nathanielz wrote:You can't move more than 12 in a single "drag", but there is nothing stopping from dragging ALL the dungeon (100 steps or more) in a single turn without any complaints from the app
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nathanielz wrote:You can't move more than 12 in a single "drag", but there is nothing stopping from dragging ALL the dungeon (100 steps or more) in a single turn without any complaints from the app


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cynthialee wrote:nathanielz wrote:You can't move more than 12 in a single "drag", but there is nothing stopping from dragging ALL the dungeon (100 steps or more) in a single turn without any complaints from the app
thanks I hadn't noticed that


Edge wrote:Kurgan wrote:That would certainly be cool (and I can't take all the credit of course).
Have you ever used HeroScribe, Edge?
It may not be Mario Maker, but it's pretty simple once you start using it.
I haven’t, though I’ve heard about it. I’ll check it out! Still hoping for super simple drag-and-drop, with text editing and official fonts in the Companion App, though.


Kurgan wrote:Interesting stuff. Is it my imagination or is there a fixed turn order for the heroes in the Companion App?
It looks like the Barbarian (if s/he is being used) always goes first, then I'm guessing the Dwarf, Elf and then Wizard? (and then Mythic heroes? I have no idea what the order would be for those three).
Or can you modify the order?


Kurgan wrote:The extra artifacts aren't implemented in the remake versions of the Classic Quests (GS, KK, ROTWL; or even in the freebie "Rogar's Hall") but they are incorporated into the Mythic quest books.. . .
Edit: Why are they in the app? I guess just to let you play around with them for fun.


Kurgan wrote:12 squares of movement per turn as a hard limit in the App would be shortsighted for a number of reasons...
Not only Swift Wind, but you have the Alchemist Shop's Potion of Dexterity (add 5 squares to movement... ). Yes, it does limit you to one use of this potion per turn, but that's still 29 potential squares of movement. Granted, the Alchemist's Shop is not used in the Game System, but they did bother to add the artifacts unique to the quest packs (KK, ROTWL) so this would seem an oversight if they didn't account for the enhanced movement option.
It gets worse when you consider that Potion of Speed is now considered a regular part of the Armory (Equipment). That's yet another 12 squares of movement for EACH purchase (limited only by your gold)... and again not just 41 since it doesn't say you're limited in the number of these type of potions you can drink per turn to stack the effects. Recall that in the EU edition you only got one of these Speed potions in the Treasure deck (and had to turn it back in if unused at the end of the quest... while the NA rules allow "potion hoarding").
Yes, the Spell Ring artifact allows a Hero to store Swift Wind in there for two uses, but they can't be used simultaneously (the Wand of Magic stipulates that two different spells may be used on the same turn) but this Artifact is only found at the END of the GS campaign (spoilers!). I would tend to treat spells a bit differently than potions, that is, not necessarily stacking the buffs (so two copies of the same spell would just give you two turns of it, or make it last twice as long, or hit twice, it wouldn't double the buff effect only extend the time it lasts... that's my interpretation).
Similarly limiting the number of attack or defend dice a person could use to six would be shortsighted because of the stacking power of spells, equipment, artifacts and potions that can give larger numbers (nothing says you can't use the same dice to roll the additional dice beyond the physical cubes you have at hand).


cynthialee wrote:I did have a glitch happen.
Barbarian got hit by Tempest and the monsters were all killed before his next turn. Last room of the dungeon. Couldn't get the tempest to go away so I searched for treasure with the elf and told the system I got a Wandering Monster. Which activated Zargon's turn and made the Tempest on the Barbarian go away.
Minor glitch. But I was a little worried at first trying to figure out a way to get Barbie free.


cynthialee wrote:In the app it seems you can only use Pass the Stone to go through thin walls. You can't use it to go through a large section of the stone to get to another passage. We have always played that you could go as many spaces through stone as long as you have the movement and only if you end movement in stone it kills you. You go into a full wall in the app it doesn't matter your move it kills immediatly.
Which leads me to wonder have I been playing it wrong all these years? Seems to be pretty clear that you only die on your last movement point if you are in the walls. but the app disagrees


Kurgan wrote:For the App: That seems weird, also the player would know they are inside solid rock during the move, hence would be able to backtrack if necessary or try to use movement to find a safe passage back out. We used it to pass through blocked squares, not just the white walls. That is an odd interpretation. I think I've seen one person on here interpret it only as thin walls, when to me a blocked square is automatically a wall, and the solid rock is just thicker than most. Treating the gray shaded squares as lava is something else...
This is not so much an unboxing but a reaction. I had my brother (we played together back in the day and more recently too) look at the new game up close and personal for the first time. He compared the new Orc designs to the look they have in the LOTR movies and noted the Fimir change. We didn't get deep into the new quests but he noted the new content and asked repeatedly about the rules but I assured him they were basically unchanged. Unfortunately we didn't have time to play but talked about doing it another time (hopefully around the holidays).
My niece (age 7) admitted she didn't know how to play but nevertheless showed me her idea that the Bard and the Druid were husband and wife, and the Warlock was their child, creating a "house" for them out of two rooms lined with furniture. Their "next door neighbor" was Mentor ("the Wizard/grandfather") hard at work sitting on his throne at his study (Sorcerer's Table). Oh and the Elves are twins who are also part of the family, and are in charge of counting the treasure. The Bard keeps a statue of himself in the house while he's at work.


HispaZargon wrote:cynthialee wrote:In the app it seems you can only use Pass the Stone to go through thin walls. You can't use it to go through a large section of the stone to get to another passage. We have always played that you could go as many spaces through stone as long as you have the movement and only if you end movement in stone it kills you. You go into a full wall in the app it doesn't matter your move it kills immediatly.
Which leads me to wonder have I been playing it wrong all these years? Seems to be pretty clear that you only die on your last movement point if you are in the walls. but the app disagrees
Yeah, I also realized that in the app. I think it is clear wrong interpretation of the passing-though-the-walls rules. The app should be corrected.


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