For the heroes in the cell, Luis states that the same caves they use to appear in any room, can see the heroes accidentally going into the cells by accident and we draw cards from the increased morale, which is also why they use their abilities when you put them there. It does feel a bit weird at first, but it works fine. The difficulty is a bit odd for the game, as the family mode is very easy but challenging can be rough, and not sure I want to try hardcore when my copy arrives. I agree for sure that the walls/doors are not very easily spotted on the rooms, maybe the next expansion will have door pieces or something? I haven't played Night Parade yet, but I do have all the Dwar7s games and Covil by Luis, all are good stuff. I can't wait to use the actual meeples and not just the virtual version! The guildmaster's revenge sounds very difficult, with a player actually running the heroes. I got that expansion mostly for the extra crafting cards and meeples instead of the vs. game mode. Great overview!
Luis just replied on BGG with: "The thematic idea on the cells is that our scouts are capturing heroes before they enter the dungeon. When this happens, it motivates our monsters (so you get more cards). A few of the heroes die/escape in the process, so that's why you get 1 instead of one, etc." So I guess there are multiple thematic reasons :D. I think trying Hardcore can be seen as a beat your score, try to get through as many cards as you can before you succumb :D. I wonder if a Prelude thing like Terraforming Mars would work here, like you would start with x amount of loot cards in your deck already when you play hardcore. That might be interesting. I'll have to check out Dwar7s and Covil. I've seen Dwar7s here and there, Covil is new to me. It's a lot of fun to play the guild master though :D, just the monster player definitely needs more firepower in the fight (or just very experienced I guess?). Thanks for the compliment!
@@somanygamessolittletimesmg7725 Oh yeah, you're right on the thematic idea from Luis, I think it was another poster that suggested the heroes chose the wrong tunnels and end up in the cells that way. Either way works!
Hahaha, no not at all :D. I meant that it's too easy once you get used to the game for a bit. The problem is that the jump between family and the next difficulty level is too big so I tend to mix and match a bit. To each their own of course :) Definitely wouldn't say that you suck though because the luck of the draw can totally screw you over as well (as is with any game that uses this mechanic).
Reminds me of that quote from Far and Away: "You just knocked the crap out of the guy that knocked the crap out of me. I'm not sure how I feel about that."
The dragon was designed to be kid-friendly, meaning that they already start strong, you have one big meeple which is easier to pick up and move plan your moves, and very few cards will improve her (so she’s basically almost at her full strength from the beginning). While the other monsters can be greatly improved, most cards will actually hurt the dragon deck. (the exceptions being the beer potion, the oculord and a couple magic cards). So it’s not that she’s stronger than the others. She just starts strong, but will mostly stay the same throughout the whole game.Ofc anyone can play dragon. And dragon plus slimes combo is a great one for any scenario really (the only downside is that you will not craft at all using this). If you have that one ap prone friend, give them the dragon (or the slimes) as they are very straight forward to play.