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All cards will fit into the 6 trays if sleeved with the official 7C sleeves, for storage purposes. (There isn't going to be enough space to comfortably flip cards for playing in that case).
People have been claiming the 7C sleeves are Maydays, but since last week I'm extremely doubtful of that claim. Last week I received my box of Paladin Owain sleeves, and they are down to the last detail of their packaging, except for the text printed on the packaging, exactly and indistinguishably identical. While Mayday sleeves come in totally different packaging.
For the sleeves themselves, I mixed 5x 7C and 5x Paladin sleeves, and I've been completely unable to tell them apart afterwards.
In fact, there are many more dividers that can make sense, I've been playing with the ones I created for a few sessions now, and it greatly speeds up card lookup:
I've been using https://boardgamegeek.com/filepage/154080/additional-dividers for a while with the Black box, but after getting the White box and the 8 expansions, I found that there are a lot of useful dividers missing.
So I've created an add-on to the above which adds any missing dividers so that there is no a divider before and after any number that in the full game (black + white box and all 8 expansions) has 4 or more cards with the same number.
You can find a PDF with these additional dividers here: https://boardgamegeek.com/filepage/182978/more-additional-dividers
This is what it looks like with all dividers from both PDFs added:
Until the 2nd wave shipping arrives and you get the 2nd box, the cards don't fit into the box if you sleeve them all.
Here is my temporary solution (a picture says more than 1000 words):
The numbered and cloud cards all fit well in the original box when fully sleeved.
By adding a cut piece of cardboard, the box in which the 1400 sleeves came can be split in half and all remaining cards (fully sleeved) fit well into half of the box.
Put one each of the used sleeve packs (with the black part folded over and on the bottom) at both ends of the 2nd half to keep the cardboard divider properly centered.
You can adjust the free space (so the cards don't fall over) by putting a variable number of the yet used sleeve packs in the 2nd half.
This also helps with the workflow, you will always take cards from the original box, and (except if it says "return this card") put them away into the past or banished sections of the sleeves box. After starting/restoring the game, the only time you ever need to take something out of the box is if you need new advanced skill cards.
Let me start with saying that I haven't actually played the game (backed 2nd KS, or rather, did a late pledge, and can't wait to get my hands on the core came in march).
But I've already been thinking about exactly this question for a time after watching a few playthroughs.
There are two points where "more is better" is relatively clear:
* each character adds 5 cards to the initial action deck, but from what I've seen, more characters does not *generaly* mean faster use of the action deck (I'll mention an exception below)
* more characters means that you can reduce the costs of walking from a high cost terrain more (with 4 characters together, once you got a fire on a walking cost 1 terrain, every movement from a cost 4 or less terrain only costs you 1. Move to fire for free, move from fire to target for 1).
But there are some reasons why 4 characters isn't always the best. First look at the total number of hand and inventory cards you can have with different character numbers:
1x 4 = 4
2x 3 = 6
3x 2 = 6
4x 2 = 8
1x 5 = 5
2x 3 = 6
3x 3 = 9
4x 2 = 8
1x 4x4 = 16
2x 3x3 = 18
3x 2x3 = 18
4x 2x2 = 16
For both Skill and Inventory slots, going from 3 to 4 characters actually reduces the maximum number of slots.
The reduction of 3 to 2 cards per inventory stack when going from 3 to 4 characters significantly limits the possibility of combined items. Going from 3 to 2 characters still leaves you with the same total number of stacks with the same maximum card count, just that it's split over only 2 instead of 3 characters, providing a marginal advantage at best.
From what I've seen in playthroughs, each possible character seems to have at least one special skill that is always active just by having the card in your hand, once you got that card, in most cases you wouldn't want to give it up. With 4 characters, that leaves you only 1 free skill slot for changing skills, 4 in total. With 3 characters you got 2 free ones per character, 6 in total, which should significantly improve your flexibility. But going down to 2 characters means you still only have 2 free slots per character, 4 in total, so that's a step back.
As you split your hand and item cards over multiple characters, to remain flexible when pathfinding into unexplored areas, you pretty much always have to do that with all characters involved, to be able to react to any mandatory action that might come up, but that also means that you have 4 involved characters, and if something results in handing out state cards to all involved characters, you might end up having to discard significantly more cards from the action deck then with less characters. That somewhat relativizes the 5 action cards per additional character advantage.
From what I could see in the playthroughs, high (>1) cost terrains in the 2-3 range seem to be much more common than ones with 4 or more, which somewhat relativizes the movement cost advantage from having an additional character.
So, without having actually played the game, it would appear to me that the magic number is 3 characters.