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co-op mode Q&A
10-09-2012, 04:31 PM (This post was last modified: 10-09-2012 10:46 PM by mqstout.)
Post: #1
co-op mode Q&A
These came up during play this weekend as we played coop mode a few more times:

Q: Can heroes work together toward a city danger card?
A: (Link) No. The rules are clear that heroes work together only on artifact adventures.

Q: Do heroes who join an artifact adventure that's currently at a cliffhanger get to help the cliffhanger out, or does the previous hero/team have to resolve the cliffhanger before letting the new hero help?
A: It seem as though the new hero can join the team to help even with the cliffhanger.

Q: Do heroes joining an artifact adventure late in a deep jungle automatically find it? Do we skip initiative/turn sequence to have the hero who's searching try to get there before drawing the next danger for the heroes who are already there? What if the ones already there are on a cliffhanger?
A: Open for debate!

Q: When working together on an adventure, can the heroes not making the test exert more than once?
A: Yes. You can exert normally, including multiple wounds for multiple dice. It's not limited that each other hero in the team can only exert for one extra die.

Q: When the hell do villains heal?
A: Villains heal any time they leave the board/return to base (Reference).

Q: Jake Zane's Brash ability...
A: It's binary. Either it's on, or it's off. It's not +1 cunning for each other hero/villain on the current artifact adventure.

Q: Not a question -- just reminders...
A: There is a limit of one villain per space! (Not one villain per faction as I had first thought. Too bad; no dueling Nazis vs Mob.)
A: A Villain is -1 Adventure Dice for each Hero in their Space.
A: Villains are hurt on search results of 1!
A: The heroes win immediately upon getting enough Fortune. You do NOT play out the rest of the current turn at all. (Note: I house rule this otherwise, that they have to complete the turn, encountering any cities/events/villain events that might come up that could eat that fortune or cause a draw for the heroes and villains both winning on the same turn.)

Q: Not a question -- just a suggestion...
A: Sneak tests, instead of "picking a die", just standardize that rolls of a 1 are a failure. (Or, when two are needed, rolls of 1 or 2 are a failure.) This speeds up the game.

Would be nice if one of the FFP people could answer the remaining question in here Watchmen02
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Messages In This Thread
co-op mode Q&A - mqstout - 10-09-2012 04:31 PM
RE: co-op mode Q&A - vikinglad - 10-09-2012, 06:03 PM
RE: co-op mode Q&A - mqstout - 10-09-2012, 06:07 PM
RE: co-op mode Q&A - vikinglad - 10-09-2012, 06:48 PM
RE: co-op mode Q&A - MoonSylver - 10-09-2012, 09:46 PM
RE: co-op mode Q&A - skunkstrype - 12-03-2012, 01:09 AM
RE: co-op mode Q&A - vikinglad - 12-05-2012, 01:41 AM
RE: co-op mode Q&A - mqstout - 12-05-2012, 02:22 AM
RE: co-op mode Q&A - zachmaio - 01-24-2013, 06:07 PM
RE: co-op mode Q&A - mqstout - 01-24-2013, 06:17 PM

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