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My wife is getting the game for us at the end of September.
So far the game looks(components) and sounds(rules, free adventures) really good.
One concern though, is that some of you mention the game gets bogged down with 4 or 5 players.
How about 2 or 3 which is how we will usually play the game?
How about solo playing 2 characters?
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CS Hearns
Canada Montréal Québec
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My partner and I play this game just the two of us and have lots of fun. Lots isn't the right word, but it's the first one that came to mind. Please replace lots with a bigger word.
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Semi-aquatic, Egg-laying Mammal of Action
United States Hickory North Carolina
I solemnly swear I'm up to no good
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My wife and I have played this several times 2-player and it's been a blast each time.
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Is it easier or harder based on the number of players. (I would guess easier with less players, but maybe not).
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Christopher Scatliff
Canada Winnipeg Manitoba
Dovahkin! No!
I hate overtext but love irony.
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D6Frog wrote: Is it easier or harder based on the number of players. (I would guess easier with less players, but maybe not). Easier with more.
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Smoo wrote: D6Frog wrote: Is it easier or harder based on the number of players. (I would guess easier with less players, but maybe not). Easier with more. Interesting. In fact I hope that is true because that would be a good thing!
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Tor Sverre Lund
Norway Trondheim Sør-Trøndelag
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D6Frog wrote: Is it easier or harder based on the number of players. (I would guess easier with less players, but maybe not). http://bgg.cc/thread/561133/easier-with-5
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fishhaid
United States Downers Grove Illinois
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I have to echo everyone's comments. I've only played it with 1-3 players and it's been phenomenal.
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The Gray Dog Passes Go
United States Reno Nevada
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At present, I prefer two or three players. I've yet to play with five, and honestly have no plans to do so. I suspect that, with five, some of the quickness goes out the window, and that's a huge part of the appeal for me.
Solo works well with any number of characters, although one or two is probably the most manageable. After that, you start getting a lot of cards in play.
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King of All Simians — Not a Mere Diplomat
United States Wilmington North Carolina
Listen, this is no set of rules. I'm not tellin' you what to do, all I'm saying is I'm bringin' up three things that are, like, so important to the whole world, I don't happen to find much importance in.
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I've played a couple with 1, several with 3, and one apiece with 4 and 5. I think I'd echo the consensus, that it bogs a little with more than 3. Not terrible, but some. I thought I'd like a wider representation of character types, but the trade-off in fiddliness and time and elbows might not be worth it for me. I'll definitely play with four again, since it's a number that our group often hits, but I might shy away from five.
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Brian Grell
United States
Florida
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I've played nothing but 2 player games with my wife. So far it has been a blast. It is quite a challenge with only two heroes but if it gets too tough you can always house rule to make it easier.
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Bryce K. Nielsen
United States Elk Ridge Utah
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The game scales really well, a 2 player game plays very similar to a 4 player game. I've found that it's slightly easier with more players, since you can focus on defeating the immediate threat (i.e. monsters) and risk the unknown threat (i.e. encounters).
The end game is probably easier with more players, since you will have more Daily\Utility powers available. The 4 player game we played over the weekend was the one with the massive bone-dragon (Grimestone or something?), and while he attacked every round, it felt that this would have been much more difficult with fewer heroes. Since the controlling player decided whom the dragon attacked, we always made him attack the strongest/most health hero (we circled the dragon, so everyone was adjacent to him). So, after 5 turns, we killed the dragon since everyone did their saved up Daily power. If this were a 2 player game, we probably wouldn't have been so lucky.
But other than the end game, the rest of the dungeon played a lot like a 2 player game.
-shnar
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Todd
United States
Colorado
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Malgamus wrote: I've played nothing but 2 player games with my wife. So far it has been a blast. It is quite a challenge with only two heroes but if it gets too tough you can always house rule to make it easier.
Since I play with kids, we use 3 instead of 2 Healing Surges as suggested in the rulebook to make the game easier. After 4 games, 2 with 2 surges and 2 with 3 surges, we finally won our last game but it came down to the wire.
The game plays well with 3 people. Play a few games and adjust your surges accordingly.
Maus
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Craig Rose
United States Walnut Creek California
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I played a few times with two and it worked well. In each of those game, though, someone played a cleric, since healing is quite limited.
We also played 4 and 5 player games. Running through the early adventures, seemed a bit easier, but when we went up against Gravestorm, we were decimated.
The game time was the same regardless of the number of players, at least in the adventures we tried. This is because the end game trigger tile is a somewhat set number. Two people can reveal map tiles as quickly as five people, so that tile is going to show up after roughly the same number of turns no matter how many people are playing.
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Bryce K. Nielsen
United States Elk Ridge Utah
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Tsugo wrote: I played a few times with two and it worked well. In each of those game, though, someone played a cleric, since healing is quite limited.
That's a good point. The dwarf practically seems required to play this game. Without a healer, you'll run out of surges pretty quick (regardless of the players).
-shnar
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Todd
United States
Colorado
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Game 1 (Icon of Ravenloft): 2 surges w/Wizard, Cleric, Fighter = lost
Game 2 (Infernal Machine): 2 surges w/Wizard, Cleric, Fighter = lost Game 3 (Icon of Ravenloft): 3 surges w/Wizard, Ranger, Fighter = lost (*1) Game 4 (Icon of Ravenloft): 3 surges w/Wizard, Cleric, Fighter = win! (*2)
(*1) This was a really close game. We had the icon and 2 of the 3 monsters defeated. 2 characters where "killed" with no surges left and the last player was trying hard to kill the last monster before his turn was up to "win" the game. He couldn't make it to the tile with an appropriate attack.
(*2) This was also a very close game. As the Chapel was drawn, the 3rd wraith (one for each player) came out on the board, so we were spread apart the castle each battling wraiths that attacked each turn. We finally won that game as the last wraith was dispatched by the Fighter as the Wizard and Cleric both went down for the count with only 1 surge left.
We determined that for our beginning play style, we definitely need the Cleric but have agreed that once we know the game better, we can possibly go it without.
Maus
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Scott Forster
United States Tucson Arizona
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my results so far, in case it helps:
Game 1 (Icon of Ravenloft) Fighter, Rogue, Wizard: won, 2 Surges used Game 2 (Klak's Artifact) Cleric, Ranger, Rogue: won, 1 Surges used Game 3 (Scenario 5 with Kavan) Cleric, Ranger: won, 1 Surge used Game 4 (Daylight Raid) Cleric, Fighter, Ranger, Wizard: lost Game 5 (Hunt the Dracolich) full party: won, 0 Surges used Game 6 (Hunting Strahd, part 2) full party: won, 1 Surge used
Now, these were all with experienced 4th Edition D&D players, so we're pretty used to managing our power resources. The game definitely got easier with more players except in the Daylight Raid, where we were facing a pile of encounters after the sun went down. We were 2 items away from winning that one, though.
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Bryce K. Nielsen
United States Elk Ridge Utah
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I think Daylight Raid is near impossible, since there are so many discard treasure items, especially in a larger group. Sure, there are more than 20+ keep-items in the deck (assuming you don't use any of those healing potions) but unless you get a lucky shuffle, it's very hard to get a hold of just twelve, especially with double-encounters wacking you at least half of the time.
We managed to win that one, but only by playing the trap Alarm to our advantage. We were 2 spots away from sunset when we revealed the Alarm trap. We decided rather than continuing to explore causing the sun to set and making us draw 2 encounters a turn, let's just let the Alarm go off and only draw 1 encounter per turn, and let the monsters come to us. It was only a 2 player game, so we were able to have a new monster every other turn, and eventually get that 12th treasure.
-shnar
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Matt Sanderson
Canada Thornhill Ontario
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It plays fine with 2-players. My girlfriend and I played "Icon of Ravenloft" and lost pretty horribly. She was rolling badly, though, and was a the Wizard while I was the Ranger, so that may have had something to do with it. An Encounter caused us to reveal the chapel tile and automatically spawn 2 monsters on it, along with the 2 the special rules of the scenario already call for. Needless to say, it was death.
Also, you have to make sure you're playing with the right rules. Leveling up does NOT allow you to regain all your hit-points, for instance. There are some other rules that can make the game slightly easier if done incorrectly.
It's a cooperative game, too, so you can easily play with 2 characters each if you want some more people on the board.
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Verb, subject to the predicate.
United States Madison Wisconsin
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D6Frog wrote: Smoo wrote: D6Frog wrote: Is it easier or harder based on the number of players. (I would guess easier with less players, but maybe not). Easier with more. Interesting. In fact I hope that is true because that would be a good thing!
I was in the same boat, and I'm happy to report that it does seem to be harder with fewer players.
Overall, I'd say that three is probably the sweet spot for the game: it not too easy and it doesn't start to bog down, but there's still enough variety and opportunity for teamwork among the different heroes.
Two also plays well, and there's no reason you couldn't solo with any number of heroes.
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Brian Grell
United States
Florida
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Quote: An Encounter caused us to reveal the chapel tile and automatically spawn 2 monsters on it, along with the 2 the special rules of the scenario already call for. Needless to say, it was death.
I'm curious as to what encounter did that. As far as I know, they all tell you to take a tile from the bottom of the stack. So unless you had a huge dungeon and had worked yourself up to 9-12th tile as the bottom one that shouldn't have happened. The other possibility is that you didn't use the whole stack of tiles?
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Thanks for all the impressions. Sounds like it will work perfect for us! I am glad to hear that game will not be an absolute Hero Quest cake-walk!
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