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The Allies
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06-14-2009, 01:25 AM
(This post was last modified: 06-14-2009 01:35 PM by Old Dwarf.)
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The Allies
I've been looking over the New AToE Allies
Supplement & find the Cards are well worth the cost.I'll try to give a brief summary of them, as go through them. Two interesting ones are Carla,The Blacksmith's Wife & Entourage. Carla-lets you pay 1 Inv.less to buy Town Items inc. the new Ally Item Cards.It is also noted this does not apply to Monastery Item Cards purchased at the Monastery on the Echo Lake expansiom Board from SWTHC Entourage-could be a big boost for Hero's.It allows you to carry up to 2 extra Ally Cards from any location including the new Town Item Ally Item Cards.This is in ADDITION to the Hero's normal carrying limit of 1 card from each Corner Location & up to 3 Town Item Cards and there are 2 cards.,If I do my math right that could be 10 allies total if you had both cards. The New Ally Cards are : Milita Soldier x2-cost 7 gives =1 Combat & 1 wound.He will remain with the Hero unless you roll a 6 on a d6 roll after assigning a wound to him. Capt.of The Guard-cost 8 gives +1 Combat Text-can didcard ANY Soldier Ally to cancel a Mystery Card or to prevent ALL wounds done to you from one source Carla-Windmill Card-gives +1 Cunning & see above for text Ben-Olde Woods Card-gives +2 Combat(also a Soldier card) The Scarlet Shadow-Abandoned Keep Card-gives +1 Cunning & +1 Combat Delanti--The Manor Card-gives +1 Spirit(also gives game 1st Black character) 2 Mystery Cards Domination-player who draws must immediately choose any Ally Card inc unsold Allies from Town Items,to join Villian where it functions as an Evil Elder. Ancient Evil-Remains in play-gives Villain +1 Combat & 1 Wound & gains Keyword Ancient. 2 Event Cards-Entourage x2-see above for text 2 Minion Cards Night Terror-The Manor Card-Fight 3,Wounds 2-If not defeated on 1st Fight Round The Terror steals 1 of your Ally Cards(your choice to discard)& disapperas.If Hero defeats get +4 Inv. Shackled Spirit-Abandoned Keep Card-Fight 4,Wounds 4.Have to use Spirit to combat.You can discard any Ally to auto defeat.Gain +6 Inv by defeating. 1 Item Card-Windmill Card-draw a random Location for Key.While at that Location you may discard the Key as an action & gain d6 Inv.OR Discard Key anywhere to gain +3 Cunning for the rest of the turn or showdown Fight Round. 2 Investigation Cards Feeding Ground-Olde Woods Card-Make Cunning Check at +5 & gain +2 Inv. If fail take d6 Wounds or lose 1 Ally.(really creepy art work) Puzzle of Chains-Windmill Card-Make a Cunning check at +6.If successful gain +5 Inv.Fail lose 1 Ally or Draw 2 Mystery Cards. Sighing like the night wind and sobbing like the rain,— Wailing for the lost one that comes not again: |
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Messages In This Thread |
The Allies - Old Dwarf - 06-14-2009 01:25 AM
RE: The Allies - loseaturn - 06-14-2009, 01:31 AM
RE: The Allies - loseaturn - 06-14-2009, 04:39 AM
RE: The Allies - Old Dwarf - 06-14-2009, 12:31 PM
RE: The Allies - Canadian Pittbull - 06-14-2009, 06:08 PM
RE: The Allies - gavindowning - 07-04-2009, 07:28 AM
RE: The Allies - Old Dwarf - 07-04-2009, 12:00 PM
RE: The Allies - Canadian Pittbull - 07-06-2009, 12:19 AM
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