a lot in future, aren't overwhelmed, I love some of the more complex games out there but often the first play or two are a bit 'o.k. what do I do to have any chance of winning' so you can't get into them straight away, so a low level intro is probably a good thing- new players will be getting into and learning the game straight off.

Edited by Watercolour Dragon