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Posted
Thanks for the info, that's good news.
Posted
Hi, is there card list available listing the updated/fixed cards in the Upgrade pack?
(Just curious while waiting for my pack.)

Also, it may be a good idea to put that info into the Card List PDF, so that both 2nd edition owners and 1st edition+upgrade pack owners know which cards were already fixed and which were not.

Thanks
Posted
You may have done something wrong, because
losts of XP
is not the only thing you need.
You also need
to return a card with keyword "guardian" several times
and
each idol will give you the "guardian"
card :icon_journal: only once - so you need to visit more of them, unless you save or reset the map somehow.
.
Posted
The sharp stone card specifically says "discard this" as part of the effect.
You use the stone by throwing it away (to help with fighting, for example) and don't have it anymore.

The found items with no keywords usually share all these characteristics (in my experience)
- they have the durability of 1
- AND say "Using this item doesn't lower the durability"
- AND have "Discard this" as part of the effect(s)
Posted
Good to know. This makes the item cards like stone more useful, nice.
Posted
The block can be positioned in two ways and still fits the box - that means it can take either 1/2 or 1/3 (approximately) of the tray :thumb_up:

I really like them and use them in both configurations (as more and more cards are moved to banished and save divider during one curse)
Posted
1. no, they mean character figures
2. yes, in my understanding the new player can join at the start of a new session (which means that everyone is already in the same spot after last save), not in the middle of the session.

Reading the rules now, I was wrong, a new character could join the party in mid-session (e.g. if the previous character was killed).
I guess you would put the figure next to any other player figure.
I don't think others are meant to group together when a new character joins mid-session, but maybe the designers will clarify.
Posted
It's no more than 5 spaces away from the 2nd place you mentioned in post #8.
(That is also what post #3 was alluding to.)
Posted
Skills with :7: are indeed very powerfull.
Posted
Thanks for the answer.
Posted
Hi, we have encountered several "Spider bite" events and they worked like this:
When you succeed
nothing happens
.
When you fail
you banish the Spider bite card, and also some bad stuff may happen

The pattern is that
banishing the card (when you fail to cure it) will make every following Spider bite more dangerous. This makes sense thematically as there are probably "eggs under your skin".


Now I want to ask about card A0201 in the area
IV
.
It works contrary to our expectations:
Success banishes the card (which will make Spiders more dangerous in the future).


Is this how this card was meant to work? It's not really a problem we just think it does make less sense thematically this way.
Posted
The thing you are looking for is at the bottom of a
well
. Have you seen it?
Posted
He means "one movement away", that is without crossing any "bridge" cards.
Posted
No, as there is no action on that card.

Action is a white square :action_empty: but that card provides only a brown squate :action_condition: (see icons on the back of rulebook).
This means that whenever you activate an eating action (:action_eat: on some other card, like meat) while standing next to this card, you can use this benefit, e.g. you gain 1 extra card.
Posted
Yes, that could have been done. But I don't think it's an error.
There are some other "one-way" links elsewhere in the game.

Another thing:
If they linked to the "hidden" 144 card, all its other neighbors would still link to 264.

And that might be even more confusing for the players. (Although, I have seen a similar thing done too.)

Either way, it has no effect on gameplay or discoverability of terrains.
Posted
Bratislava, Slovakia here.
Still on our first Voracious Goddess playthrough, but determined not to die ever.
Posted
It is not an error, but by design. Movement in the other direction
can be found by locating a hidden number
Posted
There is also a green card of the same number (as in :card_pick_thumb:) that summons #311 indirectly. You have probably used it already.
Posted
Valid question, since given item technically leaves your inventory.
I think the intention is that if you ever had to discard that card for any reason, it is banished instead. Thematically it's one of a kind item and cannot be found again (but can be given).
I would never banish it while giving/swapping - but I cannot really find an official rule to make this claim bullet-proof.
Posted
We found that clue yesterday
I was wondering about the 10 days east too at first, but then realized that you cannot go 10 cards straight east from the VG - because there is a river blocking your way. The underground entrance is still directly to the east, but to physically reach it you need to use the bridge, and the shortest path through the bridge takes exactly ten cards.
We were satisfied with this explanation and happy we solved it.


But then to "save some time and energy" we decided to use magic (not going to spoil) instead of walking. I just say we overestimated us being able to properly utilize such a powerful item, but it was fun and we recovered eventually ...

We have just reached the cave and don't know about the wheel yet.