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Mini-Boss
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victorymon wrote:
After reading the kickstarter rule-previews I cant wait to find out how we summon the boss or the mini-bosses 8-)
The idea alone that we (as consuls) summon all our minions at the same time... WOW! And the potion-changes are great too!

From what I have read they are summoned when a Spawnpoint is destroyed. Most likely the big boss will be summoned when the last spawner goes down and a miniboss for each other spawner destroyed.

Idk if it happens when every spawn is destroyed or something along every second spawn destroyed spawn a boss/miniboss. Having every spawnpoint spawn a mini boss would be problematic as that requires you to have 4 miniboss models while maingame comes with less than that.

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August 25th, 2014, 3:29 pm
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Ninja Corps
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ok, maybe this is the wrong place but I asked the question:
eveytime when a spawn-point is destroyed a mini boss is summoned.
rules: https://www.kickstarter.com/projects/12 ... sts/794396

now combine it with the mighty monster chart:
https://www.kickstarter.com/projects/12 ... sts/809691

so in the end, if we use 5 spawn-points, our boss and his minions will have +2offensive, +1 defensive and a free ability like fire.

to me it looks like the consul have a little bit more power than before...

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August 26th, 2014, 3:05 am
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IIRC the Mighty Monster Chart only applies to minions and denizens.


August 26th, 2014, 4:40 am
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how do I have to read the new super monster activation rule?
Kickstarter: https://www.kickstarter.com/projects/12 ... sts?page=3

Like all Super monsters The Forgotten King may be activated for free in addition to the four skull points worth of monsters the Consul may activate during the turn. Obviously having a monster of such power activate every turn can be devastating for the Heroes, lets see just how devastating.

I hope that means that the super monster can be activated additional to the 4skulls... but only ONCE per round.

Example with 3 heroes:
Step 1: Hero Number 1
Step 2: monsters (4 skulls) and the boss
Step 3: Hero number 2
Step 4: monsters (4 skulls)
Step 5: hero number 3
Step 6: every monster left

new round... and so on

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August 29th, 2014, 6:23 am
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Consul
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victorymon wrote:
I hope that means that the super monster can be activated additional to the 4skulls... but only ONCE per round.

I sure don't, and don't think it will be so.
One of the hardest parts of the old rules was remembering which monsters you had already activated.
With the new rules you just pick the 4 skulls worth + a boss/mini-boss.
I don't think they would include a type of monsters where you'd have to remember if you already used it that round or not.

I strongly believe you'll have the exact same options every single round.

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August 29th, 2014, 7:32 am
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Mini-Boss
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victorymon wrote:
how do I have to read the new super monster activation rule?
Kickstarter: https://www.kickstarter.com/projects/12 ... sts?page=3

Like all Super monsters The Forgotten King may be activated for free in addition to the four skull points worth of monsters the Consul may activate during the turn. Obviously having a monster of such power activate every turn can be devastating for the Heroes, lets see just how devastating.

I hope that means that the super monster can be activated additional to the 4skulls... but only ONCE per round.

Example with 3 heroes:
Step 1: Hero Number 1
Step 2: monsters (4 skulls) and the boss
Step 3: Hero number 2
Step 4: monsters (4 skulls)
Step 5: hero number 3
Step 6: every monster left

new round... and so on

From my understanding the "round" system is dead. You activate > Consul > Player 1 > Consul > Player 2 > Consul > Player 3 > Consul > Player 4 > Consul > Player 5 > Consul > Player 1 > Consul........ where the consul can activate any 4 skulls they want + one mini boss or boss.

This is however rebalanced by the princess coins amongst other things. I think they stated that the game would be deadlier and faster which I find good. There will be more action now with heros dying and reviving left and right. :)

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When all realities in which you can lose are eleminated, first then can you be proclaimed the winner.


August 29th, 2014, 8:49 am
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ok, so its almost as before. 4 points the consul, a hero. Just add the fact that we can use supers too. ok.
But I can use every monster just once, not several times in the same round...

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August 29th, 2014, 9:25 am
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There is no "rounds" anymore. You as consul can activate any 4 skulls at any time it is your turn. from my understanding. This is likely because the most annoying thing currently in this game is for consul to keep track on what has activated.

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I love cute stuff, and to win! >:D But most of all I love to win with cute stuff!

<3

When all realities in which you can lose are eleminated, first then can you be proclaimed the winner.


August 29th, 2014, 9:56 am
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Firesplitter wrote:
There is no "rounds" anymore. You as consul can activate any 4 skulls at any time it is your turn. from my understanding. This is likely because the most annoying thing currently in this game is for consul to keep track on what has activated.

somehow I dont understand it... thats just like before. Roll the dice (WILL) and whoever got more stars begins. 1 hero / consul with 4 skulls. Then the other side. And on and on... until all heroes and monsters are activated.

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August 29th, 2014, 10:23 am
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Forget about activating "all monsters". That's the old rules.
It's still an alteration between player, consul, player, consul...
But now the consul may simply activate 4 skulls worth of monsters each turn (+ super/boss/creep).
He doesn't care which though. He may use the same monsters again and again each turn.

Another new rule is that he doesn't get to spawn monsters each round.
Instead of activating monsters he can spend the turn to spawn monsters.
If he does that, all monsters from that spawnpoint, not already on the table, is spawned (He spawns the entire spawnpoint).
The trade off is that the spawner looses a heart and he doesn't get to actually activate anything.

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August 29th, 2014, 11:07 am
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ok, that part with the spawning was clear.
:shock: but activating several times? So it does include the boss too?
And in which order are the heroes activated? clockwise? Player A, B, C?

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August 29th, 2014, 11:10 am
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victorymon wrote:
ok, that part with the spawning was clear.
:shock: but activating several times? So it does include the boss too?
And in which order are the heroes activated? clockwise? Player A, B, C?

Yes, that includes the boss. It is A-B-C-D-E, but I assume you put the players clockwise to make it more easy to keep track on.

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When all realities in which you can lose are eleminated, first then can you be proclaimed the winner.


August 29th, 2014, 12:17 pm
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Firesplitter wrote:
victorymon wrote:
ok, that part with the spawning was clear.
:shock: but activating several times? So it does include the boss too?
And in which order are the heroes activated? clockwise? Player A, B, C?

Yes, that includes the boss. It is A-B-C-D-E, but I assume you put the players clockwise to make it more easy to keep track on.

OUCH! that means the consul is way more powerful than before... that explains why the heroes get loot for every enemy...

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August 29th, 2014, 12:26 pm
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Mini-Boss
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victorymon wrote:
Firesplitter wrote:
victorymon wrote:
ok, that part with the spawning was clear.
:shock: but activating several times? So it does include the boss too?
And in which order are the heroes activated? clockwise? Player A, B, C?

Yes, that includes the boss. It is A-B-C-D-E, but I assume you put the players clockwise to make it more easy to keep track on.

OUCH! that means the consul is way more powerful than before... that explains why the heroes get loot for every enemy...

Yes, and why they get all the princess coins. :)

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When all realities in which you can lose are eleminated, first then can you be proclaimed the winner.


August 29th, 2014, 12:27 pm
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ok, and what counts as a turn? Is a turn when a hero is used? Or when every hero is used once?
From what I understand the heroes can get 3 treasures per turn... so what counts as a turn?

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August 29th, 2014, 12:28 pm
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That's right! POWER TO THE CONSUL!

Each time a hero is used is a turn.
I guess when all heroes have been activated it's a full round - though the term "round" doesn't make much sense anymore as it's more a continuous series of turns.
There is no "end of round"-phase like in the old rules. Everything that can happen, happens the same way each turn.

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August 29th, 2014, 1:28 pm
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So every hero can get 3 loots per turn? In the old rules they can trade loot at the end of a round...

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August 30th, 2014, 1:54 am
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victorymon wrote:
So every hero can get 3 loots per turn? In the old rules they can trade loot at the end of a round...

Each kill grants one loot. So yes, if a hero can manage to kill 3 monsters he gets 3 loot cards.
I would think loot is resolved right away. iirc loot can't be traded in for hearts/status removal any more.

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August 30th, 2014, 8:54 am
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so does every hero has a own backpack or the whole group?
And since the items cant be traded in for hearts anymore... can they be traded against new stuff or just get dropped?

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August 31st, 2014, 5:27 am
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I'm not really sure at this point...

I think loot is just loot now and nothing else.
I would also think that loot could still be shared freely; or it would actually be pretty hard to equip your heroes! Especially supporter classes.

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September 2nd, 2014, 7:03 am
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