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Current State of Planet Apocalypse Rules Changes and Clarifications.
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Sandy Petersen
211 Posts
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1
June 22, 2020 - 10:15 am

1)     You can only have one gift of each named type. I.e., you can’t have two swords of the spirit.

WHY? Because this is how it was played in every playtest, so I didn’t check for balance re: two or more of the same gift. 

2-A)     Add this rule: first, during the Minion Spawn segment, the Lord only spawns invasion token(s) if no such token is in its current area.

WHY? First part of the fix for the two-invasion problem. 

2-B)     Invasion tokens and Minions move normally and do not group together under the Lord’s Shadow – UNLESS heroes enter the Shadow. In this case, all tokens under the shadow resolve and group together.

WHY? Second part of the fix. 

2-C) After Heroes exit Hell Time, all surviving Minions are placed in the Lord’s Area, regardless of where the Heroes entered the Shadow. 

WHY? Final part of the fix and clarifies where the enemies are placed.

3)     Clarification: to play the full campaign of the Apocalypse, win each map in order from the Invasion to the Final Battle. You will probably have to play some maps more than once before they are defeated.

WHY? I can’t believe I didn’t state this outright in the text already. *kicks self*

4)     Clarification: John Dark’s Forfeit Soul ability can advance the despair track even in Hell Time. This is despite the rule that the despair track “does not advance” during Hell Time.

WHY? Now Dark’s ability makes sense. 

5)     On Bernice Kuchler’s hero card; her Teamwork ability has the following sentence added: You cannot more than double your total dice rolled by this means.

WHY? To fix the potential Dorothy/Bernice exploit which is deadly vs. certain Lords.

6)     Clarification: the only abilities and gifts that can be used in Hell Time are those which explicitly state so, or which simply modify a hero’s attack. For example, Bernice’s Death With Honor ability changes her attack, so it is fine in Hell Time. Naomi Joslyn’s Focus changes her attack after the fact, so it is fine in Hell Time. John Dark’s Dark Exchange is a hero action, so it cannot happen during Hell Time. Hannah Hazard’s Sighted In is theoretically usable in Hell Time, if you want to target minions in an adjacent area outside the Lord’s Shadow. 

WHY? Makes interpretations more clear. 

7) On the St. Peter’s Map, demons exit from St. Peter’s, inflicting their normal Doom loss.

WHY? Spells it out. 

8) On the Final Battle Map, one Invasion Token spawns with the Lord, and the other two spawn in the Lord’s original Start Area. 

WHY? Makes it more clear how this map works, and fits better with the Invasion Spawn clarifications

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chasecreation
4 Posts
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10
July 6, 2020 - 11:56 am

Regarding change #6

This change removes a ton of utility from many heroes in Lord Battles. Victor, Sissy, Penrod, Cindrew, Doc, and Dorothy all loose important abilities in Helltime. Each of these heroes has a strategy section in the rulebook that talks about how to use their abilities in Helltime. 

So am I misreading this rule change? I don’t understand the stated purpose of this change and it has drastic implications for many heroes.

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LuckyHastur
110 Posts
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11
July 6, 2020 - 8:50 pm

Well that’s how they are supposed to work (I think). The change is just clarification in the rulebook.

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chasecreation
4 Posts
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12
July 7, 2020 - 2:33 pm

Change #6 is completely counter to most of the Hero strategies written in the rulebook. Sandy clarified a bit on Discord:

“Your only action in hell time is to fight a boss. Any other actions (first aid for instance) are invalid. Victor Steele’s Charisma and Leadership abilities are valid, because they influence the battle, and are not actions in themselves. They just modify the way your troopers work. He cannot use his Stragglers ability, because he can’t recruit while in hell time.
I should probably not have worded the change such that it called out “attack” specifically, but instead said “battle” abilities.”

So I am not quite sure what he was trying to accomplish with change #6 as it is worded above. I would guess he wanted to clairfy abilities that are hero actions, or those that modify hero actions, cannot be used in Helltime. 

 
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LuckyHastur
110 Posts
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13
July 7, 2020 - 5:15 pm

I guess I’m confused. Are you worried because he didn’t specifically call those characters out their abilities are non-functional in Hell Time? I’m pretty sure they are, or at least their abilities that effect their combat. 

Here’s what I think works in Hell Time:

  • Amelia’s Veteran (Adds 1 damage to a 4th Circler)
  • Bernice’s Teamwork (Increases the value of helping an attack)
  • Bernice’s Death with Honor (Changes her attack… once)
  • Cindrew’s Fidget, Dance! (Reduces damage)
  • Cindrew’s Fight, Sic (It doesn’t work on the Lord, but when you’re mopping up the groundlings…)
  • Cissy’s Good with Gloom (Changes how to pay for helping)
  • Dorothy’s Winsome (Transfer’s damage she could take)
  • Dorothy’s Inner Strength (Let’s you help more than once)
  • Hannah’s Sighted In (Attack the minions next to the Lord’s Shadow)
  • Hannah’s Head Shot (Adds two dice together)
  • John’s Familiar Spirit (Changes the reward for killing demons)*
  • Moose’s All Out (Duh)
  • Naomi’s Focus (Change’s an attack die’s face)
  • Naomi’s Otherworldly Visions (Also duh)
  • Penrod’s Just a Distraction (Reward’s taking statuses)*
  • Penrod’s Brawler (Let’s you take a second attack)*
  • Prof. Max’s Mentor (Let’s you help without being in the same Area)*
  • Tarang’s Gratitude (Gives an extra boost when helped)
  • Tarang’s Silat (Let’s you kill an extra demon)
  • Victor’s Charisma (Borrows other players’ Troopers to block damage)
  • Victor’s Leadership (Changes how much Troopers absorb)

Hannah’s Zeroed In and Moose’s Charge specifically calls out that they cannot use it in Hell Time; John’s Forfeit Soul cannot be used because the Despair Track cannot be increased during Hell Time; Naomi’s Nimble state you cannot move into the Lord’s Shadow

All the ones marked with * are abilities I’m not sure of.

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Anthony Rubbo
35 Posts
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2
June 30, 2020 - 7:54 pm

What is the fix for Hell Teleporting abuse? or, if for some reason none, then at the extreme minimum, what will the reprint of Lord Asmod be?

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Anthony Rubbo
35 Posts
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3
June 30, 2020 - 8:02 pm

See https://petersengames.com/foru…..ge-2/#p458 if someone else’s opinion is needed and you have not been able to play against Lord Asmod yet yourself.

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Sandy Petersen
211 Posts
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4
July 2, 2020 - 11:36 am

I have played against, and watched tests against, Lord Asmod many times. If the team “abuses” the lord teleporting ability, then what happens is that one of them gains a Luck, and then everyone gets to move somewhere. 

I guess this kind of underwhelms me in terms of abuse. I mean, you still have to fight Asmod eventually, plus the other demons. You do have extra Luck to pull it off.   

The real problem is that Asmod’s “menace” is easily avoided. Every other Lord’s menace, in my opinion, is sufficient to thwart any desire to use the Lord to teleport willy-nilly. 

I may change some part of Asmod to fix this. 

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Anthony Rubbo
35 Posts
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5
July 2, 2020 - 11:53 am

Except it’s not just one person gets a luck — especially if the Lord is close to the action: Everybody teleports, then next player attacks on their space, runs into Hell, and repeat on every player’s turn.

The menace of Cthulhu and Scylla (especially while she has 4-6 heads) are not sufficient either.  I agree with you that the others have a fixed cost of entry large enough to discourage.  I detailed elsewhere in these forums why, even without the Luck, we feel it is very powerful to be able to choose your starting space on your turn.

In any case, I am happy that at least now Asmod is being examined!

Best,

-A

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Sandy Petersen
211 Posts
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6
July 2, 2020 - 12:09 pm

I am not nearly as concerned about Cthulhu and Scylla. 

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Anthony Rubbo
35 Posts
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7
July 2, 2020 - 12:17 pm

I understand – I mean, Asmod is not playable right now for us so it’s hard to have a greater concern than that, but, they are still concerns.

I suppose an additional way of looking at it:  I don’t know what the future plans are for the game, but if more Lords may ever come – fix the backbone of the problem now while other rules are being amended, and keep the design space free for whatever future Menace abilities can be dreamed up.

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Sandy Petersen
211 Posts
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8
July 4, 2020 - 9:08 pm

In the meantime, use this: 

UNDER ASMOD’s POWER: a hero in Asmod’s Power must, on his turn, target a hero (chosen by the Captain from those in Hell Time). After this attack, he can choose to retreat. 

 

SCYLLA MENACE: she regrows 2 heads (up to 6 max). If she is already at 6 heads, instead each hero gets 1 Pestilence marker. 

 

CTHULHU MENACE: each hero must take 0 to 6 Sanity tokens. At least one hero must take a minimum of 1 Sanity token.

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Anthony Rubbo
35 Posts
(Offline)
9
July 5, 2020 - 12:27 am

Nice!

Asmod: Still problematic for players doing this later in turn order, as others can just teleport out (retreat) first, setting up for next round at home, or free ride out of their trouble spot from whatever they did earlier, plus of course the free Luck — assuming players do not attack themselves if left alone?
(It is likely worthwhile anyway even if not left alone, just dealing with one human attack.)

While we have the spotlight on Asmod; if interested in taking a look – he still might have some troublesome scaling problems across # of players – i.e. controlling half the number of players in a 2-player game, as ville.mankinen also noted, vs. only a fifth in 5.

Great to see the attention given to the other two Lords as well – Cthulhu will have none of this silliness on his watch!

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