mitchiemasha wrote:Jalapenotrellis wrote:but they couldn't see how that was possible based off of how it was worded on the card.
The problem is if the wizard player is last... This makes the spell worthless. Rooms are usually emptied in 1 round, he can't cast it on himself and attack, if a monster is left, it simply vacates sight. There's no real controversy on understanding how it's worded, that is clear... The issue is the Wizard having weaker spells in the harder US version.
The rationale of putting the wizard last is part of the strategy in the game. Look at Sleep: if the heroes put the wizard first, the sleep spell is much more powerful than it is if it is put last because the monsters get two chances, immediately, to break the spell. If the wizard goes first, they get one chance to break the spell when it is cast.
All other spells except rock skin last for one turn. Rock skin is not game breaking allowing one extra defense die. Allowing two extra combat dice is pretty game breaking.
Similarly with courage: if it is cast first (wizard goes first), heroes have a chance to use the spell before it has a break for one attack. If it is cast last (wizard goes last), monsters can run out of line of sight to break the spell, but they also sacrifice possible chances to attack, which as monsters, is a big deal. Attacking is more powerful than defending in this game, and when Zargon only has a few things to control, he wants to do as much damage as possible.
Allowing it to be a slaughter fest makes no sense to me. All other spells are for single attacks (ball of flame, fire of wrath, genie) or single movement or one effective combat interaction (rock skin, tempest). It says specifically next attack and line of sight to make sure it isn't too powerful, to allow two conditions to break it.