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miles

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  • miles
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    @miles

    – ‘Elite’ card: Assuming it is still a played permanent, does it grant all players an increased hand limit?

    No.

    RE a 2 player coop game, with cards played on round 1 of the game by the non-active player (let’s call them player B)…
    – ‘Elite’ card uses 1 skill resource this round and contributes +2 hand limit size for player B this round. This upkeep cost and effect will be the same in every subsequent round until the card leaves play for some reason (i.e. on all of Player A’s turns, Player A will have 1 less skill resource available, despite having a regular 5 hand limit). Is this correct?

    • This reply was modified 2 years, 6 months ago by miles.

    miles
    Participant

    @miles

    Great, thanks for the swift reply. I’m think I’m clear now 🙂

    I also found this coop review in BGG, which seems to descibe the rules in the same way:
    https://boardgamegeek.com/thread/2693692/review-dungeon-crawler-focus-cooperative-play

    Please feel free to tidy up any of my misunderstandings in previous posts, if you think it would help for posterity. The example of play for solo in the revised rulebook is excellent, perhaps in future you could also include a short example of play for coop? (even just a couple of rounds).

    • This reply was modified 2 years, 6 months ago by miles.
    • This reply was modified 2 years, 6 months ago by miles.
    • This reply was modified 2 years, 6 months ago by miles.

    miles
    Participant

    @miles

    As the magic long sword is not removed until the end of the non-controlling players next round, does the sword still contribute it’s +4 melee power in each subsequent round until it is removed?

    This is correct.

    OK I think I misunderstood your responses to my earlier questions RE how ‘Magic Long sword’ would work in coop… not helped by the fact that I think we’ve since clarified terminology for controlling player Vs active player!

    Would you please review this example and explain the correct effect and resource rules for ‘Magic long sword’? My best guess at the moment is that, RE a 2 player coop game, with cards played on round 1 of the game by the non-active player (let’s call them player B)…

    – Uses 2 equipment resources this round and contributes +4 melee (supernatural) this round, but 0 equipment resources next round and 0 melee power next round (when it is removed during player Bs Step 4 of round 2). It may be boosted only during round 1.

    So generally non-permanent crawler cards provide a one off benefit on the round in which they are played, and only require ‘upkeep’ of resources in that single round (just like in solo mode). However, they will only be removed from play at the end of the controlling players next round (this is the key difference to solo mode).

    • This reply was modified 2 years, 6 months ago by miles.
    • This reply was modified 2 years, 6 months ago by miles.

    miles
    Participant

    @miles

    there is the Active Player, and a Controlling Player. An Active Player is the player that is currently Controlling the Primary target and facing the Dungeon’s Retaliation. A Controlling Player is the owner of a particular card whether it is an Adventurer or a Tactic card.

    Awesome, this is a useful terminology clarification for our discussion (I was off track).

    So, some examples please to check my understanding (fingers crossed, I think I’ve got it now!), RE a 2 player coop game, with cards played on round 1 of the game by the non-active player (let’s call them player B)

    ‘Full plate Armor’ Equipment card: uses 3 equipment resources and contributes +4 stamina this round, and also on the subsequent round (when it is discarded during player Bs Step 4 of round 2). It may be boosted during either or both rounds.

    ‘Brawling’ Skill card: uses 2 skill resources every round until spent (only the controlling player may spend the card).

    ‘Close call’ Tactics card: uses 3 tactics resources and ends round 1 with no more wounds dealt. In round 2 the 3 tactics resources are again used, and the players may agree on when to end the encounter in round 2 (e.g. after the adventurers deliver a wound); it is discarded at the end of round 2. It may be boosted during either or both rounds.

    ‘Fireball’ Magic card: uses 2 magic resources and contributes +4 melee power this round, and also on the subsequent round 2 (it is discarded during player Bs Step 4 of round 2).

    Incidentally, I notice that the specific coop rules document on the DC website (Core rules Vol.3) has a different sequence of play which is more similar to the standard solo rules, where all players reset their cards/resources at the end of each turn. Are the coop rules in the new complete revised rules intended to take a different approach?


    miles
    Participant

    @miles

    “– ‘Moving Search’ card: How do Tactics cards work in co-op? Is the effect a one off on the controlling player’s turn, or can it be repeated by subsequent players each turn? (as it has not yet been discarded)”
    To clarify, I mean to query what would happen if ‘Moving Search’ is played by the non-controlling player.


    miles
    Participant

    @miles

    • This reply was modified 2 years, 6 months ago by miles.

    miles
    Participant

    @miles

    – Can the controlling player choose to discard another player’s permanent cards that are in play (e.g. ‘Elite’)?

    No, as the Resource would not be checked on the other players turn for their permanent card.

    – I guess you mean in relation to ‘STEP 4.7 MAINTAIN PERMANENTS’: OK so I think I understand that in this instance the card could not be discarded by the controlling player, because they did not play it themself- is this correct? I think my confusion centers around what “their” card means in the context of a co-op players turn…

    – The permanent card ‘Back pack’… can a controlling player spend another player’s backpack, to gain cards for themself?

    – ‘Elite’ card: Assuming it is still a played permanent, does it grant all players an increased hand limit?

    – ‘Moving Search’ card: How do Tactics cards work in co-op? Is the effect a one off on the controlling player’s turn, or can it be repeated by subsequent players each turn? (as it has not yet been discarded)

    Thanks for your patience with my questions. I know its a co-op experience, but I plan to play co-op with my 2 young daughters, and the clearer I can be RE rules from day 1, the better I’ll avoid potential sibling arguments!


    miles
    Participant

    @miles

    “The turns in CO-OP are for who is facing the Retaliation from the Dungeon, so anyone can play Crawler cards in any order. The controlling player would have the final say in what is played.”

    Could you please recommend how to handle the following situations?

    – If 2 players both want to use a card which requires the same resources (there are not enough resources for both), does the controlling player have final say?

    – When the ‘ADVENTURERS ATTACK’ (step 3.2)… is it the controlling player who decides where any wound is placed?

    – Can the contorlling player choose to discard another player’s permanent cards that are in play (e.g. ‘Elite’)?


    miles
    Participant

    @miles

    Also…
    “If a non-controlling player plays their magic long sword (a non-permanent card) using 2 equipment resources”
    As the magic long sword is not removed until the end of the non-controlling players next round, does the sword still contribute it’s +4 melee power in each subsequent round until it is removed?


    miles
    Participant

    @miles

    Compared to solo then, in 4 player co-op the players as a group will have 4X the number of player cards in hand, but 1/4 the resources available to play them… sounds challenging (I do like a challenge though).

    Final Question from me I think… p.31 of the revised rule book states that “Each player will have 2 Adventurers each”. Later the 3 player co-op table lists “Number of Adventurers” as “4”: what is the correct total number of Adventurers for a 4 player co-op game? (I presume it’s 8)

    Thanks for your assistance.

    • This reply was modified 2 years, 6 months ago by miles.
    • This reply was modified 2 years, 6 months ago by miles.
    • This reply was modified 2 years, 6 months ago by miles.

    miles
    Participant

    @miles

    Looking forward to trying out a coop game. Given the above ruling it does seem like resources will be incredibly scarce; in a 4 player coop game using the above example, it sounds like the 2 equipment resources are not available to any player for the next 4 rounds?! (and every round the dungeon is retaliating without restriction!).


    miles
    Participant

    @miles

    Brilliant thanks.


    miles
    Participant

    @miles

    Sorry I’m still not completely clear on usage of adventurer resources…

    “If a non controlling player plays magic long sword ( a non-permanent card) using 2 equipment resources”
    Would you please elaborate on what would happen in this example? Does the non-controlling player remove their played long sword at the end of the controlling players turn, thus freeing up the equipment resources for the following player?


    miles
    Participant

    @miles

    By resetting your resources, do you just mean all the items listed in step 4:
    4.1 Drop cards from Hand 4.2 Remove cards from Play 4.3 Remove Time tokens 4.4 Remove Poison tokens 4.5 Reset Cards 4.6 Remove Lock tokens 4.7 Maintain Permanents 4.8 Draw up to your Hand Limit 4.9 Discard 4.10 END ROUND/GAME

    Or do you mean the resources used to pay for crawler cards?
    E.g. If a non controlling player plays magic long sword ( a non-permanent card) using 2 equipment resources, does that mean that they cannot remove the card from play until the end of the turn on which THEY are the controller? (Therefore in the meantime tying up the 2 resources used to pay for the card).


    miles
    Participant

    @miles

    “The turns in CO-OP are for who is facing the Retaliation from the Dungeon, so anyone can play Crawler cards in any order. The controlling player would have the final say in what is played.”
    So can anyone also play Crawler cards in any order during ‘Step 3.2 ADVENTURERS ATTACK’? The coop rules do seem to suggest this would be OK (I ask as you specifically mention the Dungeon Retaliation).