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So, yes-i totally agree with you
Thanks vida
S.x.
I agree that not encountering a trapped card is a BUG.
I do not agree you should be able to draw more cards cards if a card evades you.
Neither the "Ekor" nor the "Shivering Nymph" say ANYTHING about evading. They state:
"...if your <attribute> is higher than 2, the <creature> will flee 1 space clockwise instead of fighting you. Otherwise, it will remain here until it is killed."
The "Otherwise" applies to both the Attribute test AND the movement test. If both are not satisfied, the creature must fight.
The general process for ENCOUNTER CARD is:
I.E, if it cannot flee, it MUST fight.
Developers:There are two potential fixes:
i agree-you shouldn't draw new cards but i disagree that after the monster flees one turn-that you can not encounter the space below it-if there other cards there or the space itself. That is the point that i have a problem with. I have encountered the ekor in the hidden valley-with a craft enemy and a place. Ekor fled. I was unable to encounter the craft enemy or the place.
Also-i have had two games where the shivering nymph reached the highland boss space-and at that point you could no longer encounter the eagle king. If a monster flees-you should then encounter the rest of the space. That used to occur until the last patch. That change i totally disagree with.
Also-i enjoy using red riding hood to build up my character. I do understand that i can drop this follower-but if i can handle it-i like using it. However, if ekor or shivering nymph then gets drawn-in that region, red riding hood drags them over and i am unable to encounter any space in that region unless i discard the red riding hood. I also totally disagree with this.
What vida said basically. My issue wasn't drawing a new card to replace the fleeing Shiver Nymph or Ekor, it was not being able to encounter those already there. I'm happy with either of Chaotic One's solutions for the Eagle King (where it definitely is possible) and the Lord of Darkness (might not be) so: -
1) Creature can't flee and must fight.
2) Eagle King or LoD deposits them at start of Highlands/Dungeon respectively.
S.x.
The problem is the mis-application of the 4ed flowchart test "did you evade or defeat all <same-numbered> enemies on the space" before proceeding to the next higher-numbered group of cards (e.g., proceeding from 2 to 3+ or proceeding from 3 to 4+).
The implementation incorrectly performs that test against the group of similarly-numbered Enemy cards (e.g, 2) that existed BEFORE the encounter, instead of performing that test on the cards remaining AFTER the encounter. If the timing of the test were corrected, the ONLY time an ENEMY card would remain on the space AFTER being encountered, would be if:
- Character/Enemy Evaded Combat (.e.g, card rules, objects, spells, special abilities preventing character from attacking enemy or enemy from attacking character - Goblin Shaman, Minstrel, Necromancer, Ninja, Ogre Chieftain, Tinkerer, etc.)
- Character failed to Defeat Enemy (i.e., Stand-Off or Character Lost)
That is consistent with the intent of the flowchart rule.Correcting the timing to perform the test against cards remaining AFTER the encounter would account for non-combat activities that occur during the encounter, like:
This timing correction would also more accurately represent what happens on the physical board game as well. Although, it fails to address the BUG that prevents attacking a frightened enemy that has nowhere to run.
NOTE: Unless handling of Charmed Animals has changed, correcting this timing BUG woul also address a pet peeve of mine related to mistreating the Minstrel Charming Animals as unsuccessful combat.
S.x.