Warning: possible spoilers!!!!
Warning: possible spoilers!!!!
So after playing through 4 quests (first blood, masquerade, castle, and fat goblin) we found that except for 2nd half of Fat Goblin, the heroes were racing to try and catch the overlord before they won the game on the 2nd/3rd round. Has anyone else been experiencing this?
Here's how each encounter generally played out for us:
1) Set up map and heroes are stacked up in entrance
2) Overlord picks his open group of either dragon or ettin or other large option
3) Overlord plants large monsters in hallway and has them sit there, blocking any motion of heroes to gameplay space for victory conditions
4a) Heroes take several turns defeating the monsters - doing very little damage with weak act 1 wepaons
4b) Meanwhile, overlord has each of their minions needed for victory run (move + move) to cover the map quickly.
5) Large monsters are dead, overlord is halfway to victory usually, scramble to try and accomplish…. something…
Here's how some of the encounters played out for us. Sorry if some stuff is off, I don't have the game in front of me to be exact with costs/spaces.
On the Masquerade we lost on turn 2…
Setup: Goblins(?) and zombies placed all around the guests in the 2 rooms they can spawn in - as well as 4 across blocking entrance
Turn 1: Goblins activate - move 2 forward to open the door in the way (path is now clear to exit). with remaining goblins identify 3 partiers
Zombies activate - identify 3 other partiers (for a total of 6)
Note: any 'cultists' got to do stuff too
Turn 2: all of our 4 villiagers were already in the hands of mosnters - all monsters run (move 2x) and leave the map. Game over….
Second encounter - Ettins(?) just blocked the hall while the lieutant ran to the exit, 2 checks later was out… game over…
On Fat Goblin we managed to save 2 things… barely
Setup: Goblins go where they go, OL put 4 barghests in our way (turned sideways so we had to kill 2 to move by).
Turn 1: All goblins run (10 spaces) and are now in range to harvest next turn, players kill some barghests and get to move up a little, more barhests are span to block (they spawn in the start area)
Turn 2: All goblins move/harvest making it 2-4 steps back towards exit depending.
Turn 3: OL runs all goblins (move 2x) and wins… game over
We just got lucky because our thief had both tumble and could ignore monsters for movement, so was able to shoot 2 Goblins before they made the turn to head down the long hallway to the exit.
Same with First Blood
Turn X: move Ettin as far as possible (only 2 ranged heroes) to make heroes chase, activate all goblins and run (move 2x) to get to the exit in 2 turns from spawn (water makes you end just short of exit).
On the Castle we beat the first encounter (yay?!????)
Second encounter… big monster parked in the hall way again… by time we cut down the grunt and master of the large monster the guy we had to defend was dead….
OL turns: run all monsters to sir so-and-so, if already there attack.
He was dead in 3 rounds….
So again, has anyone else been noticing this is how it all plays out and, well, just isn't fun? or is our overlord just especially ruthless with how he plays?