Potent Parts of the Master Plan
Zacherith still appears to be the best, but this also gives Belthier and Merrick more power. I like both of their decks allot. I like that Merrick's deck forces the heroes to be apart of who gets hurt and who has to decide who is going to help me.
Belthier is versicle. I expect no less from him. He's deck has the potential of having a huge advantage.
Eliza... I was hoping for a little more punch. When my heroes can clean up a whole large monster in one swipe late game, one of two hearts are not going to help much as far as healing. Adding more power as far as hitting goes, that's good. I like the added bonuses.
So Hybrid Loyalty + Basic 1 = Super fun OL times?
Looks like Cursed by Power is trying to make the Magus deck more appealing. On top of that... Cabal seems to give Master monsters a pseudo Swarm ability. Kobolds + Cabal? A fully surrounded hero by 8 Act 2 Kobolds - Master rolls max damage + max surge that's... 15 damage? (2 from Blue, 2 from Yellow, 7 from Swarm, 4 from Cabal) Why not add Mystic Might and Greater Power to make that 20 damage!
Endless Thirst just makes Shadow Dragons even crazier!
Think what I like most about these lieutenant packs is it gives the OL an alternative objective... a Plan B so to speak for each encounter. Whereas the heroes could take a losing encounter and go for the search tokens and still come out of the encounter with some gold, now the OL can take a losing encounter to go for knocking out heroes to get some Threat tokens.
Guess it depends on what the Fortune tokens can be used for...
The foretelling of the fortune tokens will be the next spoiler I hope. I really want to know what I am up against in all this so I know if the risk is worth it. These are powerful abilities, without question! There has to be some kind of balance, but lets hope it's not ridiculous.
The foretelling of the fortune tokens will be the next spoiler I hope. I really want to know what I am up against in all this so I know if the risk is worth it. These are powerful abilities, without question! There has to be some kind of balance, but lets hope it's not ridiculous.
That's what I'm mostly worried about. If generating these tokens costs me drawing an OL card when I drop a hero or sacrificing an experience point just so I can give the heroes huge advantages, I won't be using them.
Basically, the advantage better swing far more toward the OL than the heroes. They already get enough junk with all their equipment etc.
I'm a collector at heart, and I'm kind of bummed already after reading some of Belthir's cards require basic 1 deck. Talk about pigeon hole the OL.
Edited by CursainI'm a collector at heart, and I'm kind of bummed already after reading some of Belthir's cards require basic 1 deck. Talk about pigeon hole the OL.
I felt the same way. There is nothing saying you can't house rule other cards for those cards. Such as Dash for Blinding Speed, and so on. The one for Dark Charm will be a little bit more difficult.
Bright side, in the future they make a plot deck just as specialized for Basic II. Here's hoping!
I think the strongest benefit the heroes will stand to gain from fortune tokens is the ability to hoard them so that the OL runs out of fuel for his plot cards. Cheezy tactics, huzzah!
Hopefully fortune tokens don't keep beyond the end of a single quest.
Hopefully fortune tokens don't keep beyond the end of a single quest.
I was hoping the same thing as well, but the OL can save up threats, I think. At least that's what it sounds like so far.
I must admit i'm really disapointed.
The more the previews goes on, the less I want them.
At the start, it was said that the lieutenant would be seen often, if not in all missions. Now, it looks like you can play the plot deck and no use the miniature a single time ! Since there's no interractions between mini and cards, what the use ?
It looks like it lacks a rule or two. I hoped the plot deck would be some sort of "dark hero in the service of overlord". Finally, it's more like another mechanic without the use of the miniature.
I will take them all, but i will also do my own rules somewhere. For exemple, none of the card can be used if the Agent wasn't on the board at the setup. And the agent card would be at 0 Xp
I will take them all, but i will also do my own rules somewhere. For exemple, none of the card can be used if the Agent wasn't on the board at the setup. And the agent card would be at 0 Xp
If I'm reading the previews right, the Overlord buys Plot cards with Threat, not XP. I mean buying the card (one time cost) and activating the card (each time cost) are both done with Threat. I know, it's confusing because the cost is portrayed in the same icon that all the other cards use for XP cost. The Overlord can get 3 Threat by spending a single XP point, or over time by KO'ing heroes and playing/winning quests.
The bad news is, upon review, it does indeed sound like Threat tokens stick around for the duration of the campaign once earned, until spent. It doesn't say the same of fortune tokens, but it would make sense. So my horrible, cheezy tactic of hoarding every fortune token the OL gives until the supply runs out sounds more feasible.
Maybe if you buy all the LTs, you'll have enough tokens that it won't matter over the course of a single campaign, but people who only buy or two might have issues with this.
Edited by Steve-Oyes, I know, but we can aslo trade xp for threat tokens. I have mistaken, but i understand myself.
The real problem is not here, it's about the minature. Imagine you're buying it and playing labyrinth of ruins with Zachareth and he may never appear a single time !
or even worst : Belthir and base 2
Edited by rugalThe real problem is not here, it's about the minature. Imagine you're buying it and playing labyrinth of ruins with Zachareth and he may never appear a single time !
or even worst : Belthir and base 2
The "never appear" or "always appear" would be entirely up to you. After you buy the card for 3 Threat, it only takes 2 to bring the lieutenant into a quest, so you can have them there as much or as little as you like, threat permitting.
or even worst : Belthir and base 2
Belthir has shown only a single card (out of 10 that he'll have) that requires Basic I. It's possible that it's the ONLY one. (Unfortunately it IS the one that you start with, which diminishes things, but isn't horrible). We have yet to see how many other cards require a specific deck / path. All the rest that have been shown (4 so far) were pretty generic. Add "Summon Belthir" (he doesn't have abilities that require it and I doubt the summoning card does), and we've got 1 / 6 that rely on Basic I. Granted, it could end up at 5/10, but it could also be 1/10.
The real problem is not here, it's about the minature. Imagine you're buying it and playing labyrinth of ruins with Zachareth and he may never appear a single time !
The "never appear" or "always appear" would be entirely up to you. After you buy the card for 3 Threat, it only takes 2 to bring the lieutenant into a quest, so you can have them there as much or as little as you like, threat permitting.
Only 2 to summon, but 3 to buy, and if the Agent is "dead", it's 5 more again.
But the thing that really disapoint me, it's there is no connection between cards and figure.
I think i would have thought things differently
having a LT on the field is a HUGE advantage for the OL. There has to be some kind of balance. Man, I would LOVE to have Zacherith on the field all of the time, but that would leave my heroes crying fowl. Trust me, the two times they have had to fight him, they have always ended up hating it. One time he beat them pretty hard. Another time he gave a beating before giving up the ghost.
I may not like the restrictions on the OL, but I understand them.