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Planet Apocalypse: Proposed Rules Clarifications and Adjustments
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Sandy Petersen
211 Posts
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May 25, 2020 - 10:02 am

This is what I’m looking at doing. To cut to the chase, rule 2 & 3 are the intended fix for the double-spawn.

PA 2 rules changes & clarifications

  1. You can only have one gift of each named type. I.e., you can’t have two swords of the spirit.
  2. 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.
  3. Invasion tokens and minions do not group together under the Lord’s Shadow but move independently. If heroes enter the Shadow, then all tokens under the shadow resolve and group together into the heroes’ area.
  4. 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.
  5. 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.
  6. 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.
  7. 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.

Discuss?

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poondog
9 Posts
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May 25, 2020 - 11:34 am

Hi Sandy, thanks for the clarifications.

For #3, do you mean to say Invasion tokens AND minions do not group together under the Lord’s Shadow but move independently?  For example, what will happen to the revealed minions that circle around from the Start on the Doomgate map?

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poondog
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May 25, 2020 - 11:42 am

Also, is #3 intended to replace the section in the Lord Cycle that says “As the Lord’s Shadow expands, group together all minions and invasion tokens under the Shadow as if they were in the same area,” or is it intended to be an addendum?  For example, should they still group together during a Lord Cycle, but any other time they should move independently?  Or should they always move independently?

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poondog
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May 25, 2020 - 11:55 am

Nevermind, ignore my second question.  I realize that playing it as an addendum rather than a replacement will still cause the double invasion token issue to occur.

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gilbertguillen
35 Posts
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May 25, 2020 - 1:15 pm

Doomgate if those minions are in the shadow lord when you fight him, it add on to the hell time as normal plus any invasion tokens in the shadow, if they are in the Lord’s area, its not an invasion token and so an invasion token will spawn, some maps of course are special and should work as they were intended :P, the minions would still move 1 space in the movement phase, so the longer it takes to kill the lord if they pass well can be more problematic 😛 to fight the lord without fighting them to 😛

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ToeSama
13 Posts
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June 6, 2020 - 3:41 am

Well, since folks are talking well enough on the topic of the double summon issues, I figure I’ll shift conversations to somethings I find concerning. I covered this in the discord, but figure I should bring it back up here for further discussion on the matter.

 

1) The adjustment to Bernice’s Teamwork ability is a humongous nerf. I understand the connection between Dorothy’s ability creates undesired loop, but to cut her dice down to only being doubled makes getting help from the rest of her team in those instances meaningless, and utterly tanks her effectiveness in a game without Dorothy thusly, Dorothy’s presence being the linchpin that the nerf hinges on. If Bernice needs a correction to her Text to allow Dorothy to not need her own adjustment, I would suggest to make Bernice’s ability say she can only gain 1 die per Teammate who helps her, allowing her team to contribute in full as before while accounting for Dorothy’s presence in the future.

 

2) The Double gift ban seems heavy handed, if not wholly unnecessary. I get it was how the game was tested, but that seems largely irrelevant unless doubling up on Gifts of the same name somehow creates a specific game breaking situation, and how the game was tested is not always how the game will be played in the hands of the general public. Does one player having multiple copies of the same Gift create any issues? If so, is it tied more to a specific Gift? If it is a legitimate gameplay issue with buying double Gifts in general, I can see reason for it. If not though, looking at individual problematic Gifts would be wiser to do. I understand correcting specific over general takes more time, but the double gift ban seems like a nerf for no other reason than to nerf. There’s rational to give your team’s go to fighter all of your attack buffs. Why would I want to boost Doc Hunter’s offense more than I feel is necessary when I could, and possibly should let Moose have the Sword of the Spirit instead? He’d make better use of it in the long run, especially if I have a decent attack bonus for general mob clearing myself. As it stands, one hero being able to buy multiple copies of Gifts of the same name has tactically sound reasoning to me. Unless there’s a reason for it to not be a thing, removing it as an option seems to be taking a sledgehammer to it when it doesn’t even call for a ballpin.

“Efficiunt Daemones, ut quae non sunt, sic tamen quasi sint, conspicienda hominibus exhibeant.” - Lactantius

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gilbertguillen
35 Posts
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May 25, 2020 - 10:32 am

Really like the changes and clarifies the misunderstanding of the lord cycles with the invasion tokens and makes the Lords battle more epic 😛

The gift thing will hurt me 😛 but is fine, it calls to balance those increasing gift between players

Bernice fix it remains helping all players and allows Dorothy still on assistance but not in the OP way they were used, so it actually I see it as an improvement for Bernice 😛

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Beckikaze
4 Posts
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May 25, 2020 - 11:13 am

I really wonder what all the confusion of the double spawn mechanic is all about. Maybe I did not played the right maps where they cause trouble but I like the double spawns and the intensity it creates. I just want to voice my opinion that it really works in our gaming group.

Keep up the good work, Sandy. Love this game. 🙂

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Anthony Rubbo
35 Posts
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4
May 25, 2020 - 11:25 am

Need to address to Hell teleporting abuse in some way – see https://petersengames.com/foru…..me-issues/

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Anthony Rubbo
35 Posts
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May 25, 2020 - 12:04 pm

My initial gut reaction on 2 and 3 – the true problem really wasn’t double invasion tokens, it was doubled groups of minions (which is caused typically by doubled invasion tokens).  The fact that the above rule fixes double invasion tokens but doesn’t change the situation when tokens are revealed, is a lead that it might not holding up to rigorous testing.

Also, I’m really not a fan of rules which make things less thematic and more “gamey,” especially for a game like this one, and these rules ratchet that up In two ways — A) they create further differential between an invasion token and its revealed set of minions and B) they are very high-swing conditional rules.

So, instead of the nice flow of the game, concentrating strategies & tactics on the real meat of the game, and enjoying revealing the new bad guys and shooting things up, you have to thing of the new gamey contingencies of revealing an invasion token or having Ambushes down which would reveal them.  Now a simple reveal of an Invasion token can trigger the future spawning, and/or or combining, of a ton of minions.

And of course if you change the conditions to Minions instead of Invasion Tokens, then you still have gaminess by the ability to leave a limbo minion in a space to prevent spawning / combining.

I spent an absurd amount of hours on devising and testing changes to this problem and detailing them in other places in this forum which do not contain conditionals like these, as I really, really, really dislike these types of rules.

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ville.mankinen
9 Posts
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May 25, 2020 - 2:22 pm

I sort of agree with Anthony that changes #2 and #3 can easily lead to rather “gamey” tactics, which I generally dislike. Then again, some gamey tactics exist in this game already, like intentionally leaving some 2nd or 3rd Circle demons on the map before revealing an invasion token to avoid spawning new enemies or the Hell teleporting – yet I don’t think those cases make the game feel that much less thematic. Moreover, I think these new changes might actually make some of those old gamey tactics less viable: now you no longer want to pop the invasion token in the Lord’s area just to teleport, because that would lead to an extra invasion token. The other changes all look great, so overall I think these new rules are an improvement.

Still, some map-specific clarifications are needed, especially on change #3: On the Doomgate map, will the revealed minions group with the Lord as soon as they re-enter the shadow (once they’ve completed the circle around the map), or will they do this only when the heroes also enter the shadow? And on the Final Battle map, how should we treat the invasion tokens that are meant to go down Paths 2 and 3, yet are still in the central area after the Lord has already moved – do these tokens always group with the Lord if the heroes enter the shadow? Or does this only happen when the heroes enter the central area itself (as stated on page 52).

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poondog
9 Posts
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May 25, 2020 - 3:13 pm

I don’t think the “gamification” issue will be as serious an issue if we think about that steps of the Lord Cycle.  You would never have to worry about troopers revealing an invasion token prematurely or popping an invasion token at opportune times because the “spawn step” happens after the invasion token in the Lord’s previous area moves to his current area, then the check is made.  The only time it would matter is if the heroes enter hell-time and killl the minions, then the Lord Cycle happens.  This ensures that the the Lord is protected with minions at all times.  We have to remember that many of the house rules that were proposed by others were to simply not spawn an invasion token at all during the Lord Cycle.  This could also have been gamified by allowing the heroes virtually an entire turn against the Lord without any minions in his area.

I do still have the same questions that Ville has on the Doomgate and Final Battle map.

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gilbertguillen
35 Posts
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May 25, 2020 - 4:46 pm

What do you mean about Doomgate??? if minions passes through, score doom, they keep moving 1 space at a time if they are under the Lords Shadow and you enter battle you fight those to, see no issue there really, on Inferno, what problem is with Inferno??? you always spawn 3 invasion tokens as special map rules and fight with 3 invasion token spawns during Lord Batlle, the middle area on Inferno has the Initial Shadow so 2 invasion tokens there and 1 in the 1 path along with the lord as the path 1 will have a shadow there, still the map states Lord Segment unchanged but moves on path 1

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poondog
9 Posts
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May 25, 2020 - 6:22 pm

The question isn’t whether or not revealed minions in the Shadow will join the Lord in hell-time — that’s clear from #3 — the question is whether or not revealed minions in the Shadow are also supposed to move independently (ie. next area vs. out of the shadow).  For Final Battle map, I think your right that it’s clear from Sandy’s wording that the 3 invasion tokens will still group up and join hell-time regardless if you enter the Lord’s Area or center area, since its in the Shadow.

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Anthony Rubbo
35 Posts
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11
May 25, 2020 - 3:06 pm

ville.mankinen said
now you no longer want to pop the invasion token in the Lord’s area just to teleport, because that would lead to an extra invasion token.

That token would have moved out before assessing the spawn, so it doesn’t affect the teleport issue on the majority of turns.

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gilbertguillen
35 Posts
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May 25, 2020 - 4:39 pm

to avoid teleport party, I think that is you don’t fight a single round against the lord then you should only be able to teleport to the start area, that way you won’t jump around the entire map spawning stuff using the Lord as jumping gate

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Anthony Rubbo
35 Posts
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May 25, 2020 - 4:55 pm

poondog said
You would never have to worry about troopers revealing an invasion token  

Agreed re: Troopers – I tried to edit that piece out soon after, but it got locked down — it is only what is in Hell itself that matters, because those were the ones that were double-moving in the printed rules.

poondog said
The only time it would matter is if the heroes enter hell-time and killl the minions, then the Lord Cycle happens.  

That is only assuming by “Invasion Tokens,” it was meant to be both Invasion tokens and Minions.

Otherwise, if you enter Hell Time at all on the turn prior to Lord Cycle, it causes both a new invasion token and the double-movement (no different from the printed rules), regardless of what you kill – because the minions will be revealed, and will group together under the Shadow as normal.

Given a choice between the two ways to interpret it, I would actually MUCH prefer it to mean only the Invasion tokens which don’t combine — that way, you are universally penalized for entering Hell on the turn prior, instead of having it be such a huge swing between killing all minions and all-but-one minion, which is the supreme pinnacle of gameyness.  But I would still heartily suggest a non-conditional, and less mechanically jarring solution over either.

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cberney
2 Posts
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May 25, 2020 - 6:27 pm

My worry for number 3 is that after the Lord has moved 4-5 times, and you somehow have survived this long without accumulating doom. It would make for a very difficult hell-time battle, popping 4-5 invasion tokens. Or make going into hell time, impossible as you could be generating up to 4-5 doom and cause you to lose on popping all the invasion tokens.

I feel the end game on the Invasion map would become unwinnable after the Lord has moved 3 or more times. I know it is a race against time anyway, but putting up more road blocks on top of the despair dice accumulating seems unfair.

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gilbertguillen
35 Posts
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May 25, 2020 - 7:40 pm

How in Hell and in the name of our Saint and Lord Cthulhu will you have any possibilities to win after 4 lord movements ???? and 5 you already lost, means he reached the Start Area 😛

From Dragon Back up is you did not win by the 3rd lord cycle you lost 😛 , well I had not played 4 to 5 player games yet, but I think may be similar situation there 😛

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poondog
9 Posts
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May 25, 2020 - 8:22 pm

Also, I think you’re misinterpreting the rule.  The invasion tokens would still spawn on the Lord’s current position, not the start area.  You would never have more than one invasion token in the Shadow on the first map (although you could have one invasion token + leftover minions from a previous hell-time battle).  Although now that you mention it, yes, we could have this issue on the Moonbase map, since the invasion tokens spawn on the gates and not the Lord directly. 

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