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Heroes of Terrinoth Review
- Jackwraith
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Heroes of Terrinoth is adventure that's both abstract and detailed.
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- Jackwraith
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One thing I forgot to mention is that the Exploration deck setup is a little clunky, in that the Base set always ends up on top of the smaller topical sets that you put in for the adventure in question. That means that you'll always have to dig through the Exploration deck with a Scout to get to new cards (Scouts can look at two and place one on the top or bottom of the deck.) So, you end up seeing a lot of the same cards in the early part of each adventure. It's not a huge thing, but I'd say it's something to consider if you want to house rule something (shuffling the whole Exploration deck, rather than stacking it.) The caveat is that most of the smaller, topical decks are events, rather than gear, which are often detrimental to the party, so shuffling the deck may ramp up the difficulty level a bit.
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- Jackwraith
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Gary Sax wrote: I'm... weirdly interested in this for solo play when I'm away for work. Kind of a surprise interest for me.
Totally feasible. They suggest two heroes for 1 player, but I know we've all maxed out squads in games like Death Angel when playing alone, so using all 4 is fine. It also gives you a much better experience for how the four classes work together.
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- southernman
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So not happy at the moment, the upgrade path for the heroes sounds interesting but it is just a variant to an existing mechanic from WQTACG and probably not enough to make up for what is missing. I do hope that small expansions do come out for this - well, it's not as if I haven't bought FFG small boxes previously - to both provide more quests but also expanded mechanics like Gear, Capacity and Settlement else I may need to look at ways of inserting those from WQTACQ.
Hopefully will get it to the table in a few weeks.
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- Jackwraith
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That said, I think it would be fairly simple to release a kind of campaign expansion that returns things to the type of gameplay that WQACG used.
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Jackwraith wrote: That said, I think it would be fairly simple to release a kind of campaign expansion that returns things to the type of gameplay that WQACG used.
I think this seems very likely. Probably a more blown out campaign system coming in its own box. It fits what FFG are doing these days.
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- southernman
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Gary Sax wrote:
Jackwraith wrote: That said, I think it would be fairly simple to release a kind of campaign expansion that returns things to the type of gameplay that WQACG used.
I think this seems very likely. Probably a more blown out campaign system coming in its own box. It fits what FFG are doing these days.
And I'm usually their target customer )
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Jackwraith wrote: One thing I forgot to mention is that the Exploration deck setup is a little clunky, in that the Base set always ends up on top of the smaller topical sets that you put in for the adventure in question.
This is not right, I think you misread the setup diagram. The different Exploration card types are shuffled together in the scenarios I've played.
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- Jackwraith
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cfmcdonald wrote:
Jackwraith wrote: One thing I forgot to mention is that the Exploration deck setup is a little clunky, in that the Base set always ends up on top of the smaller topical sets that you put in for the adventure in question.
This is not right, I think you misread the setup diagram. The different Exploration card types are shuffled together in the scenarios I've played.
Create Exploration Deck: Shuffle the
exploration cards into one or more stacks as
specified on the back of the quest sheet. After
shuffling each stack, place them on top of
each other in the order shown on the quest
sheet.
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Jackwraith wrote:
cfmcdonald wrote:
Jackwraith wrote: One thing I forgot to mention is that the Exploration deck setup is a little clunky, in that the Base set always ends up on top of the smaller topical sets that you put in for the adventure in question.
This is not right, I think you misread the setup diagram. The different Exploration card types are shuffled together in the scenarios I've played.
Create Exploration Deck: Shuffle the
exploration cards into one or more stacks as
specified on the back of the quest sheet. After
shuffling each stack, place them on top of
each other in the order shown on the quest
sheet.
All the exploration decks only have one stack. The stacks are separated by arrows.
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- Jackwraith
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cfmcdonald wrote: Create Exploration Deck: Shuffle the
exploration cards into one or more stacks as
specified on the back of the quest sheet. After
shuffling each stack, place them on top of
each other in the order shown on the quest
sheet.
All the exploration decks only have one stack. The stacks are separated by arrows.[/quote]
Right. "one or more stacks." Each stack (i.e. each set) is shuffled independently and then placed, in order, on top of each other. Base is the top stack in each of the eight quests and the diagram even shows each individual stack being separate and placed on top of each other, rather than mixed together, in the same way that the Location and Enemy decks are created. It makes more sense from a varietal standpoint to do it the way you have been, since you won't always have to work your way through Base to get to Village or Wild or whathaveyou. But that's expressly not the way the rules are written nor the diagram presented.
images-cdn.fantasyflightgames.com/filer_...3/ter01_rulebook.pdf
Page 3 at the bottom, where it shows the same diagram and language used to describe the stacking of the other decks.
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