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And, just for comparison's sake, how many Event cards for all the Chapters there would be in the full game?
we don't really know. We have the full game all ready for us to playtest, we're not sure yet how much of it we'll release. But most likely all of it? I can't really say yet.
Currently the full game has 24 events, 6 for each chapter.
pretty much! You just have to buy TTS as a plattform. Uprising is completely free and will remain free for as long as TTS will have us.
Question on the Legion - The Imperial Guard. His card text reads "Place its Target. Place its Target..."
I'm not sure how to handle this situation? Or is the second "Place its Target." a misprint?
Wow I can't believe we missed that mistake. It's just a typo we'll fix it first thing in the morning!
lol I got ninja'd
- I've noticed some Apocalyptic Item Cards still included in the default Item Deck. There might also be some Apoc cards in the Quest deck, althoug I've not stumbled upon them. You might want to sort that out. Apocalyptic cards should, by default, not be included in the decks. A button to quickly include all Apocalyptic cards would be a good addition.
- are tiles and cards auto-shuffled after loading the mod? While it's not straightly necessary, a button to shuffle all decks and tile chests would be a nice QoL improvement.
- Feat decks seem to have a single "blank" card (it has a backside on both sides) at the bottom, and those cards don't stack with those decks. I guess those cards are for scripting purposes to make discarding Feat cards to the bottom of the deck possible?
- I've encountered a tile effect not completely covered by the rulebook. One Tower tile had an instruction to place 2 Garrisons there - without "if empty, otherwise Reinforce"(paraphrasing). Was that correct? There were 2 Garrisons there already, what should happen? (our interpretation that one Garrison was put there, having in total 3 Garrisons on spot, and the second Garrison to place was redirected somewhere else, as per the rulebook). Is there a possibility of having both Garrisons and Skeletons on the same tile (at least for placing purposes - immediately after that, I presume that combat must be immediately resolved)?
- the False Prophet (IIRC the name of one Horde) has to be placed directly on a Haven. I guess that if he's placed on a Haven with any units, the combat would be resolved immediately, right? If he survived the combat, would he remove the Haven then, or it only occurs after Activation (although removing Haven immediately after that combat would make more sense, especially as it would evade an incident of placing a Curse on a tile where there's already a Haven)
- the limit of possessed cards is 10. The limit is for Feats and Items, IIRC, but does the limit also include those rare Quest cards that are taken by the player who resolved them and give a permanent effect? Also, what would happen if a player with 10 cards already bought an Item? What if the Item in question was some of those with an Immediate effect (basically buying a single effect)?
- Auto Shuffle: All decks are auto shuffled on load. Hexes are shuffled each time one is taken out of a chest.
- Yeah, the card exists so you can move the faction to a different spot which is required once we release the expansion factions
- It's really less complicated than that. If it says place 2 garrisons here, then you simply do that and start a combat here if there are other units here. If you already have 2 garrisons here, you try to add 2, can only add 1 and give empire 1 VP.
- Yeah, the false prophet starts a combat immediately in the event phase and will also destroy the haven immediately.
- We've removed all immediate items, so those won't exist in the future. Quests do not count against your 10 card limit. If you already have 10 cards and gain a new feat or item you have to discard a feat or item in your hand.