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
The Drone teleport is not limited by its range.
Monsters always move as much as they have to, even if it means missing an attack sometimes.
Given attack actions are taken from the survivor's range, if able. If not, then they have a range of 1 (the drone's range).
Ally and Survivor Drones can block damage as long as they have Armor. If they do not have Armor they do not die, they can just no longer block damage.
"End of your turn" is specifically your survivor's turn, where things like Bustling Fungus check if you've moved or not. We should add a "steps of a turn" section to the Action Phase for clarity.
Each monster activates individually, so the 3 Lemurians would deal 1-1-1 damage, not 3.
Cover is meant to block the first point of damage, not the whole attack (but it should probably have a 1 to make it clear).
Glad you are enjoying the game, happy to answer any other questions you have!
Some items say "End of your turn", some say "End of the turn", but there's no "end of the turn" in the rulebook.
We were wondering if the items, such as "Bandolier" proc at the end of the round ? If so, does the "Cautious slug" triggers its effect before, or after the weather event on the end of the round ?
It may be just an harmonization problem, but i hope it will help :D
You ignore weather increases during the Weather Event, so you are indeed lucky (but also if locations are full, maybe you have enough problems lol)
- spawning rules - in rulebook it is written that, if you try to spawn monster on place there is monster already you should increase weather counter. But what if this happens during weather event when counter is already full? Am I just lucky and don't spawn on weather event without consequences?
- The drone section will be more fleshed out in the final rulebook. It still has some development left to do also, so some things might be a little different.
- Drone gives an attack: It is at that survivor's range. If they don't have a range, it is the drone's range.
- Drone takes an attack: It is their range, but survivor's base damage (survivors should always have the same damage as everyone levels up at the same time).
- Spawn: It should read "Place on" and then the text in the bigger box. The 1p/2p, etc is just a reminder of survivor count (as in during weather events, you have to spawn down to 3p if playing with 3 survivors). The placement is not ideal and will probably be changed in the final version.
- Move/Attack is the same as the one featured on the Reset card. The card one should have a slash between the actions though, for clarity.
- There've been a couple updates to the rulebook already, I may end up with another update during this campaign but most of this feedback, if not in these updates, will be used to craft the final rulebook.
- The latest KS update shows a couple of examples of the Rewards and Unlocks that are gained between games.
- You can use as many effects as you have, you can Stun, Stun, and Stun on single attack action. The effect is always 'when you attack', so it happens after the damage is dealt unless it is a replacement effect like 'Lights Out' where it changes how much damage is dealt.
- Hopoo Feather can be used to modify any Move action.
- When you remove a monster from the track, it is now an empty space. The rules state that anytime you kill a monster it goes to the leftmost empty space on the monster track, so it can be filled back later.
- Spawn cards are drawn during weather events and when a monster requires a spawn. No other times.
Lots more feedback to go over. Thanks for the write up, answers below:
- Lepton Daisy should have the same heal symbol as the others. The difference is usually 'icon in box' means it gives the action where just 'icon' is used for explaining or modifying an action.
- Card with up arrow is a reminder that the Reset always returns to hand (instead of going to the discard).
- Bandit Drone: As long as the attack targets a monster in the drone's location, you get the bonus.
- The drone section does need more information, it will be more exhaustive in the final rules.
- Lights Out: Yes. It always deals that amount of damage, regardless of target.
- Stun Lock: Within range of the drone.
- Asterisks on actions modify only that action. Asterisks on items/bonuses can modify any time that action is taken (so support bonus can modify anytime Commando attacks).
But I think drone part in manual should be a bit more well explained. There is a drone, that can give/gain actions like attack. If drone gives attack to the player what is this attack range and value? Also - if drone gains attack - what is this attack range and value?
- I believe you mentioned that the rule book was still being updated but I'm hoping anything that's been answered in these comments will be added (either cleaning up the rules or in an FAQ or an Examples section)
- Is there any chance we will see examples of what upgrading action cards means after you beat a boss monster? That was just something we were curious about due to progression; for instance do upgrades on Action cards stay around in between runs/after deaths or are the upgrades only for that Run?
There's a lot of questions here, but we had a lot of fun and I backed the Kickstarter after our playtest so I'm excited to see the game grow.
- When exactly do you draw spawn cards? We had played only drawing spawn cards on Weather Events, and when a monster card had a spawn symbol on its card you spawn one of its monster; but reviewing afterwards we're thinking it might have been you draw a spawn card and resolve as many rows as are listed in the monster card's effect. Should you be drawing Spawn Cards in other cases? The Spawn card section in general are somewhat confusing and the rules could use more clarification on how they work and what the different symbols mean.
-- How do multiple asterisk effects work? Can a Commando using Suppressive Fire while supported and with a Stun Grenade item use all three asterisk effects on the first Attack* action they have, or do they have to choose one effect? When does the damage of the attack come into play; would the targeted monster be stunned by one of the effects first and then the attack hits thus dealing +1 damage?
-- Also related is the Hopoo Feather which has a Move asterisk cost but I didn't see a single card with a Move* action. When can the Hopoo feather be moved?
-- Related but the Drone section of the rules could use more information. I found some rules mentioned in the comments here that helped (such as how giving an action has it happen immediately and that it uses the player's stats).
- Does the Bandit's "Lights Out" card deal damage equal to the current Large Monster's maximum health (by default 3 but potentially increased to 4)? Meaning if you target anything else (like a boss) with the attack it will deal that damage.
- For MUL-T Drone's "Stun Lock" is the stun within range of the player's card or MUL-T drone's range? Since it's not giving the action I'm not sure.
- Some but not all icons get explanations. For instance the Lepton Daisy has what appears to be a heal symbol, but so does Bison Steak, though the Bison Steak's symbol is what matches the heal symbol on the Player Info card. Are they both heals or does one have a different effect? Bison Steak's looks to be the same symbol as everywhere else, including the symbol on the health dial for max health (and I'm assuming unlike RoR2 it doesn't increase max health).
- What does the symbol card with up arrow on the Reset cards mean (After the "Reset:" and before the weather symbol)? I'm assuming this means everyone redraws their discarded cards but the symbol itself isn't called out anywhere.
First is when you use a drone action to give a player a shoot action for the turn, what range does that shoot action have? Is it the same range as the drone like 1?
Second, if multiple monsters are set to move in a turn, what order do all the monsters move? In our example there were 3 locations in a row that had 2 gips and 1 lemurian, then 3, then 2. If we started moving gips from the front tile with 2 we would only get one weather track. But if we started moving from the last location in the row with 2 we would get 5 weather tracks. How should we move the monsters? Our party decided to just move them in the most beneficial way to us so we only got one weather track
Thank you! Looking forward to more!
- A Weather Event happens anytime the weather tracker reaches the difficulty card, so that happens mostly during the Weather Phase but can also happen during a turn in the Action Phase.
- The "Support" action for the drone is still an action and requires a token. Each action has a drone icon in the top right to signify that it costs 1 drone token.
- I updated the rulebook PDF yesterday with those icons, so it should be live now!
- That is a good idea, could be the back of the logbook or rulebook.
- In the "weather event" section of the book, having the icons printed for the "level symbol" and "health symbol" definitions would be helpful.
- The iconography quick reference on the player boards is great, and a set of "quick reference" cards or back-of-manual one-page briefly summarizing the steps to take in each phase would be an excellent addition.
Looking forward to the full release!
- I found some wording regarding weather events confusing, mainly the timing of the weather phase. A few conditions can cause the weather marker to be moved up the track outside of the weather phase, such as a monster attempting to move while on a location with no move marker, a monster attempting to move to a location already containing the max number of monsters, or a monster attempting to spawn with no minis available in their supply. For spawning, it mentions resolving a weather event at the "end of turn" if the marker reaches the end of track, but there is no mention of this for movement. Is the weather event meant to occur at the end of the current monster turn , (ie; mid-round) as the "turn" wording applies, or after the action phase, during the weather phase , while you are resolving the weather track?
- Are the drone "support" actions a passive bonus like the Player support bonuses, or are they activated with a drone token?
When you spawn monsters, it is always one monster of the type shown on the card, then move down to the next row (if needed).
that said, it was wonderful after the learning curve. i don't think we'd ever get a official full-thing tts workshop mod which means i'll never get my hands on the main game (sorry REX, i'll miss you too buddy), but maybe at the very least i can drag people into ror2 through this.
overall, it isn't perfect but it'll be ironed out, i'm sure. great when you get around the initial 30 minutes of figuring out icons.
good work, i hope the kickstarter does well even if i can't help out
Survivor Drones can gain gold, buy, and use items.
If a survivor in range moves this turn would be a clearer way to write that effect.
Survivors are supported if in a location with a drone is passive, but that action "Support" takes a token.
Reset can be taken any time during that survivor's turn.
Each stage has a different layout of locations, so speed is helpful to get around on later stages.
Hexagons - Yeah the actual tokens are octagons but TTS doesn't have those as a token shape.
Items - All items are 'may' abilities, you are never forced to use an item.
Hopoo Feather modifies any move action.
The monsters speeds are balanced around the size of the monster, Larges only have one 'fast' card, Mediums two, and Small's three. It can be hard to predict what the monsters are going to do, but we've found in testing that once survivors start gaining items they are more resilient to fast monsters as they can prevent damage, move locations, etc in response to their actions.
1/2
What does the "Survivor moves this turn" mean? If ANY survivor moves this turn you can do the action? Or if the survivor you are currently accompanying right now?
Is "Support" a passive? Or do you have to trigger it?
When does Reset trigger? On Round end? On weather effect? Immediately?
When another player resets, you dont get the card you played that round back?
Are items like lensmakers glasses, soldiers skyringe or stun grenade force triggering on second attack?
1. You dont know if a local lemurian will damage you next round -> You need to flee before you could get to low health
2. You dont know if a lemurian could spawn to your location at the end of round -> Even if you're safe right now, you could be dead next round
3. You cant move away beforehand because it's unclear if you will drop to low health in a round due to you choosing a card without knowing what the enemies will do -> You would need to flee before you *could* get dropped to low health
And does it modify any movement or only a movement with a *?
And what does the "Place on 1P", "Place on 2P", ... mean?
Survivor Drones do gain gold and can buy/use items.
They do not have health, only armor. If they run out of armor they can just no longer block damage for survivors.
They are not targeted by monster attacks.