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Kurgan wrote:Since the Wizard could wear it, you're saying he could also use the Helmet and/or shield but only when combining it with the Armor?
I'd go by what the cards say (AND don't say... not "or") to try to sort it out. That's why it was such a big deal that in the remake they left off the text "may not be used by the wizard" from the Hand Axe (by mistake) at first.

wallydubbs wrote:Borin's Armor is Plate Mail without the movement penalty. You may use a shield and/or helmet with it. The same rules apply to Borin's Armor as it does Plate Mail, only without the movement penalty. That's the only difference.
= one hit
= one hit & pushback
= cancels one hit









Onan wrote::2cents: My guess is that the 5 quest treasure cards were made in an early stage of development. It is just speculation, but having played the EU version without buying any equipment I would say the equipment was added some time later. The game is so much better without the equipment.
If you think of it this way, it is clear that Borin's Armour did not care about helmets and shields. It was the only piece of armour you could get, and it gave you 4 defense dice. The idea of accumulating defense points came later with the equipment.
Also, with so few quest treasure it was not necessary to forbid the wizard any of it. Why not have a wizard with Spirit Blade and Borin's Armour? He was the lucky one who found it. And he will soon die in it, so maybe another hero can find it in another quest.


The Admiral wrote:That's an interesting hypothesis. Did you play all 14 quests that way?
, whom he gave all 5 quest treasure when found.
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heores over
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heroes.

Onan wrote:The Admiral wrote:That's an interesting hypothesis. Did you play all 14 quests that way?
Yes, I ran this for my son (sometimes one of his siblings joined), with The Trial as a bonus quest after the other quests. He lost some heroes, but never his favorite character:, whom he gave all 5 quest treasure when found.
Then he ran Kellar's Keep for me starting fresh without buying equipment. He hid the 5 quest treasure in the first 5 quests. I found Borin' Armor in the Dwarven Forge and the Spirit Blade in the tomb in Hall the Dwarven Kings, but then the center was overrun and only the Elf escaped through a wall, and all quest treasure was lost. In the Great Citadel I had nothing and got TPK'ed. He said he'd show me how to play this right, so we switched roles and replayed, and he got through. I continued with some casualties, and then again got TPK'ed at Grin's Crag, where again the Elf reached the exit alone but was killed by the Gargoyle.
We started Return of the Witch Lord fresh, and at the second try I got a survivor through The Gate of Doom. The others saw how hard it is and everyone gave it a try, with the ultimate solution being a Pass Through Rock through the first blocked square. Then he got tired of playing by the book, so we switched back to one-off missions invented on the fly.
All this "no equipment" style started last year, when I realized how much I hated the Crossbow and Battle Axe when I was the monsters. So I hid the equipment cards under the plastic inlay of the box, and everybody forgot about them. Now that's how we play. Buying equipment feels great, but once you're a veteran the effect wears off. And I prefer the endgame with![]()
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heores over
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heroes.


The Admiral wrote:Yes, I can see how it could work for the basic quests. Maybe not later on? What do you do with money, potions I suppose?
I totally agree with the everyone has a battleaxe, longsword and crossbow problem. One solution is only allow one of each for the whole party. I have restrictions such as the following:
1) Dwarves will not use swords (starts with a Hand Axe).
2) Elves cannot have a battle axe (too heavy).
3) Barbarians don't use bows.


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