Post by zipp on Apr 2, 2008 11:55:21 GMT -5
zarke said:
Since I am not the sort that becomes Rules Lawyers, I should probably not spend much time nit-picking at the rules. Instead I will go after those points in the rules that are unclear or gives me a headache. [Not to worry, I already have a headache in the first place so it should be the former.]No, hearing what is confusing is very helpful, because it allows me to make it more clear in the rules.
1) You mention that at the start of the game, Quest Card "1" is into play revealed to all, but you also mention that the first card in the Quest Deck is labelled "0". That confuses me a little so I hope you can clear that up for me.
The way this should work is that Quest "0" should have all the setup instructions and story of the quest. When this is read and prepared, it is removed and quest card "1" comes into play with the first actual requirements of the quest.
Does that help?
2) About the multiple quest cards in play at the same time, how do that ever happen? As far as I can tell, you can put one into play at one time. Which of course then begs the question of whether one should put Quest Cards with the same number into the Quest Deck, since you will take longer to complete all the quests.
A lot of this will become clearer when you actually see the Quest Cards. I'll try to explain.
(note that any information given in the examples currently in the rules, or in examples I give here are numbers drawn from nowhere. I haven't actually created any cards yet)
So let's say your overal quest is "Monitoring the Darklands." This is a good alligned quest consisting of six quest cards as follows:
card 0: has setup instructions, giving you one starting location with a couple toranese archers and one kai lord.
card 1: requires you to control at least five locations. When this occurs, the "Durncrag mountains" location is put into play and card 2 is revealed
card 2a: you have to capture the durncrag location and build a guard tower there. When this occurs, card 3 is revealed.
card 2, 3, b: this is an optional quest that is play at the same time as cards 2 and 3. If you ever control five or more kai lords, you recieve the Kai Monastery legendary location. You do not have to complete this card to win the game, and completeing it does not reveal the next quest card.
card 3: requires you to have a guard tower on at least five locations, including the durncrag mountains. Instead of having a guard tower on a location, you can also choose to have three character cards there. If this occurs, you reveal the final card.
Final card: if you reveal this, you read the concluding story and win the game
3) I don't see any limitations for the Quest Deck. So I assume there is no upper limit, but surely there is a lower limit that is not mentioned. The final quest number is possibly the lower limit, so you might want to reveal this one. Unless you have no idea at this moment, that is.
Quest decks are prebuilt and cannot be built by players, so there is a limit to them. It is true that some quest decks are larger than others, either due to optional quests, or because it is made up of a string of easier quests.
In general, counting setup and final quest cards, a quest deck won't be larger than four or five cards.
4) Since you can only control a location by having a face-up character on it, and that you start with zero creatures and zero controlled locations as well as three cards, it means that on the first turn, if your starting gold cannot allow you to play a character or you have none in your opening hand, you are screwed, right? Since you cannot draw cards or gain income on the first turn. I suppose this will require a solution or it will provide lots of frustration. Personally though, I hope for some sort of mulligan solution but hey, that is just my suggestion.
No no, the setup quest card will put into play a location with your characters on it. Thus, everyone begins the game controling a single, well guarded, location.
I do think I will be making the quest setup occur during the first draw phase, so that other player's starting locations aren't attackable by whoever goes first, on the first turn. This way, everyone gets at least one turn to build up.