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Posté
I think it should be against the rules to discard a war paint card and redraw a war paint card.
Obviously this goes against the theme of the game and how its mean to be played.

I don't think it needs to be changed because i believe you discard the card and choose the card at the same time, so the discarded card doesn't become part of the discard pile until you finish the action, and choose your card.

However, because this has been made confusing, the text could be changed.

Best result in my opinion is change the text to say :

You may discard 1 card with the keyword stealth from your inventory or hand to choose 1 different card with the keyword aggressiveness in the Discard Pile and add it to your hand.

Solves the problem. Doesn't ruin her ability.
Posté
Maybe by the time you have wandered around and come back to that terrain the slug has wandered off?
Posté
Ok. So ignoring card feature. Lets think.

Card locations are easy.

1. East Area. Idk what the areas is called.

2. Up the cliff

3. Underground Lava

4. Undergound Dungeon Puzzle

5. Sea Level Tunnel

6. North West Cave

7. Hill In Ice

8. Swamp

9. Desert

Extra. Dungeon Cave

1 and 2 are connected without a bridge.
3 is by itself and not on main map
4. Is by itself and not on main map (though it is connected to the extra card)
5. You can't get to normally, though is placed on the main map
6. By itself, connected via bridge to desert
7. And 8. Are connected without a bridge
9. Is by itself, connected via bridges to others.

Sweeping West to East ypu have, i think.
6, 9/8,7,2,5,1 (3, 4 not on main map)

Im sure this would be easier if I had the game open.

It possible 9, 2, 1 are all on the same horizontal?

Idk. Any more hints?
Or, does it require the map to be laid out in front of you?


Posté
I don't know if you still want feedback, but my guess would be this.

Each number on the map relates to a specific card. Not the card it is on, but the card it points to.

I haven't played a full game in months, but from memory I know where all locations are. (though I don't know how to get to 5, I know where it is)

Each number seems to be located where you would pick up a card.

From memory you have:

1 = whatever card the fish is on
7 = a hidden number with a hole to grab something
4 = a door that gets a card i think
8 = might be a dead animal
etc etc..


Then, perhaps there is some pattern to these specific cards?


Or maybe the opposite. Which numbers don't point to anything.

I'd guess

2 points to nowhere
3 points to nowhere
and 6 points to nowhere.

So maybe the card to draw it 236? or 632? 263?
If you drawing is in order then maybe 623?
or maybe 263 in order of depth - up a cliff, normal land height, and into the earth?



I feel like there should be some sort of hint that player can use to assist in a direction of discovering the card.
Posté
A while ago I decided to turn the Print and Play into a computer game as part of learning a new coding language.

I was planning on uploading it earlier, but life got in the way. I thought that some people might enjoy it, even though most people have now received their games and don't need the PnP.

I was thinking it might be good to get friends to understand some basic mechanics before doing your first run.

Anyway, link can be found here: https://drive.google.com/open?id=1iN2jPE3S4QpbyMHv3hUzHv0Xb1X2qjtl

There is a version with sound, and a version without sound.
Posté
Sorry if already asked.


Card XI Monotony (K1512) says
"....return all card and place 680(white) on board..."

This means the weather card is returned, but there is no action to redraw a weather card.

Should this card says to draw a 700(white) card? Or do we keep the previous weather card?

Posté
I just move the square image into word and size it to be 80.5mm x 80.5mm. It gets close enough.

I'm also printing double sided on 230gsm Matte photo paper from the local officeworks/staples.

Then put the card in a sleeve and your good to go.
Posté
Thematically, I imagine the reason for the bloody affect to occur is because predators can smell the blood, more likely to find you, and frighten away non-predator animals.

When fishing, fish don't smell your blood, because they are in the water. So it wouldn't make thematic sense for bloody to have an affect in this case (except when you draw a bear)
Posté
The 'Double Torch' mechanic as you put it is currently in the game. (i.e. using two blue banner added together to draw a new card.)
Posté
I havent read all of your comments but I dont think Dr Dolittle should get any benefit to hunt.

The whole trick to him is having the animals help him. The more animals you get, the stronger her becomes.

So gift makes sense for him. Sneak kinda makes sense. Hunt doesnt make sense. Hunt is killing animals. Thats against his personality.
Also i dont know if the fix it card is thematic either. I dont remember him being skilled at fixing things.

I reckon you could add a card the give a bonus when you have animals on the board. Sea gull, turtle, penguin. Maybe even animal track.

And have a penalty for every time you hunt and get food from an animal something happens. Or he automatically get a minus star for hunting. Or if the hunt any hunt can return certain animals for a set amount of food. (simulating the animals told him where he could go get for)

Just some ideas.
Posté
Well, if things change I vote a new set of idea cards. I mean base idea card that you start with.

Each original, perhaps, has a counterpart that you can swap it out for before playing the game.

Would make things more interesting.
Posté
I have made a set of 16 new idea cards. They are compleye except the graphics are what I could find, so they aren't designed as the nornal card theme.

My biggest issue is printing. I want to play a game with them in the deck but my printed one ate just thick matte paper, which isnt what was used for the official game.

Can we get specs on the paper used or a way to get custom card printed official and sent. Im happy to pay something for some custom cards for the printing etc.
Posté
You can tell based on the :card_blue:. If there is a +, then you can draw more cards. If there is no +, then you can't. The padlock is just a way to highlight this fact.

card
451
has:card_blue: without the +, therefore is considered a padlock.
Posté
Just want to clarify what you are doing because it sounds partially wrong at least.

First, your layout


You are on card #218, and have revealed card #237 in order to banish an advanced skill card to get 5 experience point.

You have "still standing" which gives a -2 discount to the cost of advanced skill cards with the word "stamina".




For how many experience point you culd potential gain using this method.

'stamina cards'
there are a total of 10 advanced skill card with the label "stamina". If you purchased all of them wit the discount and got 5 point back you would have made 45 (5x9 card - one card costs 8, which is a negative transaction) but spent 15 points. Therefore you can make a total of 30 experience point using this method. You will also lose some useful cards.


'other cards'
If you choose to also purchase any other card costing 4 or less to maximise gains, there are an additional 19 cards, costing 64 ep points,
and gaining 95, giving a net of 31 more point.


This means a total
of 61 experience points using this method.


As for the curse specifically
This should be enough experience point to complete it, i think. Though there are only enough cards for 41 xp at any given time.



However, there are a couple of flaws in this arrangement, which ruins this 'trick' from a gameplay perspective.

1.
you need to have two people in your party, 1 need to be at the camp with frankenstein, the other needs to be at the idol.
Essentially, you are passing advanced skills card from the camp to the idol magically through 'gameplay', and in return you are passing experience point from the idol to the camp magically through 'gameplay'.

Legal, yes, realistic, no.

Useless there is a way to set up camp next to the idol that lets you draw the advanced skill card continuously, which I cant see.


2.

The offering to the guardians requires you to visit an idol for the first time, reveal it, and draw a 49+purple flag card.

Then, the card you draw must be returned when you progress along the curse.

This means you must save-scum to continually view the idol.

This is considered bad form, and ruins the fun of the game. I think its technically against the rules to save when you dont need to. I think Bruno mentioned it somewhere but i cant remember.
Posté
I know this is old but only just came across this card during the game and thought I'd add in my thoughts.

I to thought the ear plugs were discarded. Partially because they only have 1 durability.

This means that you can use them, give them to someone else, they use them, etc. Yet it says you only found a single set.

I think it would be more realist for the 'deaf' card to have the action "remove earplug - success: draw a xxx card and discard this". (cant remember card number)

This would mean you either have the deaf card, or the ear plugs card. This symbolises putting them in and taking them out. More realistic.
Posté
I posted this in the "Card Effect" forum, but didn't get any responses so thought I'd post it here to give it some attention.


The card states: choose #385 if you turn towards the snake, and #433 if you turn towards the bat.

As the snake is on the left, turning the wheel towards the snake should rotate it anti-clockwise, and put the bat on top.
The opposite, as the bat is on the right, turning the wheel towards the bat should be clockwise, and the snake should be on top.

This is because you are turning the wheel towards an animal.

However, looking at the cards have it reversed.
Turning towards the snake puts the snake on top
Turning towards the bat put the bat on top.

I think this is the wrong way around, and think the wording should be changed to something else. But I don't know if my interpretation is the norm and wanted to see what everyone else thinks about these two cards.
Posté
Firebird a écrit :
Thefieryphoenix a écrit :
I would like more dividers, but with the rising tabs only one quater width of a normal tab.

Specifically for 101, 102, 103, 104, 105, 106, 107 and 108. And 001, 002, 003, 004.
And 51, 201, 251, 301, 351.

Have a look on this fan-made printable document, by SaturnNitrik (source). <3


YES!
This is exactly what I wanted. Already bought some card stock to print onto. Now just need the time to put it together.


Another idea: More ways for individual characters to die.

Would make it more life threatening and dangerous, but wont end your game completely (after 14 hour put into it)
Posté
I'm not sure how spoiler this will be but I will wrap the important bits anyway just in case.

Both of these cards were found during the Voracious Goddess curse.

Card #148

This card is the first clue you get when you arrive at the Voracious Goddess. It essentially says
One party travelled towards the sun [east] for 10 days, while another went east 2 days, north (4) days, then east 4 days.

The second party is easy to follow, and we did so and found the first gem.

The first party doesnt make as much sense.

The cavern to go down is 10 cards away. However, it is not ten cards east. It is 2 cards east, 3 cards north, 2 cars east and 3 cards south. (my number might be mixed as im doing this from memory)

I understand that the idea is that they traveled toward the rising sun as a general direction, however I dont think the text is the best it could be for the clue. If it stated they traveled for ten days then went underground, it would make more sense. However, I guess that this would make it confusing as to where they traveled and you'd need to check every card the is ten cards away.

I was wondering if anyone had the same situations and others thought on this.



Card #453

This can also be found during the Voracious Goddess. It is a situation in a cave when you come to a wheel stuck in ice

The card states: choose #385 if you turn towards the snake, and #433 if you turn towards the bat.

As the snake is on the left, turning the wheel towards the snake should rotate it anti-clockwise, and put the bat on top.
The opposite, as the bat is on the right, turning the wheel towards the bat should be clockwise, and the snake should be on top.

This is because you are turning the wheel towards an animal.

However, looking at the cards have it reversed.
Turning towards the snake puts the snake on top
Turning towards the bat put the bat on top.

I think this is the wrong way around, and think the wording should be changed to something else. But I dont know if my interpretation is the norm and wanted to see what everyone else thinks about these two cards.
Posté
Oh. Thanks for the help.

I think I must be getting lazy that far into the game :(
Posté - Edité
This is located in one of the dungeons.

You are standing on card 368. You perform a look action, showing 293, and a key action, showing 380.

Card 380 you pull either the sun or the frost ring to ipen the door.

Either I misunderstood the riddle, or there is an error.

Card 293 says 'where the sun competes with frost, But the victor you should trust.

I think: In the morning the sun comes out and fights with the morning frost, eventually winning as the frost melts away. Therefore the sun is the victor, and should be trusted. Therefore I pull the ring with the image of the sun.

However, pulling the sun ring leads to false treasure, which injures you.
While pulling the frost ring leads to an artifact. Obviously the artifact is better.

So I assume either

1. The clue is used to misguide the player

2. I misunderstood the riddle ( in which case how should it be interpretted?)

3. There is an error on 380 and the cards drawn should be swapped

4. Perhaps a translation error in the riddle.

If you could help me understand that would be much appreciated.