Mostrando entradas con la etiqueta Eternal winter. Mostrar todas las entradas
Mostrando entradas con la etiqueta Eternal winter. Mostrar todas las entradas

jueves, 13 de junio de 2019

Bow of fortune and Resolution crossbow

Hi everyone,

Thank you once more for still reading this blog.

I am still working on the tiles for my expansion Glistening Forge but today I have taken some time to remake two very special cards from the oficial expansions: the Bow of Fortune and the Resolution Crossbow.

These two weapons were firstly introduced in the Eternal Winter expansion and appeared again in the Forbidden Forest expansion. These cards are totally necessary as basic equipement for level 3 for the Heroes Mialee and Jozan.

In the base game, the default weapon for level 3 for Mialee was the Longbow of the Elven Lords, which only makes Miale to recover 1 Spell Point when a star appears in the Special Die. Regarding Jozan, his basic weapon for level 3 was the Sacred Crossbow of Pelor, which makes Jozan to recover 1 Spell Point when a star appears in the Special Die too.

This was discovered to be not enough for fighting the expansion's Monsters so in this expansions both Heroes received a new weapon almost exact to the one they already had but which make them recover 2 Spell Points instead on 1 when a star appears in the Special Die.

This upgrade was very necessary for Mialee, as her Armour Class depends on her Spell Points, but also for Jozan, who needs more Spell Points in level 3 to heal his comrades.

In my expansion Glistening Forge I wanted to include these two weapons too and now I have already managed to finish remaking them.

I hope you like them:



Thanks again for reading this blog. Stay tunned for more content in the following weeks :)

miércoles, 17 de agosto de 2011

Downloads: All board game dice

Hi everyone,

Today I have uploaded a pdf in which you will find the 12 dice from the basic board game and its expansion packs. You can find it too in the Dowloads section of this blog.

In order to save some ink, the black dice (the special one, the 'search for traps' one, the 'disable trap' one and the 'turn undead' one) have been changed to white with black symbols. Try to print them in adhesive paper and then glue them to normal dice.

The situation and orientation of each die's face has been based in my own board game copy (UK version). If someone could make me the favour of checking them against his/her own copy, please, write down in this article's comments section if your dice have the same face's situation and orientation or a different one.

Thanks.

miércoles, 23 de marzo de 2011

Doubts about ranged attacks

Hi everybody:

I have noticed in my blog's stats that there have been some people reaching my blog with the following query in Google: "dudas reglas dragones mazmorras parker atacar distancia" ("dungeons dragons parker (hasbro) ranged attacks rules doubts" in English).

For those who have some doubts, I have to remind you I will try to answer all your questions in the comments section of the F.A.Q.

Lets start with the basics:

  1. In the Players Guide from the basic board game (page 9) it is said:

    "There are two types of attack available:
    • Melée attacks are close combat attacks that can only be used when standing next to an opponent (not diagonally).
    • Ranged attacks can be used only over greater distances or diagonally. Unless otherwise stated, ranged weapons fire single shots in a straight line. The centre of the opponent’s square must be in clear sight of the centre of the Hero firing the weapon’s square."

  2. In the next paragraph the concept of line of sight is explained:

    "Pillars, trees and walls block ranged weapons. A Hero does not block another Hero’s shot and a Monster does not block another Monster’s shot."
  3. In some weapons from the "Forbidden forest" expansion pack (the staffs) you can find the following quote:
    "May melee attack into any adjacent space, even diagonally".


Now I will try to give you a good combat example in which the previously explained rules are used:

Morkhan and Lidda are fighting against a bugbear, a ogre and a gnoll while a goblin waits for them in an adjoining room. Lets suppose that there is a column between Lidda and the gnoll.

Morkhan uses his "Barbarian Battelaxe" (melée attack) and Lidda uses her "Relentless Bolass" (ranged attack).

List of possible and impossible attacks:

  • Morkhan can melée attack the ogre without making a movement action before but to melée attack the gnoll he would have to move in order to be "next to" it. He can not melée attack the bugbear in this turn because his movement of 5 doesn't allow him to reach it and attack it. He can not attack the goblin because it is in a different room.

    Why can Morkhan melée attack the ogre and not the gnoll? Because the spaces considered to be adjacent are the ones directly up, down, right and left of the space he is taking up and therefore, only the monsters in those spaces will be "next to" him. If the barbarian used as a weapon a staff like the ones used by the druids Elwick or Orwick from the "Forbidden forest" expansion pack, he could melée attack into any adjacent space, even diagonally and hit the gnoll.

  • Lidda can attack nobody (it doesn't matter if using a melée or ranged attack) without making a movement action first.
    Why? Because the column blocks her line of sight in order to attack the gnoll or the ogre using her ranged weapon. Lidda can not attack the bugbear because her bolass are a ranged weapon and the bugbear is "next to" her. The rogue can not attack the goblin because it is in a different room. She can move two or three spaces right to use her ranged weapon against the gnoll and/or the ogre for example.

  • The bugbear can attack Lidda because she is "next to" it. It can not attack the barbarian without making a movement action first because he is to far.

    Why? Because although the bugbear's movemnet is 4 and Morkhan's is 5, the bugbear can reach the barbarian as it is said in the Players Guide (page 6): "Monsters can move through other Monsters, but not through Heroes.". So the bugbear would pass through the gnoll.

  • The gnoll can attack Morkhan using its ranged attack but not using its melée attack and it can not attack Lidda without making a movement action first.

    Why? Because Morkhan is not "next to" it. He is in a space diagonally adjacent. It can not attack Lidda because the column blocks its line of sight but if it moves 2 spaces up or left, it has free line of sight to make a ranged attack (even through its bugbear fellow) or if it moves 2 spaces up and then 1 space more left, it can melée attack the rogue.

  • The ogre can melée attack Morkhan and, if it makes a movement action first, it can attack Lidda using its ranged attack.

    Why? Because it is in an adjacent space to the barbarian's so that it is "next to" him. Its movement is 3 so it could not reach Lidda in this turn to malée attack her later but it can move 1 space up to have free line of sight and attack her using its ranged attack.

  • The goblin can attack nobody as it is in a different room. If between its current space and the following down space there were an open door and it was a goblin archer, it would have direct free line of sight to attack the barbarian from the distance.

    Could it attack Morkhan even if they were in different rooms? Yes. As long as there were direct free line of sight, it could attack the barbarian being even in a different map tile.


I hope this little tutorial has remove all you doubts about melée and ranged attacks. If somebody has a question about attacks (like breath attacks or cold auras from the "Eternal winter" expansion pack, or charge attacks from the "Forbidden forest" expansion pack for example), I will try to answer them as best as I can.


domingo, 13 de marzo de 2011

Mistakes in Eternal winter expansion pack

Hi everyone!

While reading a Eternal winter expansion pack's review in Boardgame Geek written by the user The Duke BGG I have read about two important mistakes in this expansion pack:

  1. In the adventure maps provided for open areas, there have been used more than the three trees the basic board game provides. In the Dungeon Master's Guide from the basic board game we are warned about this: "Make sure you don’t put more features (e.g. trees) into an Adventure than there are in the game.". It seems that they didn't follow their own advice.

  2. Morkhan the barbarian starts from the beginning in level 3 and with the objects called "Barbarian Battleaxe" and "The Ascender" but, although his hero board shows his stats for his Hit Points for levels 1 and 2, it is said nowhere what weapons he can use for those levels.

    And talking about this subject, What objects do you think Morkhan should use for levels 1 and 2? Leave your thoughts.

lunes, 17 de enero de 2011

Card reference guide

Here you have a description of all cards from the basic board game, its two expansions and the new expansion pack I am doing.
LAST UPDATE 17/03/2019
Open Document Format version: Card reference guide.odf
Excel version: Card reference guide.xml

lunes, 1 de noviembre de 2010

Eternal Winter monsters

Frost salamanders:



Scaly Frost Salamanders are fierce, cold-blooded creatures with lethal claws, teeth and lashing tail. Their Cold Aura attack penetrates even solid objects.

Goblin marauders:



These Goblin thieves ride on enslaved Great Dark Eagles, kept through force and trickery. They are skilled at audacious raids and swift escapes.

Skraethor:



Skraethor's greed for jewels is all-consuming and his cruelty legendary. He spreads his wings and breathes icy death onto innocent victims or anyone foolish enough to challenge him.

White dragons:



White Dragons terrorise the skies and their icy breath can slay a warrior from any distance. Their strengh and resilience is as legendary as their greed.

Winter gnolls:



These cunning and voracious part-hyena carnivores are almost as dangerous from a distance as they are in close combat.

Winter goblins:



Winter Goblin tribes attack anything weaker than themselves. These malicious scavengers are cowardly unless

Winter ogres:



Tribes of mean and ugly Winter Ogres roam the wastelands attacking, scavenging and pillaging to satisfy their enormous greed.

Winter wolves:



Tribes of Winter Wolves rip their victims to shreds with teeth and claws or cripple them with a deathly Breath Attack. They move swiftly on the snow.


domingo, 31 de octubre de 2010

Morkahn the barbarian

Warrior spirit courses through Morkahn's blood. He is resilient and extremely strong, especially in close combat, and is at ease in any climate.

When enraged, he is ferocious and single-minded, and will fight to the death rather than surrender.

Tip: Use The Ascender repeatedly to move all the Heroes up onto a towertop.

  • Add 1 to attack score rolled in all Melée attacks.
  • Rage.
  • Full movement on any terrain.


sábado, 3 de julio de 2010

Eternal winter component list


The Eternal winter expansion pack has the following components:

  • 2 cardboard tiles with different snowed terrain combinations printed in both sides.
  • 1 hero figurine (Morkahn).
  • 1 dead hero token.
  • 1 hero board.
  • 8 monster figurines (2 frost salamanders, 2 goblin marauders, 3 winter wolfs and 1 dragon). In some editions, there are 3 frost salamander figurines instead of 2 but only 2 monster cards.
  • 1 stone tower.
  • 4 double door tokens (open/closed).
  • 2 passageway tokens.
  • 26 object cards.
  • 24 monster cards (with "winter" version monster cards for goblins, ogres and gnolls).
  • 1 reminder card.
  • 1 flight dice.
  • 1 adventures book.