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Reply: Runewars:: General:: Re: Looking for some advice before my first game.

by wisek

Honosbinda wrote:

getting interesting!

Maybe there is sort of an ideal combo of these tokens -- leave out the flood, which I don't like either -- any others to pull that would optimize?


I also skip the explorations tokens in most games with first time players. Later I use them without the Flood (can destroy the map), Temple (can destroy the influence game) and the Raiding Party (2 wounds for 3hp hero means a no-brainer attack and death - I don't need that kind of randomness).

Thread: Runewars:: Variants:: Combat with Battlelore Dice

by Ressless

So i did a little bit work in excel and looked up to make a fair distribution of the results for the 6 sided die from Battlelore with alle Symbols.

This is the distribution of the cards:
Damage RouteSpecialBlank
Triangle2713 20 40
Circle 137 40 40
Rectangle3317 20 30
HExagon4020 20 20

This is the overall Results in % from my distribution:

DamageRoutSpecial Blank
Triangle 33 17 17 33
Circle 17 173333
Rectangle 33 33 17 17
Hexagon 50 17 17 17



You can see that the Red highlighted Numbers are a little bit too far about. The reason is obviously the 6-sided die!
And this is how i distribute to the symbols
SwordDoubleswordCrownMagicArrow-MarkFlag
TriangleSchaden 1Schaden 1BlankBlankSpecialRückzug 1
CircleSchaden 1BlankBlankSpecialSpecialRückzug 1
RectangleSchaden 1Schaden 2Rückzug 2BlankSpecialRückzug 1
HexagonSchaden 1Schaden 2Schaden 3BlankSpecialRückzug 2

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Thread: Runewars:: Rules:: Combat & Winning Move

by Ressless

Hello we played last weekend and i got 4 Questions i was too tired to thing through while playing after 6 hours.

So when a combat happens between two players with their Armies:
1. Can i only put 1 hero per Initiative-Line or Unit per Initiative-Line or as many heroes as you want for a Unit / or a Initiative-Line?

2. Lets say i have units in Line 1, 2 and 5 and my opponent has units in 2 and 3.

If i route or kill all units of my opponent with only my units from line 1 and 2, do i still draw Fate-cards for my Units in Line 5?


3. Hero-Duel:
So lets say i have a weapon/armor/etc.. as a treasure card on my hero and we start a duel. Do i have to reveal this card at the begin of the duel or only when i want to use the card (e.g. in the 2 round of the duel ) but before drawing a fate card?



4. Winning-Move:

Do i have to reveal all of my Rune-markers or all of my Dragonrune-markers or just the amount of 6 Dragonrune-markers?

Thanks in Advance

and best regards,

Tom

Reply: Runewars:: Rules:: Re: Combat & Winning Move

by Anduin

1. you place as many heroes as you want to a unit group.
so: if you have 2 heroes and 2 units of a type in initiative 1 and 3 other units of another type in initiative 1, you can place both units with the first 2 units. You will draw 4 cards and keep 2 for the first group and 3 cards (keeping all) of the second group.

2. you will draw cards for your ini5 units, even if there is no enemy unit left.

3. afaik, you only have to reveal treasure cards when you actually use them.

4. uhm. I think you only have to reveal the runes that allow you to claim victory (in case of the road to victory rules)

Reply: Runewars:: Rules:: Re: Combat & Winning Move

by sigmazero13

Anduin wrote:

1. you place as many heroes as you want to a unit group.
so: if you have 2 heroes and 2 units of a type in initiative 1 and 3 other units of another type in initiative 1, you can place both units with the first 2 units. You will draw 4 cards and keep 2 for the first group and 3 cards (keeping all) of the second group.

I'm not sure I agree with this. The rules read:

"Starting with the attacker, each player may take any number of his heroes in the contested area and place each of them adjacent to a different type of friendly unit." (emphasis mine).

The "different type" implies that you cannot put your heroes next to the same unit type.*


#2 - Technically, you draw cards for those units. For most units (and I think for all Initiative 5 units) all it does is burn cards, which does have impact on the Fate Draw probabilities. That said, Corey has ruled that it's OK to just skip drawing if you want to (but we always do it anyway; at that point, drawing the necessary cards only takes a couple seconds).

#3 - You only reveal a Reward card when you actually use it. Along those lines, if you have multiple "Weapon" or "Armor" cards, you don't have to decide which one you are using until you actually use one.

#4 - You only have to reveal enough to show that you have the necessary amount. In fact, it's a good strategy sometimes to have an extra Rune that you DON'T reveal to thrown your opponent's off; they may focus on taking one of your revealed runes, and you can still win with the hidden one.

Also, note that if you control runes that are already revealed (such as the Dragon Throne or a City), you only have to reveal enough to show that you have 6; you don't have to reveal 6 actual runes.


* - I think I've seen this asked before, so maybe it's worth submitting to Corey just to get clarification. I'll do so and report if I hear differently.

Reply: Runewars:: Rules:: Re: Combat & Winning Move

by sigmazero13

For what it's worth, I got confirmation from Corey. Only one hero per unit type.

MY QUESTION
When a player has multiple heroes in an area before a battle, can he assign multiple heroes to the same unit type? The revised rulebook says this about heroes supporting battle: " Starting with the attacker, each player may take any number of his heroes in the contested area and place each of them adjacent to a different type of friendly unit." To me, the "different type" bit implies that you CANNOT put more than one hero next to the same unit type, but I wanted to check the intent. On the same note, what if the player has more heroes than "unit types"? Is he still limited to one-hero-per-type? (I would say the limitation applies here as well, so the excess heroes could not support). Thanks!

COREY'S ANSWER
Yes, it is limited to 1 hero per unit type. If you have more heroes that unit types in the area, the excess cannot be assigned to units.

File: Runewars:: Various Rulings from Corey

Thread: Runewars:: General:: Parts Wanted

by Kelsam

Hello BGG community,

We recently purchased a used copy of Runewars, and were hoping we could replace some missing and damaged parts.

What we need:
- 1 beige beastman (we have 1 painted one)
- 1 blue footman (1 is missing)
- 1 blue bowman (we have 1 painted one)
- 1 blue knight (malformed miniature)
- 1 green archer (we have 1 painted one)
- 1 purple reanimate (we have 1 painted one)
- 1 red berserker (we have 1 painted one)
- 1 revised edition rulebook (this is obviously not a must since we can get a PDF online, we'd just like like to have one)

If you can provide these parts please PM me!

- Kelsam Tabletop
http://tabletop.samnkels.com/

Reply: Runewars:: General:: Re: Parts Wanted

by mattprice

I would contact FFG customer service. I've had parts replaced for games that I've told them I bought second hand and they were very nice about it. Looks like you're missing quite a few pieces, but if you explain to them your situation, they might be able to help you out. Good luck, this is a great game!

Reply: Runewars:: General:: Re: Parts Wanted

by Kelsam

mattprice wrote:

I would contact FFG customer service. I've had parts replaced for games that I've told them I bought second hand and they were very nice about it. Looks like you're missing quite a few pieces, but if you explain to them your situation, they might be able to help you out. Good luck, this is a great game!


I suppose there's no harm in trying! Thanks for the advice :)

Reply: Runewars:: General:: Re: Rulings from Corey Document

by sigmazero13

Version 16 is now available, if you haven't seen it. Several questions about commanders, and a few questions about some units and heroes. There was one ruling reversal: the prior versions talked about how if a commander was routed prior to a battle, it would be killed if the battle is lost. After looking at the rules, I realized that they say that only a STANDING commander participates, so a routed commander wouldn't be in the battle at all. With this, I sent in another rules question to get clarification, and Corey reversed the ruling.

Reply: Runewars:: General:: Re: Parts Wanted

by Ressless

For the painted one's use nailpolish remover and a old toothbrush and dip it in for some seconds then rub it. But dont dip it too long since its its small plastic.

Reply: Runewars:: General:: Re: Parts Wanted

by Kelsam

Ressless wrote:

For the painted one's use nailpolish remover and a old toothbrush and dip it in for some seconds then rub it. But dont dip it too long since its its small plastic.


I'll probably give that a try if we can't find replacement parts. Thank you!

Reply: Runewars:: General:: Re: Parts Wanted

by Kelsam

mattprice wrote:

I would contact FFG customer service. I've had parts replaced for games that I've told them I bought second hand and they were very nice about it. Looks like you're missing quite a few pieces, but if you explain to them your situation, they might be able to help you out. Good luck, this is a great game!


They responded saying they do not have any of these parts available for us to purchase from them :/

Quote: ... "We no longer have the part(s) you have requested and we are unable to acquire any more." ...

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Thread: Runewars:: Rules:: Flute of Posession and routed units

Reply: Runewars:: Rules:: Re: Flute of Posession and routed units

by sigmazero13

I would say yes. There are many effects which allow moving of routed neutrals, and I'd probably include this as one of them. Granted, most of the effects do specifically include "routed". However, if you select a "grey" result for diplomacy against routed neutrals, they CAN move in that instance and are not destroyed.

Reply: Runewars:: Rules:: Re: Flute of Posession and routed units

by gravey101

yep that was my feeling too Scott. Unless it expplicitely prohibits it, then i say it's good
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