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Posted - Edited
Yes it's true in the previous scenario I was unable to find enough
birds
(I was missing one...). I managed to return to the citadel with barely any life points left, but I made it. I definitely failed the
Captive
scenario, but I just pushed through.

Can you offer tips and strategies and how best to service? Perhaps I'm just pulling too many cards for my challenges? Maybe I'm too risk averse, because I always seem to be barely alive at the end.
Posted
I've been playing the
Capture
scenario and I've found it quite frustrating. I wonder if I'm doing something wrong.

Since you only have a
level 1 groundshiver,
most of the exploration cards require 7 cards to expose. I believe my deck has only 20 cards in it (when I have a full hand) so that means I'm constantly recovering and therefore constantly having to implement the "pursued" global event which drains me further.

Additionally, there is one hard version of the global event, and one easy one. Drive I was pulling it nearly every turn, I just intentionally kept pulling the easier one negate I can't the game was being really unfair.

An I missing something here?
Posted
Thanks for the feedback. In a hotel, unpacking tomorrow in our new house, and I'll take a look myself.
Posted - Edited
Sorry, yes of course the card is banished, not blocked. The
hidden number on the blocked card is 121
but I don't recall the original card number (the game is packed away as we're moving in 2 days).
Posted
I just finished the first scenario in Dadachem's Awakening. I encountered someone who told me about
a secret hidden in the floorboards of the Inn (I secret number), but I had already visited the Inn and now that card is blocked.

Will I have a chance to
revisit the inn to reveal the secret card
in a future scenario or threat, or have I lost my opportunity?
Posted
Got it, thanks Firebird

I love how the game opens up in the Epilogue, thematically and strategicially, all while being presented as a tutorial for the larger game.

I can see why the expansion adding variation to the intro scenario is welcome. I imagine that repeatedly playing through the same tutorial scenario, especially once you've exhausted all of the options (and figured out which ones create an optimal pathway) gets to be a bit of a slog. Having now played through the intro scenario 3 times, I've already gone through most of the options, and it does bug me a little bit that in a future playthrough I'm going to have to perhaps intentionally sacrifice what I know is a good option for one that may not be (as I found on my failed 2nd playthrough when I unwittingly chose to get
zapped by the wizard instead of achieving Ratko as a companion
).

From the epilogue I see that there is at least one other option to go for in the
torture room with the prisoner, and it looks like Taja may not be entirely useless :) So that does give me something to go for in future scenarios.
.

I suppose if the intent of the Intro scenario is not to kill the player (when they follow the rules as intended...) then I'm effectively at the point with intro where I'd be playing through the second or third threat at this point.
Posted
I played a third time tonight with my new understanding of the compound actions and finally won. Amazing how following the rules can help sometimes :)

A couple of random questions.... Is
Walda's "moush"
a misspelling for
mouse
?

Also when the
torture room collapses
, and you swap the
hidden number terrain card
for the one without a number, I didn't actually see any instruction whether to
banish or discard the card containing the hidden number.
Posted
Thanks as always firebird.

This is the reason why I kept failing. I didn't realize that you could account for successes even when failing by reducing the die value.

Trying to achieve 6 successes all in one go is near impossible :) but I didn't put it past the poulps because I know how brutal they could be with Continent :)

Also, SPs how to play video on YouTube doesn't help because they resolve the first compound action in one go. They don't show that you tick down the die count- it just moves down to the next step. That added to my confusion.

For what it's worth I did read the manual but clearly not closely enough.
Posted
I've just watched a couple of YouTubers say that the die on combat cards ticks down as you complete successes. Is this true? For example if you have a chained 2+ and a die showing 4, and you only get one successe between your two selected cards, you can deduct that one success and the die now shows 3.

If so this works very differently than any other time you're presented with a cards & stars situation.

It's this a player variant to make combat easier or is this intended by Les poulps?
Posted - Edited
Just played my first 2 games.

First time I was working out the rules, but I found (info about the scénario :)
a lot of the pitfalls like Taja. However my random event cards worked in my favor. I found the wire early and could unlock the door to get a weapon to defeat the little gremlin with the club.


However I didn't fully understand the chain action makes this (part)
battle (and the battle with the tree at the end)
extremely difficult.

What is the strategy here? Both (cards)
battles
rely on impossible rolls without augmenting the chain restriction, but those cards are few and far between. They're often hidden in the deck and trying to retrieve them is a frustrating endeavor.

What is the strategy here?

I'm playing solo, fyi.

Edit modo : Spoiler tag and context added
Posted
Thanks for the quick replies @firebird

Perhaps you can help me understand why nobody is answering my question about whether the third box is required to hold everything for an all-in sleeving pledge?

I asked this question both here and on the KS forum. The Poupls have answered all of the questions around my question, but have ignored mine.

There are a bunch of people who have asked about this so it's very odd that they're just ignoring it. If they don't know, they can just say that. Why ignore the question?
Posted
I see on the KS forums someone just got an answer for this.

Alice says "I can confirm you will need 2x200 sleeves for the new content :)"
Posted - Edited
You should ask in the comment section on the KS page


Unfortunately you are locked out of the KS forum until you're a backer.

And I don't want to back until I can confirm the correct number of sleeves.
Posted - Edited
I'm about to pledge but am not sure whether one additional pack of 200 sleeves is enough to cover all of the new content.

EDIT: I see in the FAQ that the total number of cards is 1650+, and the original game had 1329. That's a difference of 321 cards. So, can you please confirm we will be covered if we purchase two additional packs of 200 sleeves? (Would be nice to have a Veteran & new gameplay sleeving all-in option).

Also, since the expansion comes with a new box, does that mean we're going to not have a use for the extra box that came with the all-in sleeving first one?

Thanks for your help.
Posted
Firebird wrote:
Hi -)

Yes, there will be some materials for the main errata. (not for each very little typo however)
See you tomorrow on the KS Page ! ;-)

Where I live, it's already 4 June. You guys are late!
Posted
Hi everyone,

I still have not played the game due to my intense school schedule, but I plan to begin diving into the Collapsing Lands in July. (So far all I've done is organize and sleeve everything).

I've noticed a decent amount of errata has collected in the FAQ. With the new Kickstarter coming, have Les Poulps shared if they're planning to make corrected materials available?

Personally I wouldn't mind kicking in a few extra $$ to cover costs for reprints of non-critical materials just to ensure I have a perfect copy of the game to play.
Posted - Edited
I've been such in full time studies with no time to play, but thought I'd dip in to the forums.

It's disappointing to know there are errata but probably inevitable since the game is so huge.

I see that the Poulps have included corrected cards and pages. If we want to print these ourselves, can you provide the correct card/paper stock used to match what's in the game?

I wonder if this can be done at a local print shop?

Has anyone done this?

I suppose if there's an expansion in the works like WGUMCD this would be the time to send corrected cards to backers. (That's what happened last time.)
Posted
JackSpirio wrote:
qetuol wrote:
robmcarthur wrote:
It's up to you - put them in now, or put them in when you are ready. It does not change anything until you actually go to play the threat.


Does this apply to the Edge of peril expansion too?

Pretty much yes


"Pretty much" lol

That's doing a bit of heavy lifting there, don't you think Jack? Or at least a modicum of lifting.
Posted - Edited
PeterM2158 wrote:
I use the cardboard until I have painted the plastic.


You could do that with 7rh Continent with no issue, but for Citadel the colour of the plastic figures is a core component of gameplay. Maybe paint the figures but leave the base as is?

I found it confusing that the cardboard standees, which look great, do not have the associated player colour anywhere on the piece.

SP should have included colour stands to solve this problem, instead of the transparent plastic ones. It's very hard to distinguish players from a distance otherwise.
Posted
I just sleeved my all-in pledge last night and I had EXACTLY the right number of sleeves. This includes double sleeving the books. I'm kind of amazed how it worked out.