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"Rise of the Runelords CG session2" Topic


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Comments or corrections?

Mardaddy30 Aug 2016 9:12 a.m. PST

Played another Rise of the Runelords CG solo last night. Based off the experience using just one PC, I went with two this time, Kyra, the Cleric and Merisiel, the Rogue. Having two PC's means more locations to clear, for this scenario, it meant four locations total. Same 30-turn deck. One of the locations was the Temple, which is allowed to be closed at any time without a check, so I was very confident.

It was a slaughter. Even using multiple blessings for additional die's to ensure success, both characters withered in front of their foes and were defeated over and over in combat due to rolling multiple 1's and 2's time and again. Twice Kyra was in combat using her mace and spending two blessings (1d6 for Kyra, +1d6 per blessing, +1d8 for the mace) to defeat a difficulty of 9 and failed. TWICE.

Since you take the difference in your results and what you needed in wounds, the turn deck went low in short order, causing a scenario loss.

What to do different – nothing. This should not have been THAT hard… the loss was a result of strictly bad rolls. My recycle deck was nowhere near empty, I took to overspending resources to ensure victories later when I hit those early failures to make up for the turn deck getting burned up, but even overspending did not help, the fates had already made their decision.

Mardaddy30 Aug 2016 9:16 a.m. PST

On a side note, I am less than impressed with the divine spells and curatives that the game uses… it provides for recycling yours or an ally's cards, hoping to get a better deck to play off of while exploring/encountering.

ACTUAL curing of wounds taken would be a nice provision for what is supposed to be a HEALER.

Call it sour grapes…

Tgerritsen Supporting Member of TMP30 Aug 2016 4:44 p.m. PST

You're playing cures wrong. When you play healing, you recycle cards from yours or an ally's discard pile into your deck. Since cards are hit points in this game, this actually heals you.

Also, you never discard more wounds than are actively in your hand. Since most players start with a hand of 5, you never lose more than that (you don't dip into your deck if you take more damage than active cards in your hand). Hopefully this helps you.

I play with a regular crew once a month and we played all the way through Runelords and have moved on to the pirate themed version.

We play with five people each playing a single character. We used to dismiss healing as pretty useless until we figured out how they actually work properly and now we have two healers in the party.

You can also check out the version for Android and iOS. It's free for the base set, and teaches you how to play the real card game (though they altered some of the cards and the computer version is actually harder than the table top version, not to mention a bit buggy).

Mardaddy30 Aug 2016 10:58 p.m. PST

Thank you for the insight, figures I am playing wrong.

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