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but for 1) there is no dedicated Bless Deck for Monster.
9) is already in.. check the notebook
1. There is only one bless deck that is shared between players and monsters
2. I really don't like clutter, so i`m keeping things optimized by having them inside the boxes. Just my OCD.
3. Yes, I can do a card like that, but it will probably have it`s place also inside the box :)
4. As said above I hate clutter, that`s why I have put counters that can be used for traps or summons inside the box, but there won't be any traps with counters on them, sorry.
5. That was something we omitted initially and it would be to much work to go back and redo the script to spawn the numbers now, that`s why those are next to the other tokens, for easy access.
6. The quick start is just that, a quick start guide to help you get going, for in depth guide there are the video tutorial series, that everyone should watch
7. You don't have a right spot to place any drawn card, so it`s irrelevant to have a script for such a minor thing, you just draw the top card, put it somewhere close and resolve it. You either remove it from the game (aka delete it in TTS) or put it back at the bottom of the deck.
8. I was already thinking of a redesign for the party sheet, so I`ll keep your suggestion in mind.
9. As Kijan said, that option is inside the notebook, and it only applies to a few scenarios where you are instructed to use that feature.
Hope this answers all of your questions, and thanks for the feedback. :)
we use a Dungeon Helper App when playing the actual board game, i haven't looked at the monster attack cards in years. there are some features from that program that would be great to see in this.
Like on the initiative bar, there is a > that you can click to show what the monster drew.
+0 attack
+0 Move
time to move my screen over to the monster stat sheet, and then look at the both the card and the sheet, figure out how far it moves, range of attack, and how hard it hits, then move back to the play area, and move the monster...
having the > display a combined number would make play a bit smoother
Not a guide for playing the game, I have played about 1/3rd of the classes, and have unlocked the rest, other then what we call Triforce, you call it triangles. A bit more of a guide for using this workshop game. Something like, we didn't include a sticker sheet, use the decals stamp instead.
spent a lot of time looking for the enhancement stickers for the cards, no clue how that was working in the program. and how to save them. i do remember spotting someone asking in the forums how to save the added decals to the cards when putting away.
I think i have three different copies of the rule book.
1) showing card enhancement upgrade page
1) showing the trap damage to scenario chart
1) in the box for safe keeping.
why have an active road event and an active city event spot if your not using them?
i added a bag to store the destroyed cards
You say there is no guide for playing the game, but I have wrote in my previous post that in the description of the mod there is an in depth list of video guides, that will explain everything in detail.
As for the Active city/road events, I think you missed the part where I explained how those are meant to be used and why you don't need buttons. Let me explain again: When you start the game they tell you to pick the 1-30 road events and 1-30 city events...those are the ones you put there and use them during the campaign, same with rift events from FC. When you draw a city/road/rift event, you draw it from there and either delete it or put it at the bottom. When you`re instructed to add certain cards to your city/road/rift events you add them to those decks, moving them from the right side, where the starting decks are to the active events area. Will renaming the spaces there to Active City Deck/ Active Road Deck/ Active Rift Deck help to understand that the place is actually used for decks and not individual cards?