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* ThatOneLevel: The 3rd and last part of Lord Stafford's Treasure. You have to deal with a [[StoneWall tough]] Mercenary mook and an armored guard dog. Lord Stafford himself will be using a card that allows his allies to draw an extra card whenever he plays it. But the real problem is that it's a Victory zone style map, Lord Stafford starts by standing in said zone, accumulating points, and its an ''absolute'' slog to get into the Victory zones due to barricades (you can only take 1 step at a time due to difficult terrain, unless you have Free Move). And once you get up close and personal with the frail old man himself (described as having liver-spotted hands)... you find out that he can deal a good amount of damage. Timing is critical in this mission, and losing a party member might give him that last 2 points to win the game.

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* ThatOneLevel: The 3rd and last part of Lord Stafford's Treasure. You have to deal with a [[StoneWall tough]] Mercenary mook and an armored guard dog. Lord Stafford himself will be using a card that allows his allies to draw an extra card whenever he plays it. But the real problem is that it's a Victory zone style map, Lord Stafford starts by standing in said zone, accumulating points, and its an ''absolute'' slog to get into the Victory zones due to barricades (you can only take 1 step at a time due to difficult terrain, unless you have Free Move). And once you get up close and personal with the frail old man himself (described as having liver-spotted hands)... you find out that he can deal a good amount of damage. Timing is critical in this mission, and losing a party member might give him that last 2 points to win the game. This is made even worse by the fact a elven wizard with a few Big Zaps and a bit of luck can end the adventure within less than 3 rounds, making the entire adventure feel anticlimactic.

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** All of the variants of Geomancers are annoying, but Practiced Geomancers in particular can be an absoloute nightmare if you don't have Hover. Spamming damaging ground tiles all over the place is bad enough, but they are always prone to throwing you back in them with Telekinesis if you leave, and can also use Bloom Ground, which duplicates damaging tiles to adjacent squares. Finally, due to the nature of Rock Fall, they are capable of hitting you around corners, which they do at every opportunity. If they aren't dealt with ASAP, it is rather common to see the vast majority of the entire board filled with floor hazards.
* GameBreaker: The devs are pretty quick to patch them out as they appear, but for a while, any strategy based around Whirlwind Enemies (which teleported all enemies to random locations) was nearly unstoppable in multiplayer, since if you based all your equipment around it you could just cast it over and over and your opponents would generally not be able to get into a position where they could do anything. It was eventually nerfed to only move people two spaces.

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** All of the variants of Geomancers are annoying, but Practiced Geomancers in particular can be an absoloute absolute nightmare if you don't have Hover. Spamming damaging ground tiles all over the place is bad enough, but they are always prone to throwing you back in them with Telekinesis if you leave, and can also use Bloom Ground, which duplicates damaging tiles to adjacent squares. Finally, due to the nature of Rock Fall, they are capable of hitting you around corners, which they do at every opportunity. If they aren't dealt with ASAP, it is rather common to see the vast majority of the entire board filled with floor hazards.
* GameBreaker: The devs are pretty quick to patch them out as they appear, but for a while, any strategy based around Whirlwind Enemies (which teleported all enemies to random locations) was nearly unstoppable in multiplayer, since if you based all your equipment around it you could just cast it over and over and your opponents would generally not be able to get into a position where they could do anything. It was eventually nerfed to only move people two spaces. There are also some extremely powerful "amethyst" cards in the game, usually reserved for enemies, but occasionally on certain cards, that if played at the right time, can turn the tide around. These are usually negated by the fact that there are far and few available among the weapons in the game.
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** Resistant Hide is one thing that can make your Wizards feel impotent. It blocks 2 damage 66% of the time, but more importantly, grants complete immunity to Acid, Fire, Lightning and Poison damages. On the other side of the coin, it is also available for your Wizard, so if you are facing elemental spellcaster enemies and managed to get it, it's a GameBreaker.

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** Resistant Hide is one thing that can make your Wizards feel impotent. It blocks 2 1 damage 66% 33% of the time, but more importantly, grants complete immunity to Acid, Fire, Lightning and Poison damages. On the other side of the coin, it is also available for your Wizard, so if you are facing elemental spellcaster enemies and managed to get it, it's a GameBreaker.



* ThatOneDisadvantage: There are many Handicap cards, which range from mildly annoying to absolutely disruptive. Special mentions go to Defensiveness (66% chance to fail spellcasting whenever there's enemy within 3 squares), Loner (take 2 unpreventable damage for each character, both ally and enemy, within 2 squares), Superstitious (discard your hand whenever any character, friend or foe, dies) and Dropped Guard (discard all armor and blocking cards).

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* ThatOneDisadvantage: There are many Handicap cards, which range from mildly annoying to absolutely disruptive. Special mentions go to Defensiveness (66% chance to fail spellcasting whenever there's enemy within 3 2 squares), Loner (take 2 unpreventable damage for each character, both ally and enemy, within 2 squares), Superstitious (discard your hand whenever any character, friend or foe, dies) and Dropped Guard (discard all armor and blocking cards).
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** All of the variants of Geomancers are annoying, but Practiced Geomancers in particular can be an absoloute nightmare if you don't have Hover. Spamming damaging ground tiles all over the place is bad enough, but they are always prone to throwing you back in them with Telekinesis if you leave, and can also use Bloom Ground, which duplicates damaging tiles to adjacent squares. Finally, due to the nature of Rock Fall, they are capable of hitting you around corners, which they do at every opportunity. If they aren't dealt with ASAP, it is rather common to see the vast majority of the entire board filled with floor hazards.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* GameBreaker: The devs are pretty quick to patch them out as they appear, but for a while, any strategy based around Whirlwind Enemies (which teleported all enemies to random locations) was nearly unstoppable in multiplayer, since if you based all your equipment around it you could just cast it over and over and your opponents would generally not be able to get into a position where they could do anything. It was eventually nerfed to only move people two spaces.
Is there an issue? Send a MessageReason:
None


* ThatOneLevel: The 3rd and last part of Lord Stafford's Treasure. You have to deal with a [[StoneWall tough]] Mercenary mook and an armored guard dog. Lord Stafford himself will be using a card that allows his allies to draw an extra card whenever he plays it. But the real problem is that it's a Victory zone style map, Lord Stafford starts by standing in said zone, accumulating points, and its an ''absolute'' slog to get into the Victory zones due to barricades (you can only take 1 step at a time due to difficult terrain, unless you have Free Move). And once you get up close and personal with the frail old man himself (described as having liver-spotted hands)... you find out that he can deal decent amount of damage if he's lucky. Timing is critical in this mission, and losing a party member might give him that last 2 points to win the game.

to:

* ThatOneLevel: The 3rd and last part of Lord Stafford's Treasure. You have to deal with a [[StoneWall tough]] Mercenary mook and an armored guard dog. Lord Stafford himself will be using a card that allows his allies to draw an extra card whenever he plays it. But the real problem is that it's a Victory zone style map, Lord Stafford starts by standing in said zone, accumulating points, and its an ''absolute'' slog to get into the Victory zones due to barricades (you can only take 1 step at a time due to difficult terrain, unless you have Free Move). And once you get up close and personal with the frail old man himself (described as having liver-spotted hands)... you find out that he can deal decent a good amount of damage if he's lucky.damage. Timing is critical in this mission, and losing a party member might give him that last 2 points to win the game.

Added: 853

Changed: 79

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* ThatOneDisadvantage: There are many Handicap cards, which range from mildly annoying to absolutely disruptive. Special mentions go to Defensiveness (66% chance to fail spellcasting whenever there's enemy within 3 squares), Loner (take 2 unpreventable damage for each character, both ally and enemy, within 2 squares), and Dropped Guard (discard all armor and blocking cards).

to:

* ThatOneDisadvantage: There are many Handicap cards, which range from mildly annoying to absolutely disruptive. Special mentions go to Defensiveness (66% chance to fail spellcasting whenever there's enemy within 3 squares), Loner (take 2 unpreventable damage for each character, both ally and enemy, within 2 squares), Superstitious (discard your hand whenever any character, friend or foe, dies) and Dropped Guard (discard all armor and blocking cards).cards).
* ThatOneLevel: The 3rd and last part of Lord Stafford's Treasure. You have to deal with a [[StoneWall tough]] Mercenary mook and an armored guard dog. Lord Stafford himself will be using a card that allows his allies to draw an extra card whenever he plays it. But the real problem is that it's a Victory zone style map, Lord Stafford starts by standing in said zone, accumulating points, and its an ''absolute'' slog to get into the Victory zones due to barricades (you can only take 1 step at a time due to difficult terrain, unless you have Free Move). And once you get up close and personal with the frail old man himself (described as having liver-spotted hands)... you find out that he can deal decent amount of damage if he's lucky. Timing is critical in this mission, and losing a party member might give him that last 2 points to win the game.
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** Trog Gougers. They only appear in two level 7 adventures, but you will hate them. They wield spears, meaning chances are they will poke your characters at a distance while you have to close the gap using a Move card; and if you do, they will simply run away and poke you again. But most annoyingly is their Crude Plate armor card that triggers 66% of the time, blocks 4 damage, and pushes them backwards by one space, allowing them to poke you yet again. The weakness of the the Armor is that it does not protect against attacks from behind, but given the mechanics, completely flanking the enemy is not always feasible.

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** Trog Gougers. They only appear in two level 7 adventures, but you will hate them. They wield spears, meaning chances are they will poke your characters at a distance while you have to close the gap using a Move card; and if you do, they will simply run away and poke you again. But most annoyingly is their Crude Plate armor card that triggers 66% of the time, blocks 4 damage, and pushes them backwards by one space, allowing them to poke you yet again. The weakness of the the Armor is that it does not protect against attacks from behind, but given the mechanics, completely flanking the enemy is not always feasible.feasible.
** Goblin Berserkers. Goblins and Kobolds are your quintessential GoddamnBats in this game, but beware the Goblin Berserkers. They can quickly close the distance using Wild Run (8 space movement, although having to discard 1 card), and if they manage to get in the middle of your party, will quickly cut them down with high-damage, multi-hitting cards such as Mighty Chop, Strong Chop, Obliterating Chop, Raging Strike, and Unstoppable Chop.
*ThatOneDisadvantage: There are many Handicap cards, which range from mildly annoying to absolutely disruptive. Special mentions go to Defensiveness (66% chance to fail spellcasting whenever there's enemy within 3 squares), Loner (take 2 unpreventable damage for each character, both ally and enemy, within 2 squares), and Dropped Guard (discard all armor and blocking cards).

Added: 986

Changed: 87

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** A major offender are creatures with Armor cards that grant complete immunity against a certain type of attack or elements. For instance, [[Dembones Skeletons]] are immune to Slashing and Piercing damages, while [[BlobMonster Oozes]] are immune to Crushing damages.

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** A major offender are creatures with Armor cards that grant complete immunity against a certain type of attack or elements. For instance, [[Dembones [[DemBones Skeletons]] are immune to Slashing and Piercing damages, while [[BlobMonster Oozes]] are immune to Crushing damages.damages. You either bring the appropriate weapons to deal with them, or Armor-removing cards.
** Resistant Hide is one thing that can make your Wizards feel impotent. It blocks 2 damage 66% of the time, but more importantly, grants complete immunity to Acid, Fire, Lightning and Poison damages. On the other side of the coin, it is also available for your Wizard, so if you are facing elemental spellcaster enemies and managed to get it, it's a GameBreaker.
** Trog Gougers. They only appear in two level 7 adventures, but you will hate them. They wield spears, meaning chances are they will poke your characters at a distance while you have to close the gap using a Move card; and if you do, they will simply run away and poke you again. But most annoyingly is their Crude Plate armor card that triggers 66% of the time, blocks 4 damage, and pushes them backwards by one space, allowing them to poke you yet again. The weakness of the the Armor is that it does not protect against attacks from behind, but given the mechanics, completely flanking the enemy is not always feasible.
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Added DiffLines:

* DemonicSpiders: Quite a bit, given the genre.
** A major offender are creatures with Armor cards that grant complete immunity against a certain type of attack or elements. For instance, [[Dembones Skeletons]] are immune to Slashing and Piercing damages, while [[BlobMonster Oozes]] are immune to Crushing damages.

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