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Cutthroat Caverns & Deeper and Darker FAQ: Updated 2/2/08 GENERAL RULES CLARIFICATIONS: Can you post a flow chart for all the steps in the game? Begin a New Encounter: Discard (optional) and Draw up to "max hand" Flip Encounter Draw Initiative for 1st round Players wishing to take Potions must do so. Round Begins: Set Attack Cards Player Turn Begins: Attack Card revealed/resolved Succesful Attack(s) added to damage stack Check if Encounter is dead Player turn ends Party's turn ends Resolve 'Specific' Creature Attacks Draw initiative for next round Resolve 'Initiative-Based' Creature Attacks Draw one card (not to exceed "max hand") Round Ends Repeat until Encounter is defeated Prestige awarded Advance 'Round Marker' bead Encounter Ends Table Talk: It is not 'officially' called out anywhere, only implied that you shouldn't as you pointed out. Most of the time, people will not wish to openly discuss what card they are playing - or not without lying anyway. And I think most players would be extremely wary that they were being lied to... but that has implications for their ongoing relationship in the game as well. In any case, when we run events at conventions, we do not allow discussions about having or not having specific cards, nor do we allow people to flash their hands to others to start a negotiation. We do allow table talk negotiations in more general terms. So if you are facing the Arc Mages, you can say that (as Player #1) you are doing the best possible as a good party member (we assume a 0 attack). The next player may say something like "I wish I could do better, but it isn't horrible" (we assume a 20-30). We do this to avoid the harsher feelings of having a player really feel ganged up upon, which is the inevitable conclusion to most negotiations of this sort and we do frown on that. That said, you may house rule it anyway that your group feels makes the experience better. Regarding Encounters who trigger on players 'who did Feint, Slip Behind and Focus Strength are all Attacks that do not 'Hit' nor do damage. Poke with a Stick is an Attack that 'Hits' and counts as doing actual damage to a creature (ie more than 0) even if the damage done is 0. Therefore, as it relates to The Lurker, for example, who 'strikes the player who HIT it for the least amount of damage', only Poke with a Stick would cause it to attack that player out of the four cards mentioned above. NOTE: the RALLY Action Card states that it can be played on any Attack Card. This includes all of the 0 damage cards mentioned above. If a Feint, Slip Behind or Focus Strength is Rallied, it adds 20 damage to that Attack Card - which now counts as both a 'Hit' and damage for 20 this turn. The 'Next Turn' effects would go off as normal next turn. NOTE: Successful vs Unsuccessful Attacks. A successful attack occurs when a player reveals his attack and plays it normally. An unsuccessful attack is one that is either prevented from being played by Edge Out or So, in a case like ARC MAGES, if you wanted to stop a player from successfully attacking the Mages by throwing a Critical Miss on their attack, Arc Mages would ignore that player in the chain. So if they couldn't play a card with more damage than the last, you could save the party by cancelling the attack. Poke with a Stick vs Feint: Or when is 0 greater than 0? ENCOUNTER CARDS: Creature Attacks: Specific Player: In determining which player the creature will attack, all damage comparisons (who did the most damage, least, first, last, etc.) refer to damage done THIS ROUND rather than any previous rounds. For example, 'The first character to damage it' means 'The first character to damage the monster this round'. ENCOUNTER CARDS: Creature Attacks with Effects: Some creature attacks have additional effects tied to the damage they inflict. Ripper, for example, removes a card from the damaged player's hand at random. These are not two seperate events but aspects of one event. The effect is always connected to the damage. This means if you avoid the damage and send it to someone else, they take the damage and the effect. It also means that there is no 'timing' or 'stacking' of effects. So if you are hit with Ripper and hold a Counter Strike, you take damage and lose a card - then you may respond with Counter Strike (if you still have it). ATTACK CARDS: Halving and Doubling Damage: Some cards and effects in the game cause a player's attacks to become halved or doubled. Though not explicitly stated in the rules, the numbers on the sides of the cards are intended for this purpose. Turning an Attack Card clockwise will show 'half damage' and turning an Attack Card upside down will show 'double damage'. It should be noted that some Attack Values do not divide in half easily (5, 25). You don't have to keep fractions in your head. The damage in the 'half damage' side of the card has been rounded for you (0, 15) POTION CARDS: Tipping a potion means rotating it clockwise 90 degrees as a sign that it is being used. Once a potion has been tipped it may not be stolen, discarded, or affected by any other game effect until the potion has run its course. Potions come in two varieties. Instantaneous duration potions which are used up immediately after they are tipped. Lasting potions have a continuous effect with a duration listed on their card. Lasting potions get tipped 90 degrees when first used and another 90 degrees at the start of each subsequent Round until their duration expires and they are removed from play. Potion effects do not carry over to the next Encounter. TIMING: PLAYER TIES: If two players ever attempt to act at the EXACT same time (Special Abilities or Action Cards for example), the player with the lowest Initiative has priority (Player 1 goes before Player 2).
If a round ends before all attack cards are revealed, what happens to face down cards? Once players are dead - do Initiative cards get discarded down to the appropriate number of players? Yes. It is not stated in the rules, but that is the case. What happens if a creature with a Random Attack no longer has a target because the Initiative Card is no longer in play? If a creature is due Random attacks on the party, but the Initiative cards which would have determined the targets of those attacks have been removed due to players dying, the attacks will still occur on the remaining living characters. Substitute 'first player(s) in the initiative' or 'last player(s) in the inititative' as appropriate. Some encounters have counters representing multiple targets - like Wolf Pack, The Boogens and Hydra. If a player does 80 points of damage to a token, does the remainder spill over to other tokens?
I play a Double Strike, draw a card and then play two attack cards – one of which is another Double Strike. How many attacks do I get? Slip Behind + Double Strike Combo Question Edge Out + Mixed Signals Combo Question:
Is 'Alchemist's Fire' an "Attack"? ie, if a player has been 'Tripped' or 'Critically Missed' can 'Alchemist's Fire' still be used? Items are not a part of your hand and are not counted when drawing cards. In fact, because you must play them immediately, they are never part of your hand. They can not be discarded. They are not shuffled in an encounter like Trap Room and the Ripper can't get them. Please clarify when I can use items. BONUS POINT ROUNDS: We're realizing that the game often comes down to the last encounter, in that whoever wins it generally wins the game. When play testing, was it a problem making the bonus prestige smaller? I was considering going +1, +2, +3 instead of 3,3,5. It just seems like it's too much. I can rock the beginning then lose in a heartbeat. This makes the rest of the game seem to matter much less. First off, I encourage the idea of 'house rules' in any game you own. In the end, it is your game and tailoring it or experimenting with it for your particular play group can only extend the enjoyment of the game. So long as everyone agrees with the house rule at the outset. ----- That said, we experimented with a lot of scenarios as it related to the 'end game'. Far worse than the situation you outlined was having a runaway leader that no one could hope to catch. In terms of pure enjoyment, having people know that there was still hope for them throughout the game was extremely important, which is why you see the types of bonus points that you do. -------- In terms of the rest of the game 'not mattering as much' because many games come down to the last two or three encounters, I would say only this... there are two conditions to winning. You have to have the most critters - and you have to LIVE. What matters about the first Encounters is not only how many of them you score, but how much of a beating you took and what enemies you've made. I've seen just as many games go to the second or third player in the prestige race - simply because the leaders died before the end of the game (many times at the hands of the other players). Plus, you may see some balancing factors come in
If I played Focus Strength last turn and then this turn attack for 40, and then someone plays Tougher Than He Looks, how much damage do I do. In other words, does Focus Strength's +30 also get rotated down? Yes. Technically, the way it works is this... the 30 points of damage done by Focus Strength is added to your next attack (which is 40). So when Tougher Than He Looks goes off on that 70 point attack, both cards rotate down to show the diminished impact. PLAN 'B': Can I use PLAN B to switch Initiative Cards with someone - so that they get hit by the Monster's Initiative-based attack instead of me? Nope. You can switch Initiative Cards only after any random attacks are assigned and before the first Attack Card is revealed that Round. This is an 'offensive' card meant to aid you in positioning your attack, not a 'defensive' card to keep you from being hit. After the encounter deck is done, if there is a tie and the tie-breaking encounter is the Blood Mage, Necromancer, or Bugaboo, can that encounter extend the match beyond ten rounds by adding more monsters to the encounter deck (even if the tie is broken after the tie-breaking encounter)? Not so tough: I'm assuming you choose which end to play when you play the card, right? I don't think the rules say, but this seems to be what is intended. You are correct. Amulet of Mentalism: this implies that there is a maximum hand size in the game (since it gives you a maximum hand size of 8). The rules just note that you draw up to 7 at the start of an encounter and draw one each round thereafter. They don't imply a maximum hand size (that I remember) except when drawing up for an encounter. Since effects can make you lose your turn or skip an attack, it seems to be possible to end up with more than the normal 7 card allotment (by being forced to skip an attack while continuing to draw). Do you have to discard when you get more than 7 cards normally? Good question. It is perhaps not as well defined because in two years of playtesting, it just didn't happen alot. Players normally will not end up with more than seven cards, especially when people tend to play more than one card a round - but it can happen. We have not forced discards when those intances occur - even if someone suddenly loses the Amulet of Mentalism. In the rare cases it happens, we simply don't have that player draw if they have 7 or more cards. CRITICAL MISS & TRIP: If I play one of these cards against Double Strike or Opportunity Fire, must it be played immediately or can I wait until after the two attack cards have been played? This is a good question and does point out one fiddley aspect of the rules. Hopefully, common sense will guide most players who encounter it. But here is the official answer: Let's start with Double Strike. It may be played immediately or after the attacks have been revealed. (Normally, these cards would play AFTER revealing a standard attack) Because the wording on both Trip and Critical Miss states "Their attacks all miss this Round", the timing matters far less. So no matter when you play it, all the Attacks fail this Round. (Including a Counterstrike if they tried to play it before Round's end) Now the fiddely part comes with Opportunity Fire and here I hope common sense guides people. Critical Miss and Trip can be played at three times here - when Opp Fire is revealed, when attack one is played and when attack two is played later in the Round. If played when Opp Fire or attack one is played, it is the same as with Double Strike - every attack will fail this round. If however, it is played later in a round to affect the second attack, we assume that the interfering player has allowed the first hit to land and it is not cancelled retroactively. The second attack and any other (as with Counter Strike) would be ruined. TRIP & CRITICAL MISS: Similarly, how would it interact with the action card Counter Strike. Presumably here it cannot be played immediately counter strike is played, since this is not an attack card. But can it be used against the two attack cards which follow it? Correct. You can't 'cancel' an action card with Trip, but you can spoil both attacks that result from it and can play it in response to either two. Both will fail either way. But like above, it does not cancel a hit that has already scored by that player far earlier in the Round. COUNTER STRIKE TIMING: Whilst fighting the creature "Axe" we had reached the part of the encounter where Axe would attack player 2 ( thus damaging the players either side for half the damage of player 2). The damage was carried out. Then, I (player 2) proceeded to play a "Counter Strike" card in which I would draw a card and play down two attack cards (counted as different attacks). I played down a 50 and a 30 attack card, reducing the creatures health to 25. The player on my right (player 3) who had also been damaged, decided then to play the same card (counter strike) therefore putting her in a position to easily defeat the creaure and collect the Prestige points. *What we would like to know is; in such an occasion as this, who should have the right to play "Counter Strike" first? This is a pretty good question - and there is a 'grey' area in contention. I will answer in two ways to highlight a difference in ruling. First, let's talk about the specific scenario you outlined above. In the above scenario, two players were hit - but only you attempted to play Counter Strike (at first). You then had time to draw, play your two attack cards and strike. Now, if you had done enough damage to kill the creature given this timing of events, the creature would be dead and credited to you. Only by Critical Missing or otherwise spoiling your attacks, would the player who waited to see the resolution be able to get their Counter Strike off and swoop in for the kill. But yeah, if you don't kill it, it is there for the taking by Player 3 in the above example. This is in contrast to a scenario when two players attempt to play Counter Strike at the same time. Here, timing is indeed more critical as both may have equal right to a kill. In these types of scenarios, the player with the 'lower' initiative number strikes first. If for some reason, the first player does not kill the creature, the second player may strike. I THINK HE CALLED YOU UGLY TOO!: I think it's pretty clear for random damage monsters that 'replaced' means replaced. So, if a monster would have attacked player #1 and #2, it instead attacked the 'named player' and #2. This can lead to the same player getting hit twice if he happens to be player #2. Is this correct? Yes. But how about for specific targeted players? If a monster would have attacked the 2 players that damaged it most, who would it attack instead?
THE BOOGENS: During the Boogens encounter: "The Chieftan attacks all players who have engaged him." Has a player "engaged" the Boogens chieftain only when he has played MINOTAUR: If you become 'lost' and can not attack the creature this Round, can you still play Action Cards on other people? Nope. You have become seperated from the group and can not effect play in any way.
SPITE: Does she attack the player who played the most damaging attack, or the player whose attack(s) totaled the most damage? For example: In a 6 player game, I play double strike and play 20 and 30 pt attacks. 2 other players do 40 and 60 with single attack cards. All others chicken out. Which player are damaged and which attack cards ignored? Spite waits until the end of the Round to determine which player or players did the most damage to her. That is total damage. So in your example, she would attack the two players who did the most damage, you with your double strike 20+30 and the player who did 60. All of those cards are removed and do no damage to her. Does Spite attack anyone if no one does damage? More broadly, what is the default for encounters for which the target is based on damage done, does everyone get attacked or no one when no damage is done? If no one damages her, no one is attacked. None is never 'Most'. Does Alchemists Fire count as damage towards 'Spite'? How? Yes, it DOES count towards damage, but it doesn't get discarded (Spite only removes Attack Cards). So, if Player A played an Attack of 40 and used Alchemists Fire for an extra 30, and if Player B played an attack value of 50 - in this case Player A would have done the most damage (70) - meaning that his attack card (40) is discarded - but the Alchemist's Fire for 30 and Player B's attack of 50 still stand. SPITE: If Spite strikes you because you are the one that did the most damage – and you play Counter Strike, what happens?
Fear: When do I add a token to FEAR? The token is intended to be added after its attack. So the first attack, as stated on the card, is 10 points. Next turn it will be 15 and so on. HATE: says which becomes player #1 for the first round. A) Is initiative card #1 set aside and the others doled out randomly? B) what if there's a tie for the top card discarded to hate? Do people tied for #1 randomly determine who is #1 to figure out which order they play out attacks in? A: Yes. B: Yes. Battle Troll: Says it strikes the first player to damage it for 20 and the last player to strike it for 10. Can you clarify? Is it attacking a player for 20 points or attacking the player who has done 20 points? Bad phrasing on my part. The first person to damage the creature this round is struck for 20 and the last person to damage the creature this round is struck for 10. Sorry for the confusion.
If an attack against the Arc Mages misses (via a Trip or Critical Miss card) does the next card played have to beat the attack value of the attack that missed. RIDDLE ROOM: In a 3 and 4 player game, the discards from our hands don't leave enough cards for a 5x5 grid of cards. What do we do? Draw the rest from the draw pile to complete the grid. RIDDLE ROOM: Is a "Match" a "Match" for damage or card name or do both have to match to count as a Match (i.e., do level 0 damage special attack cards match if they have different names)? I'm assuming that they have to be an exact match. THIS IS A FAQ CHANGE (because I goofed when I answered it last.) The card needs to be an exact match. WOLF PACK: I know that creature stats scale up with the number of players and don't go down if players die during play - but what about tokens? If we start with 6 players and three are dead by the time WOLF PACK is revealed, how many tokens do we put out? You probably guessed correctly. The same number of tokens as you would set out for 6 players. They do not scale down. (This is true of HYDRA tokens in the expansion game as well.) How exactly does OGRE'S CHALLENGE work? We aren't sure if you can 'hit' just once... or many times until everyone passes or busts? Also... if two people tie for closest do they both win?... or do they flip a coin? TRAP ROOM: Please take me step by step through this Encounter. Sure. All players pitch their hands in the center of the table face down and stir the newly formed pile around. Then, in initiative order, players draw from this common pile - trying to avoid the listed cards. Think of the listed cards as actual traps. If you are the first to pull the 10, you get hit for 10. Then that particular '10' is sprung and will not hit again. If a value is listed twice, treat each as a seperate trap. Do this for every damage value listed, given the number of players per the chart at the bottom of the card. If there are some listed damage values that have not been pulled after three Rounds, the encounter ends without further incident. Having discarded your hand to form the trap pile, your hands are irretrievable. So, draw new hands at the end of this encounter, discarding all the cards in the 'Trap' pile. SOULBINDER: Does Soul Binder count creature tokens when calculating its size? Nope, that is just way too far out there. It would be an automatic death sentence for the party. The card should probably be amended to say, "For each Creature-based Encounter that has been successfully killed..." And while that is the official ruling - it seems like a heckuva fun House Rule to play it the other way. Got a Question? Back to Cutthroat page
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