We just finished our first campaign of RtL. We have a few questions that we could not find concise answers to.
1) Dungeons: When traversing from a level of a dungeon to a new level does the overlord keep any of the following?:
a) Threat?
b) Current cards in his/her hand?
c) Powers?
2) Under dungeons it says that the OL reshuffles his deck and draws a hand of 3 cards for each level.
a) If you keep your hand and threat, do you get 3 more cards to add to it for the beginning of the next level? Or just keep it at draw 2 / turn.
3) Am I right that if I buy one purple treachery, any time that the heroes encounter one of my Lt. that I get to spend treachery points to build my hand?
**** The scenario I created was ridiculous. I had the spider queen, with Slaggoroth in play. I had 3 purple and 1 green treachery. So, with the purple I bought:
2 Poison spike trap cards (1 point each), and took the normal 2 spiked trap cards (1 point gets me 2 white cards). The 1 green point I used to take (danger and dark balm, both from the standard deck).
So, the spider queen makes trap cost 1 less and adds 1 damage. Slag, starting with trap master makes the traps one less and do 2 extra damage. So, encounters with Lt. would be discard danger and I could drop 4 pits doing 5,5,7,7 damage on the heroes first turn (granted, 0-1 blank on average). The heroes could not overcome this strategy and as they fought to push the Lt. out of cities, I just keep adding more treachery and making the opening move quite ridiculous.
I would further enhance this by having 2 Lt's travel together. The first one would burn traps, spread around damage of the treachery cards and then flee. The 2nd Lt then gaining the advantage of a full treachery hand immediately following.
Any thoughts or suggestions would be appreciated.