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Heroes Community > Dimension Gates > Thread: A few beginning questions...
Thread: A few beginning questions...
IvortheGreen
IvortheGreen

Tavern Dweller
posted September 26, 2005 09:07 AM

A few beginning questions...

OK sorry I missed seeing the game DEMO'd at GenCon INDY...a few questions here...

First Deck construction - anyone have tips for composition of a 60 card deck...??? i.e. 20 creatures, 5 artifacts, 10 locations etc...

Second - does a starting force have to consist of creatures that can be "made" from the starting town or just any creatures of appropriate level from the same alignment?

Third - Is it just me or is this really a one or two color deck construction game???  I mean - it seems like you are locked into one or two colors at most?

Fourth - anyone have problems with their tiles not fitting together really well - it seemed like mine were really off on their cutting. (not really a game play question - but a QA one instead.)

Thanks,
Ivor

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TheFoeHammer
TheFoeHammer


Known Hero
posted September 26, 2005 04:51 PM
Edited By: TheFoeHammer on 26 Sep 2005

Quote:
OK sorry I missed seeing the game DEMO'd at GenCon INDY...a few questions here...

First Deck construction - anyone have tips for composition of a 60 card deck...??? i.e. 20 creatures, 5 artifacts, 10 locations etc...

Second - does a starting force have to consist of creatures that can be "made" from the starting town or just any creatures of appropriate level from the same alignment?

Third - Is it just me or is this really a one or two color deck construction game???  I mean - it seems like you are locked into one or two colors at most?

Fourth - anyone have problems with their tiles not fitting together really well - it seemed like mine were really off on their cutting. (not really a game play question - but a QA one instead.)

Thanks,
Ivor


1) I have a chart that I start with as a general guide. But I fluctuate from there.

2 Heroes
2 Towns
16 Level 1
8 Level 2
4 Level 3
2 Level 4
3 of the location you need to build Level 4
6 other locations and/or location artifacts
3 purchaseable artifacts
11 skill cards (7 being tactics)
3 spells (if needed for your play style)

The best substitute for any things you decide you don't need would be more level 4s and 3s, even some that you can't build. They are good for flipped guards and/or creature dwellings.

2) No, they can be any, just all from the same alignment as your town. This is a good strategy to take advantage of if you only have a few of a certain level 1 or 2 card. For example, I piut 2 Elves in my starting Nature army, but my starting town builds White Tigers. My second town is an Elf builder in case I need to buy them back later in the game.

3) If you mean in the same army, that is probably true, but the computer game kind of works that way to have an effective army too. At least in smaller scenarios.

4) Some tile fit tighter than others. But I've never had problems lining mine up. Since its cardboard its subject to moisture and expansion. So you may want to make sure you keep them in the bag provided when not playing. Otherwise that's a company question.

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doc8466
doc8466


Known Hero
Event Coordinator Annapolis MD
posted September 27, 2005 12:44 AM
Edited By: doc8466 on 26 Sep 2005

Quote:


First Deck construction - anyone have tips for composition of a 60 card deck...??? i.e. 20 creatures, 5 artifacts, 10 locations etc...


My rule of thumb is
2 Heroes
2 Towns
9-12 skills
3-5 spells (I haven't gone past level 2 spells yet)
10-12 level 1 units
8-10 level 2 units
7-8 level 3 units
5-6 level 4 units
6-7 locations/artifacts

Quote:
Second - does a starting force have to consist of creatures that can be "made" from the starting town or just any creatures of appropriate level from the same alignment?


No.  I start with a Leprechaun in my Nature deck just so I can throw out a quick Fortune.  Having a Unicorn or Elves who throw 4 dice instead of 1 makes it much easier to go for a bigger stack/unit in the early game, which if pressed on from there, might be able to set up an early win.

Quote:
Third - Is it just me or is this really a one or two color deck construction game???  I mean - it seems like you are locked into one or two colors at most?


As far as units go, pretty much yes, with the exception of the no requirement Angels which can be thrown into almost any deck.  I think the only way I'm going to go for 3 or more colors, would be with spells.

Quote:
Fourth - anyone have problems with their tiles not fitting together really well - it seemed like mine were really off on their cutting. (not really a game play question - but a QA one instead.)

Thanks,
Ivor


Not all the tiles I have are perfectly flat, but I haven't had any problem fitting them together.

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Kalidor
Kalidor

Tavern Dweller
posted September 27, 2005 05:17 PM

My only *minor* complaint is that I ordered 1 starter from DGA, just so I could get it a tad earlier than the larger order I sent to an online site.
If, and only if, I was thinking of getting the game based solely on 1 starter, I would be torn.  Because my Chaos decks came with 2 Theif heroes, plenty of chaos spells (that they can't use) and no way to learn them chaos magic...
It will not be a problem for me, as I have 3 more starters and a booster box coming on Thursday...but I did want to play a learning game with my wife while we waited

Other than that...AWESOME.
I cannot wait for my cards to come and build some decks!
Thanks Foe for the guide to building!
J!

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ivorthegreen
ivorthegreen

Tavern Dweller
posted September 27, 2005 06:44 PM

Foe and Doc,

Thanks for the pointers - they helped.  I'm sure I'll have a few more questions as I get ready to play a first game.

Are there any obvious things I need to know that the rule book does not do a good job of illustrating?  


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TheFoeHammer
TheFoeHammer


Known Hero
posted September 27, 2005 08:54 PM

Quote:
Foe and Doc,

Thanks for the pointers - they helped.  I'm sure I'll have a few more questions as I get ready to play a first game.

Are there any obvious things I need to know that the rule book does not do a good job of illustrating?  




Regarding rules its pretty thorough, just make sure you check the FAQ and these forums.

Regarding strategy, there might be a lot (but the rules usually don't cover strategy anyway). One big thing to remember is to protect your Hero and look for other pointers here.

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doc8466
doc8466


Known Hero
Event Coordinator Annapolis MD
posted September 28, 2005 01:59 AM

Quote:
Foe and Doc,

Thanks for the pointers - they helped.  I'm sure I'll have a few more questions as I get ready to play a first game.

Are there any obvious things I need to know that the rule book does not do a good job of illustrating?  



Always happy to help.

As far as the rule book and clarifications, definitely check out the FAQ on the DGA web site and just poke around these threads specifically looking for answers from Startune.  He's "Da-Man"!

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Kalidor
Kalidor

Tavern Dweller
posted September 30, 2005 03:47 PM

Maybe a dumb Q based on the 2 breakdowns listed above.  They are very helpful to get me started, I just need to know if the 2 Heroes listed include the starting one or not?
Are there 2 other heroes in the deck?  Or just 1 to start and 1 other?
Thanks in advance!
J!

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TheFoeHammer
TheFoeHammer


Known Hero
posted September 30, 2005 04:13 PM

Quote:
Maybe a dumb Q based on the 2 breakdowns listed above.  They are very helpful to get me started, I just need to know if the 2 Heroes listed include the starting one or not?
Are there 2 other heroes in the deck?  Or just 1 to start and 1 other?
Thanks in advance!
J!



One to start and one other. Same with the town. Your starting army is pulled from the 60 cards in your deck.

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ivorthegreen
ivorthegreen

Tavern Dweller
posted September 30, 2005 06:52 PM

YEP - I had to count the # of cards and figure that one out... Since it seemed to me that this game would need a few more than 2-3 heroes...but alas...guess not.


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ivorthegreen
ivorthegreen

Tavern Dweller
posted October 01, 2005 03:43 AM

cost of artys

How much do artifacts that can be bought cost ???

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Darkash
Darkash

Tavern Dweller
posted October 01, 2005 03:45 AM

One card; check the FAQ/Errata section of the DGA website for more info.
____________

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ivorthegreen
ivorthegreen

Tavern Dweller
posted October 01, 2005 03:46 AM

Thanks - saw it right after I posted...still not used to looking for the word arsenal...

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ivorthegreen
ivorthegreen

Tavern Dweller
posted October 01, 2005 04:18 AM

GUARDS...

So what happens if late in the game someone assigned to place guards has NO unit cards in his deck...does that person get to reinforce at all???

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thefoehammer
thefoehammer


Known Hero
posted October 01, 2005 05:46 AM
Edited By: thefoehammer on 1 Oct 2005

Quote:
So what happens if late in the game someone assigned to place guards has NO unit cards in his deck...does that person get to reinforce at all???


First, we should be clear, no one is assigned to place guards. It is determined randomly with single card guard flipping that rotates to all players starting with the player to the definer's left, until one flips a unit, and could even end up being the player defining the location. Once a player flips one guard they flip 3 more cards. If they had no cards to add from their hand or deck, whatever units were flipped are the guards and nothing else can be added.

That can even happen early in the game depending on the contents of your hand and adventure deck.

Now if you are asking about a late game player that could never have flipped a guard (because all units are already guarding or in armies), they would never end up as the guarding player and eventually someone else would flip a unit to guard.

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ivorthegreen
ivorthegreen

Tavern Dweller
posted October 01, 2005 05:49 AM

what if in a two player game - both are out of units?  It CAN happen - I am guessing free = no guards.  but what if someone has units in their hand...???  Is it possible to reinforce in this case?

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thefoehammer
thefoehammer


Known Hero
posted October 01, 2005 05:56 AM

Quote:
what if in a two player game - both are out of units?  It CAN happen - I am guessing free = no guards.  but what if someone has units in their hand...???  Is it possible to reinforce in this case?


It can happen and I think the question was asked at Gencon, but I don't remember the answer. Doc might. If not it has to wait until Jonathan returns.

Also a correction to what I said above the "attacking" player is called the "defining" player. Since guards are flipped for once the location is defined, not when its attacked.

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ivorthegreen
ivorthegreen

Tavern Dweller
posted October 01, 2005 06:03 AM
Edited By: ivorthegreen on 1 Oct 2005

Right - and when I said guarding player assigned - that was correct...he/she is assigned once the flip is resolved and a unit is shown.

It would have been clearer if I had said "if a player is attempting to be assigned the guarding role" is all.

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thefoehammer
thefoehammer


Known Hero
posted October 01, 2005 07:58 AM

Quote:
Right - and when I said guarding player assigned - that was correct...he/she is assigned once the flip is resolved and a unit is shown.

It would have been clearer if I had said "if a player is attempting to be assigned the guarding role" is all.


Understood, just wanted to make sure others reading knew what we meant too.

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doc8466
doc8466


Known Hero
Event Coordinator Annapolis MD
posted October 01, 2005 02:41 PM

Quote:
Quote:
what if in a two player game - both are out of units?  It CAN happen - I am guessing free = no guards.  but what if someone has units in their hand...???  Is it possible to reinforce in this case?


It can happen and I think the question was asked at Gencon, but I don't remember the answer. Doc might. If not it has to wait until Jonathan returns.

Also a correction to what I said above the "attacking" player is called the "defining" player. Since guards are flipped for once the location is defined, not when its attacked.


I wouldn't want to bet on it, but I think in that case the person to the defining players left has the option to pull guards from adventure stack/hand.

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