So I ordered Runebound and will be receiving it tomorrow. I researched it and it sounds like a great game and my dad is already excited about reading the instructions so he knows how to play it for our get together next week. I, obviously, plan to read the instructions over the weekend and do a solo game. Any advice for a new player? Yes I know the question is one that can be answered in many ways but I figure then I will get lots of advice
Just ordered Runebound
Congrats on the purchase!
My advice for playing Runebound is to "push, push, push... your luck". This will keep the game moving quickly and lead to more exciting battles. Its also what almost always wins the game as "playing it safe" and just fighting green and yellow encounters for the first hour can help a hero build up into a juggernaught... it also just takes too long and is rarely victorious unless everyone else at the table is playing with the same mindset.
Remember the game is for fun... and your the hero. And when you want a little extra excitement in your games, you can add in some card expansions or play an alternative card adventure or even pick up a big box expansion. There are also some great player made expansions you can download at: boardgamegeek.com.
Enjoy!
Judd
P.S. - Its never a bad idea for your "brave hero" to hire a few allies as quickly as possible. Not only do they fight in phases where your hero cannot, but the also have extra health which can soak up those pesky wounds... and are often the difference between defeating a tough monster or being knocked out.
Warbringer25 said:
Congrats on the purchase!
My advice for playing Runebound is to "push, push, push... your luck". This will keep the game moving quickly and lead to more exciting battles. Its also what almost always wins the game as "playing it safe" and just fighting green and yellow encounters for the first hour can help a hero build up into a juggernaught... it also just takes too long and is rarely victorious unless everyone else at the table is playing with the same mindset.
...
P.S. - Its never a bad idea for your "brave hero" to hire a few allies as quickly as possible. Not only do they fight in phases where your hero cannot, but the also have extra health which can soak up those pesky wounds... and are often the difference between defeating a tough monster or being knocked out.
A tear comes to my eye when I think about all the noble allies that selflessly sacrificed themselves to save me. But hey for one or two gold it sure beats paying for healing later!
As for pushing your luck, sometimes that strategy can slow down the game for you as your luck runs out and you lose your unspent gold and xp and have to start again. Using the softer knockout rules helps with this.
Tony P. said:
As for pushing your luck, sometimes that strategy can slow down the game for you as your luck runs out and you lose your unspent gold and xp and have to start again. Using the softer knockout rules helps with this.
Don't tell me, I lost many games because I rolled a 2 or a 3 when I had to score a 4 or more. With Red Challenges there are situations when you just have to pass the check, or you're pretty much dead. It's good to push your luck but it is wise only when you know the cards well and have tracked every single card that was drawn before, in order to know what to expect.
And notice that when you're knocked out you DON'T lose unspent experience counters. I know that the Rulebook instructs you the other way, but the FAQ that you can download on this website amended that rule which was very harsh, especially if you die early in the game. Unfortunately is not very easy to think that a FAQ could change such an important issue; this is why most players don't know this and keep on playing the hard way.
The_Warlock said:
Tony P. said:
And notice that when you're knocked out you DON'T lose unspent experience counters. I know that the Rulebook instructs you the other way, but the FAQ that you can download on this website amended that rule which was very harsh, especially if you die early in the game. Unfortunately is not very easy to think that a FAQ could change such an important issue; this is why most players don't know this and keep on playing the hard way.
We actually use our own knockout rules now. Only gold is lost.
Hmm..the threat of losing your best Item/Ally is actually what i consider an integral part of the Risk vs Reward system in the game. I guess it would be cool to keep it all but i am one of those MMO players who liked the old EQ playstyle of Risk it all or go home.
Good comments.
I also like the threat of losing my best item. Really adds value to the combat.
Although, sometimes we will play with softer knock out rules. We often play slightly differently each game. It's nice that way... the game can be easily tailored to your mood that day or the amount of time you have.
My most common softer knock out rule is loose all of your gold and any item of your choice. Of course players usually purchase something they are more willing to lose but the effect is still good.