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2. Yes! The only tower restrictions are 3 pieces max for a single tower and 4 total towers on the board
If i remove all tower pieces from single tower, Can i use again this pieces?
5. It does not state it increases the minions speed, just it's next movement gets increased by up to 4 for each poison or slow point removed before that movement. Next movement if it doesn't have any more poison or slow tokens on it, it would move as normal.
6. I will take a look at merchants and see if they need a slight nerf!
1. This is more of a who you play with kind of thing, generally I would just let newer players pick whatever first, or you can always just give them out randomly! Ideally all factions are pretty balanced, which I'm working on still :)
2. Yes, think of this as a physical game, if you are copying components, you're doing it wrong.
3. Sure, again the ready process is just for signiling to everyone that you're ready to move on and isn't a final rule, that said you cannot go back after a new phase has started already and build things.
A friend and me just finished our first two rounds of your beautiful game. We had blast, but we came across some uncertainties.
(1) It is not specified in which order players may choose their faction, this is problematic since newer players who are not familiar with the factions are left in the dust. Furthermore for more advanced players the whole thing impoldes to a "who can pick the best faction fastest" game.
(2) While I'm very certiain every Faction can only be picked by one player, it isnt specified explicitly in the rules, which can lead to a dispute.
(3) Is a player who readied up allowed to un-ready again and modify his layout? E.g. a player gets an advanced minion and wants to place a trap, is he allowed to unready, spent the gold, place the trap, and ready again. Assuming not all players were ready at the same time before, in which case the round would start of course.
(5) When the statue gets poisoned and thereby increases it's movement speed, is this increase permanent, or does it reset after each movement sub-phase? So if it gets poisoned and gains 2 speed the next round, and then gets poisoned again, do the movement speed increases add up to a total bonus of 4, or is only the last round counting and it gets a bonus of 2? This isnt clarified in the rules nor the card itself, it only states up to a maxmimum of 4.
Although this seems very negative, we really liked the concept and enjoyed the game a lot.
Best wishes from Germany,
L00klikea.
1. It's from each source of damage, so each indivdual tower attack that does 2 or more will get reduced by 1, as well as the trap doing only 2 damage instead of the 3. Ill add a little blurb about him taking damage from a single source.
2. Correct, if they were to end their movement on a path tile with a minion already present, they would move up 1 tile ahead to the tile right in-front of the occupied tile.
3. No, there is a note blurb in the rules that states that only 1 Advanced Minion can be played against a player in a single Wave. http://prntscr.com/r46glh
Thanks for playing :D And yes, I am definitely going to add a solo reference backside! I'll get that updated here soon!
[A 3-damage trap, a 2-damage tower, and a 1-damage tower; 2+1+1=4 with the first method, or 6-1=5 with the latter]
2. Underneath {Sub-phase Minion Movement}, it reads "if a Minion was to end its movement in a tile with another Minion, end their movement in the next available tile." So, for example, Ogre and Dino both have a movement of 3, and Ogre would move to its proper spot, but what about Dino? Does Dino move to the space ahead or behind Ogre? The way I understand it, it means to place Dino the space ahead of the Ogre (effectively giving Dino a movement speed of 4 for the first cycle only).
[1/2]
3. Related to the above question, are multiple players allowed to play Advanced Minions on you in a single Build Phase, and if so, how do their movements work together? Using the Ogre and Dino example and adding Ghost (with a movement of 4), do you choose in what order to resolve the Advanced Minions' movement?
[Simply, the Ogre moves its 3 spaces out of the gate, then choose to have the Ghost moves its 4 spaces out. Dino would then try to move its 3 spaces out, but would have to jump either behind the Ogre, or ahead of the Ghost; which would happen in this situation?]
(Sorry if the answers to these questions seem obvious, I'm doing a couple solo runs at the moment to get my head wrapped around the rules completely before I try and drag a few friends into playing it. Loving it so far though! I'd suggest a second side to the Reference Card for solo; bump the Castle Damage numbers up to their -3/-5, and maybe an Advanced Minion reminder instead of the points section?)
1. The new updated Flying Squid explains what that means, you might have a cached older version or something. But it says you may not use Spell cards against it or apply any Slow or Poison tokens now. (It use to prevent tower abilties) http://prntscr.com/r1zzda
2. It can still use Magic Tower pieces to apply an AOE attack! The tower ability description just states how the tower can pick its initial target.
1. With the flying squid, what does Magic Immune mean? Does it resist the damage from the AOE aspect if a magic tower hits an adjacent minion? What if the Squid is the first one hit, does it prevent the magic AOE damage onto an adjacent minion, or does it still occur?
2. Does the Knight's Balista Tower prevent usage of the Magic Tower (specifically referencing "hitting only one tile in it's path")? I wouldn't think so based on the wording, but just wanted to check.
-Added an additional Page to the Rulebook that gives a breakdown of the Wave cards.
-Tweaked spacing on some of the Rulebook pages to make readability better and less squished.
-New Minion Tile feature released for testing! Check the Rulebook for the new changes!
-Balanced and re-worded some Basic and Advanced Minion cards.
1) Yes he ignores tower abilities that target him, so the magic attack would still bounce to him if targeting a different minion.
2.Yes, unless the text is just describing how it can fire(Like the Knights Tower) I should probably expand this to include faction abilities and not just tower abilities. I'll look into making that more descriptive.
3.So with Gary, his movement activates as soon as he takes damage, but because he was adjacent to another minion, that attack still bounces. So you would Deal damage to Gary, move him, then Deal the bounce to the other Minion, triggering him to move 1 spot behind the first Gary. I'll make sure to add a section that explains Gary a bit better too!
And ya, those are not final yet, I might just stick with Minion tiles that trigger different things, will be easier to keep track of while still adding some extra spice to the maze.
Having a smooth experience this time, but then I got here & oddly specific questions arose:
https://steamcommunity.com/sharedfiles/filedetails/?id=1990550490
1) FSquid ignores tower abilities itself, but if my Magic UT targets Gary instead... would the bounce occur onto FSquid as the ability technically activated on Gary?
2) Would any faction UT's "description" count as an "ability"?
3) Imagine a Mimic instead of FSquid here & without trap: if UT hit Gary & bounced to a Mimic, would they take damage together & hop 1 each? Or would Gary get hit, hop past Mimic, then Mimic hit, hopping past Gary for 2 each?
This has been cleaned up wonderfully. Buffs/Auras might be a bit much to keep track of, but I am interested nonetheless~
-Path - Minion Buff Tile - When Minions land on these tiles, they activate special things, (Healing them, moving them forward, giving them armor, clearing statuses are some ideas so far)
-Tower Modifier Auras - These are areas on the Maze that affect your towers built on one of it's zones, in both good and bad ways, some ideas are (+1 Damage to tower attacks, No Slow Towers can be placed here, Building a tower here refunds Gold, Having a tower here at the end of the game gives +1 point per tower, etc)
Here is an early draft of some ideas I'm playing with!
http://prntscr.com/qy6sor
Once I get a good list worked out and prune some out I'll get this feature in for testing!
Sorry! I'll get those re-added today! Stacking towers in TTS with no snaps is like it's own mini game...
-Added rules clarification for various areas for what happens when a deck runs out (Adv Minion + Spell).
-Added new action to spend 5 Gold to purchase 1 Score Point.
Unless those are what you just added in which case... Neat!
Loving the fast replies as well. Great work once again!
http://prntscr.com/qx4tsd
http://prntscr.com/qx4u5s
1) Are expended Advanced Minions ever reshuffled, to help restock (and I believe also keep income flowing)? I recall a single mention of reshuffling something in a prior iteration, but now I see no mention at all unless I missed it. I can visualize a race to empty AMs that do not reshuffle to deny income as a strategy, but probably incorrect?
2) Never explictly mentioned but heavily implied with recent clarifications: 4 income max still? No extra benefit for buying/playing extra AMs once at 4income beyond trying to disrupt other players (or denying one to be played onto you)?
Otherwise, I think everything is absolutely clear now. Even made me realize that a Basic white is not a requirement. Great work!
When you buy a tower, like the earliest one where you place 1 or two basic cubes, can you add a 3rd cube later? Or would you need to spend 2 gold to deconstruct the whole tower, before rebuilding it with the 3rd cube?
-Adjusted point value gain for Advanced Minions getting through to enemy castle from +2 to +3.
-Armor is no longer limited to 3 max status points.
-Anti-Snowballing Fix "If you are unable to kill your Basic Minion two Wave Phase’s
in a row, add 2 Gold. This cannot trigger two Waves in a row."
-(Solo Mode) Adjusted Advanced Minion damage from +1 to +2.
-Adjusted Max tower/trap pieces ownable.
> Max of 2 -> Trap, Damage, Range, Poison, Slow, Magic
> Max of 3 -> Basic
-Late game has become harder with this new rule "If a Minion ever has more life than is available on the tracker card, add the remainder of health as Armor points to the Minion Tracker."
-Added extra score points to the Maze cards based on the Maze's difficulty that give you extra score points at the end of the game for choosing that Maze.
-Added X's to Maze card's non Path tiles that block tower placement for easier recognition of blocked tiles.
-Faction Balances
I tried to address all the issues that you all have brought to my attention, give it a couple more plays and let me know if things are feeling more balanced and tightened up!
Patch notes are incoming....
(Wulven, if you re-read the rules you'll see I have addressed some of your questions as further rule clarifications)
My pre-update concerns:
1) Is there a strict 8 trap limit? 3 per player, 12 with 4p, but only 8 exist.
2) Is there a strict 19 hp limit? My solo had late 20+hp minions.
3) Can towers be moved/demoed/rebought? Assume no, but I placed it on myself to completely rebuy everything I wished to change or move (one for my initial ignorance of 2 max upgrade per player, two for my following concerns, making bounces poor)
4) Solo specific; If you are forced to "draw" advanced minions on some waves, Can you even buy or play them on yourself? Which leads to these:
5) If you only "draw" them, could you possibly never play them (and lose out on income)?
6) Is there a strict 4 income limit? Merchant 1st, Draw>Kill 2nd/4th, Buy>Kill 3rd, I never had a second minion to worry about from then on, 2 drawn minions and buying a 3rd due to likely incorrect excess cash.
Sorry for text wall. Still had fun! Hope the update goes well.
Will address some factions, starting income, and some other details!
Took me a while to understand stacking the tower, only once I noticed there was 0 damage stuff down there.
If i understood properly, it gets the range of the best, while adding everything. Slightly op stuff in cases.
You should like, change the extra monster thing to make it be like a shop rather than a deck. Leads easily to a misconception.
might also have some things I forgot that weren't clear. I forget things quite fast.
At some point ill be assigning victory points to each card, so you can take the harder path but get more victory points at the end for doing so. I do like the idea of special tiles being worked into the mix as well! I'll start experimenting with some ideas for it. Thanks!
Oh, I think I forgot to update that part in the rulebook. Which will also have an update here soon! Sorry it's not being updated at my normal pace, I've got a new game design working currently and have been focusing on getting Loading... ready for a Kickstarter later this year (As well as managing my time making sure the Don't Let It Die first print run finishes up and gets shipped out next month!)
I'll have the new updates out this weekend at the latest!