Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
It truly shines with Table Top Simulator. Hope there will be progress with rules clarifying / rulebook updating. I'm agree with Nica Moriyama, that game is too slow for table version. It took about 4 hours to get our team to floor 2 for the first time. I suggest, sets of rules for more shorter sessions or maybe for longer session for hardore fans would be awesome.
Also increasing character stats on level ups would be great.
The game plays TOO SLOWLY. Me and my pals want to basically stop after reaching the first or second floor. This could be fixed easily by reducing the HP and DMG the enemies do on the earlier floors.
Many enemies are a bit too hard to beat, specially at the start. Huge lack of PSI powers. Why have a psi stat if its going to be used on a paid expansion? Just remove the stat altogether or add the expansion to the base game. At the moment the game is too punishing and it looks like if PSI powers were going to be an important role on it.
Also the rulebook is poorly worded, please consider explaining everything thoroughly because many things I had to make up on my own becasue the rules made no sense.
Quick Question:
When buying skills - If you already have skill level 1 and you want to buy skill level 2, do you pay the entirety of the skill level 2 cost or do you subtract the cost of skill level 1 from skill level 2 to progress from level 1 to level 2. Marine example - Skill 1 = 12, Skill 2 = 24, Skill 3 = 36. Is the cost of progression from 1 to 2 -> 12 "xp" points or 24 "xp" points?
Additionally, do you have to go in order when upgrading skills (i.e 1 -> 2 -> 3) or can you go straight from 1 -> 3.
Finally do these new skills replace your old skills or could you have multiple foraging skill cards (for example) replacing them only if and when you reach your skill limit through hitting your brains ceiling.
I suppose as long as you're listening, I have another niggle: In the board setup, it should be explained that even if you have less than 4 players, you should use all four characters. The only place this information is located is on the "challenges" page, where it mentions that playing with fewer than four characters is an optional difficulty modifier.
As an additional aside, the component list in page 2 of the book doesn't list how many of each card there are supposed to be, so if someone with a physical box had missing components there'd be no way for them to know exactly what they were missing.
6: Yep. The way they're formatted is like skill cards. See:
https://i.imgur.com/9OiyaFb.png
So what they really are is 1 charge Use Instant items? Cool. I couldn't decide whether they were supposed to be Skills, Items, or Recipes, because they share formatting with none of the above.
7. "This Monster follows its target." means that whichever Player character that Monster attacks is the ONLY Player that it will attack. So even if the Player leaves the Area, the Monster will follow after that Player
8. The Player in the Hallway would go first. However, Players in Rooms take priority, with the first Player being the closest one to the start of the Floor.
9. Yes. So long as the target Players are in the same Area as the user of the Item, the user may distribute the points resulting from a Medkit or Sharpening kit as they see fit
10. For Swarm attacks, there is only 1 attack, which is the combined Attack and Fate dice of all applicable monsters in the Area. The target of the attack however, is up to the Players in the Area
First off, thank you for the feedback. Like we've said, we're trying to get as solid a set of rules as we can, and every bit helps.
In answer to your questions:
1. The only weapons with Defence dice are Melee weapons. Accordingly, you may only add those dice to your Defence roll when defending against a Melee attack IF you used a Melee weapon to attack that turn.
2. Stun lasts until the end of the Stunned Player's next attack phase, after which the counter is removed. Can you tell us which Conditions are the ones that imply different effects for Monsters?
3. Monsters summoned by another Monster (like the Fast Response Bot) cannot attack the same turn they are summoned.
4. The Strangler will always appear in Ambush, regardless of it it's spawned in a Hallway or Room
5. Trading can only occur in the same single area (a Hallway OR a Room). You can think of an area as each distinct grouping of placement squares (1-4).
Do stranglers that appear in hallways via the wandering monster track appear in Ambush, or do Ambushes only happen in rooms? (presumably they're always in ambush but still I must ask)
Trading: same room/hall only?
Items formatted like skills: these are actually supposed to be recipes?
"This monster follows its target." - Huh? Explain?
Players in rooms vs player out of rooms (initiative) - Player in room 1 space 4 goes before or after player in hallway 1 space 3?
Can you use sharpening/medkits on other players?
Swarm attacks: Which attack is the "main" attack? The highest one?
Weapon defense isn't explained properly. Presumably if you use a certain weapon on the same round as you're attacked, then that weapon's defense dice adds to your total defense...?
Conditions are only explained on a card instead of the rules themselves, and how to remove conditions isn't explained fully either. Is stun permanent, for example? It's also implied that some conditions behave differently for monsters, but never stated *how*.
And thanks for answering questions. I found the manual a little lacking in some areas and hopefully you'll tiddy it up a little bit.
1. Thanks for the catch! That example will be corrected to reflect the card and the description on page 12, which is to say Foraging is based on Brains.
2. Draw until you match, then reshuffle.
3. The 'Swarm' ability of the Rock Rats (and Brood Mother) occurs whenever there is more than Rock Rat present in a single area (Room/Hallway). Instead of making individual attacks for each Rock Rat, a single combined attack is made once per turn.
4. For the Monster Madness Sys-Admin card, you roll for each monster once per turn. The Player being attacked chooses who is attacked. You can choose another monster as the target.
1. You are correct. Players may only have 1 weapon equipped per turn, which is declared before attacking a Monster.
2. AP (Armour Piercing) ignores Defence results all together. Treat it as immediate damage to the target.
3. When rolling the Fate die as part of a Characters special ability, ignore all results EXCEPT the Special Triggers.
4. Each Room may only be looted once, after all monsters have been cleared from the Room.
1. How do you know Forage is Finesse (based off the example in the manual page 8, but it says in game forage (on the skill cards) is based on brains.
2. When spawning guys from room abilities ie: rat den, (I'm assumeing here) that you make a pile of brood mothers and rock rats from the x deck and shuffle, then draw. Doesn't really say in the manual because each x monster is different. Or do you just draw until you match then reshuffle?
3. On the Rock rats question monster is says Swarm. When does this trigger? How do you know when to do it?
4. On monster Madness sys admin card, Do I roll every single monster once? or each turn? and who picks a unit of players choice? I'm assuming you can pick another monster?
If not, why is it golden bordered etc.
Questions like these come up a bit too much for my liking within just 2 turns of gameplay so far - I will hold off on playing for the moment until a 2nd phase beta comes around with better rules and an FAQ unfortunately.
Also, I will just assume that you choose one weapon to use for an entire turn, to make use of its defense dice etc. All of this stuff really needs to be explained better.
Another question that I have not found explained yet: When you roll AP hits, does the AP hit effectively negate a Defense result of choice, or does it technically not do much most of the time except for when the enemy rolls an equal or greater number of defense dice?
- Monsters move based on the move speed shown on their card, moving as many spaces (Room to Hallway, Hallway to Hallway, etc.) they can per turn towards their closest target (or whichever target they require, some monsters go for targets in Space '1' of any given section as an example).
- Line of sight is a straight-line from Room to connected Hallway, and down all Hallways. You cany make attacks into locked rooms. (You can't attack from the first hallway into the second room, for example. You can attack from the first hallway into the first room if it is unlocked)
Hope that clears up most of the confusion. Kerberos can correct me if I'm wrong.
The way I've seen it played is as such (in reqards to your questions):
- During looting, each player in the room takes turns collecting one item each (until all items are gone). You are free to trade with others so long as you're in the same area (room or hallway) and only during the special phase.
- You do not draw randomly out of the Skill deck, you can select that card (and thus, skill) that you want. So long as you have the points to purchase it.
- One weapon and one armor are "equipped", the rest are in inventory (you can shift these around each turn).
- You can only attack one monster per turn, excluding specials (such as Auto Pistol granting extra attacks). Items that grant extra turns (Energy Drink, Cheetoh Armor) reset that limit.
- Items, Weapons, and Armor all count towards inventory. Skill cards and Items that attach to you permanently do not.
(cont)
Trading items between characters happens during the special phase.
Re the mod... Some snap points for placement of cards and tokens on the board would be handy.
Thanks for the catch! That's a typo from an earlier version of the game. Until we have a chance to correct that, please use the Light Security Bot Mk2's from the Monster X-Deck.
Cheers!