Not really, since your enemies aren't subject to it...This is a good example of time restriction because you have control over it and it seems natural.
Stamina Potions are a must
It's maffs basically. If you burn a card in your first cycle you're depriving yourself of something like 4 turns down the line. The max turns you can have can be calculated from your max cards, but count with 15 on average. So big cards are more valuable than you think and should be used towards the middle or late turns of the scenario. The only exception are classes with auras, which you setup early in the game and forget about, but are also accounted by a larger hand size.
It also depends on the scenario. In the GH campaign the first few missions are way too long, so the timer mechanic kicks in. Later on there are a handful where it's more of a race of movement or damage. This was fixed in new campaigns like Jaws of the Lion, which frontloads DPS races.
Sadly this also means that Stamina Potions are a must on every build, much more than extra health, damage or movement. The additional cards to play give those aplenty. This is supposed to be fixed in Frosthaven, but we'll see.
If youa re dumb like me and thus need something more handholding for the maths, this video has you covered:
Stamina Potions are a must
You probably know this, but stam potions are cut in half by the errata nerf. So only one card. They're still probably the most useful potion, but they require more planning to use and don't extend your lifespan as much anymore. They were ridicoulous at 2 cards.
Used too many skills in first figth? Well in last fight you will auto-lose since you run out of cards to play.
git gud
It's maffs basically. If you burn a card in your first cycle you're depriving yourself of something like 4 turns down the line. The max turns you can have can be calculated from your max cards, but count with 15 on average. So big cards are more valuable than you think and should be used towards the middle or late turns of the scenario. The only exception are classes with auras, which you setup early in the game and forget about, but are also accounted by a larger hand size.
It also depends on the scenario. In the GH campaign the first few missions are way too long, so the timer mechanic kicks in. Later on there are a handful where it's more of a race of movement or damage. This was fixed in new campaigns like Jaws of the Lion, which frontloads DPS races.
Sadly this also means that Stamina Potions are a must on every build, much more than extra health, damage or movement. The additional cards to play give those aplenty. This is supposed to be fixed in Frosthaven, but we'll see.
On the flip side, the first room often has you surrounded by a lot of enemies, making clearing them with burn very appealing. Easy to lose characters in the first round.
You also don't have a sense of how long a scenario is before playing it, so there is a lot of guesswork involved. Which is extremely fun and interactive, like Grunker mentions above.
If youa re dumb like me and thus need something more handholding for the maths, this video has you covered:
Stamina Potions are a must
You probably know this, but stam potions are cut in half by the errata nerf. So only one card. They're still probably the most useful potion, but they require more planning to use and don't extend your lifespan as much anymore. They were ridicoulous at 2 cards.
So they just removed the major stamina potions that are in digital?
Guess they partly removed it because of Three Spears, seems easy to go infinite rounds with him and stam potions.
You probably know this, but stam potions are cut in half by the errata nerf. So only one card. They're still probably the most useful potion, but they require more planning to use and don't extend your lifespan as much anymore. They were ridicoulous at 2 cards.
You probably know this, but stam potions are cut in half by the errata nerf. So only one card. They're still probably the most useful potion, but they require more planning to use and don't extend your lifespan as much anymore. They were ridicoulous at 2 cards.
They are still goddamn ridiculous must buys, which I heavily dislike.
This one is amazing news - it removes the problem with weakening the character when choosing rolling modifiers at level up.5. Frosthaven Attack Modifier with Advantage/Disadvantage
This one is amazing news - it removes the problem with weakening the character when choosing rolling modifiers at level up.5. Frosthaven Attack Modifier with Advantage/Disadvantage
I haven't caught up to FH rules updates, what are those changes exactly.
Also, can you houserule x2/null into +2/-2 already?
It was a variant in the original manual. I'm not a huge fan of RNGesus and I lost a couple of scenarios to a null on a trashed card, so I started using it after the necromancer.For your second question, no. That might be what less randomness is about though? We sure as shit wouldn't be playing with such a rule![]()
Thanks! Has there been any more rule updates that you have a link for?
I'm not a huge fan of RNGesus and I lost a couple of scenarios to a null on a trashed card, so I started using it after the necromancer.
Sooo... Having read all these glowing and fuzzy comments on how good this stuff is, I couldnt resist and purchased it. It better be as gud as advertised, or ELSE!
Bear in mind the Frosthaven implementations that they'll add in the next patch will all be optional.
The new "permanent enhancements" house rule is actually the base rule in the boardgame. Isaac said they were permanent only because the practicality of stickers on cards forced him to make them permanent, so the digital version uses his original vision. They're only adding the permanent enhancements back in because a lot of people complained.
The RNG people complain about are the attack modifiers. A friend of mine really doesn't like them. I don't mind them however because I'm used to much more relentless RNG.
Bear in mind the Frosthaven implementations that they'll add in the next patch will all be optional.
The new "permanent enhancements" house rule is actually the base rule in the boardgame. Isaac said they were permanent only because the practicality of stickers on cards forced him to make them permanent, so the digital version uses his original vision. They're only adding the permanent enhancements back in because a lot of people complained.
From my experience in digital campaign I barely got to enchant anything before the character retired. The >300 gold enchantments seem insane to burn money on.
Not surprised people complained.
I was quite surprised by that decision too, especially knowing how expensive the enhancements are (even more for high level cards). From what I recall, a typical strategy on retirement was to sell all equipment (it is returned to the store anyways) and put the best enhancements on cards. To tell the truth I never really liked this system in the board game it the first place and I think it should have been scrapped.Bear in mind the Frosthaven implementations that they'll add in the next patch will all be optional.
The new "permanent enhancements" house rule is actually the base rule in the boardgame. Isaac said they were permanent only because the practicality of stickers on cards forced him to make them permanent, so the digital version uses his original vision. They're only adding the permanent enhancements back in because a lot of people complained.
From my experience in digital campaign I barely got to enchant anything before the character retired. The >300 gold enchantments seem insane to burn money on.
Not surprised people complained.
You don't "burn" money since you can get it all back, essentially respeccing it. However it is decidedly a late game thing after the changes. I think the change could have been good because the permanent enhancements kind of threw progression systems out of whack, but I do think they're way too expensive as temporary adjustments. It seems a bit odd that they removed the permanency but kept the price so steep.