KetarCome on upstairswe're having a partyRegistered Userregular
I might have finally caved and spent disturbing amounts of money on Onslaught 3 of Cthulhu Wars if Magic Pink hadn't posted about some issues with Petersen Games of late. That turned out to be just enough to hold back once again.
So, Magic Pink saved me hundreds of dollars by swaying me from backing a game he loves. And I begin to question the nature of our reality.
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mysticjuicer[he/him] I'm a muscle wizardand I cast P U N C HRegistered Userregular
Hey @Sokpuppet this Card Thief game seems real good but my next cloak upgrade requires beating a level at -3 stealth or more and I don't get how
to do that.
Hey @Sokpuppet this Card Thief game seems real good but my next cloak upgrade requires beating a level at -3 stealth or more and I don't get how
to do that.
Guards only catch you if they can see you, or if you try to mug them, even if you are negative stealth.
So like, you can get into situations where you can wander around snuffing lanterns to your hearts content and then have the exit show up in the dark.
Played fourth game of Terminal Directive last night. I was hoping to get more games in but my friend just got a new phone with VR capability and we were checking that out a bit and he wanted to get a game of Doomtown in as well.
I won the game, and I feel like the runner is pulling ahead a bit. It honestly is making me consider throwing the next game so he gets some storyline and extra bits as well. It's weird having that feeling.
Gameplay spoilers for sections 2, 3, and 5.
So I had two cautions that were restricting my game: keep 3 credits at end of turn, and run at least once per turn.
They were seriously rough some turns but I did my best to not mess up for the first 3/4 of the game, and then I found myself at tick 3 and I had forgotten to run and I had 2 credits. I used my last tick for credits and ended up having to open section 3.
Fortunately it didn't affect my current game much because the cards they add go in between games, but it was at least nice to get some fun flavor with them. Its an interesting idea, putting cards in the runners deck that can help the Corp.
However, taking the penalty removed the run every turn caution and allowed me to focus on money and installing cards which equipped me to handle the server the Corp just installed a likely agenda into.
I took a chance and 3 tags to get into it, but successfully scored the 3 point agenda and won the game. I had the officer in my agenda pile as well so I got to open pack 5.
The Corp has only won 1 game to my 3, so he hasn't opened anything but pack 1 and I've opened 1, 2, 3, and 5. If he wins a single additional game he'll open pack 2, and honestly I'm thinking of doing it. I have been running smart, avoiding the snares and traps and tags (his win came from scorched Earth killing me after taking a tag), but maybe if I play a bit more loose he'll be able to win.
The decks seem even enough, but I think he just plays too conservatively and can't bluff me well enough to catch me on a snare unless I pull it from R&D or HQ.
Played a learning first age of Through The Ages last night and man that game seems real awesome. The guy was saying that a 2p game is about 2hr (one you're both familiar with the game) and man now I want to buy TTA real bad
Edit: annnnnnd bought. A reputable seller on Amazon had a copy for $20! I'm excited!
My YouTube Channel! Featuring silly little Guilty Gear Strive videos and other stuff!
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Custom SpecialI know I am, I'm sure I am,I'm Sounders 'til I die!Registered Userregular
Finally got a few guys together for games last night.
I brought Unlock! Squeak & Sausage (which I played with my wife and her sister last weekend), so I kind of supervised while they played it. It's actually kind of fun to know all the things and watch how they try to figure things out and where they do or don't run into the same traps we did. They ended up finishing with 3 errors and 3 hints with a few minutes to spare, 2 star performance.
Then we played Tyrants of the Underdark, which I think is my favorite deckbuilder at the moment. I sleeved up the expansion groups while they played Unlock, so we played with a deck of Aberrants and Demons. Our end scores were all within about 20 points of each other. I really like the dudes-on-a-map portion of Tyrants, it feels like it lends a much more strategic element to the game so it isn't "just" a deckbuilder. And the variety of the market deck is nice (I prefer the original cards to the expansion, luckily I sleeve so they all shuffle together without much trouble).
Played fourth game of Terminal Directive last night....
I won the game, and I feel like the runner is pulling ahead a bit. It honestly is making me consider throwing the next game so he gets some storyline and extra bits as well. It's weird having that feeling.
Interesting, I felt that the campaign was weighted in the corp's favor. Which matchup are you playing? Are you using the deck lists in the rulebook, or did you build your own?
I might have finally caved and spent disturbing amounts of money on Onslaught 3 of Cthulhu Wars if Magic Pink hadn't posted about some issues with Petersen Games of late. That turned out to be just enough to hold back once again.
So, Magic Pink saved me hundreds of dollars by swaying me from backing a game he loves. And I begin to question the nature of our reality.
Played fourth game of Terminal Directive last night....
I won the game, and I feel like the runner is pulling ahead a bit. It honestly is making me consider throwing the next game so he gets some storyline and extra bits as well. It's weird having that feeling.
Interesting, I felt that the campaign was weighted in the corp's favor. Which matchup are you playing? Are you using the deck lists in the rulebook, or did you build your own?
Playing Weyland vs Ayla (shaper). Rulebook decks and last night runner deck was updated to the one in the FAQ that respects the one core set requirement.
First game went to runner, but I forgot to play investigator card to advance storyline.
Second game went to Corp by killing the runner before they had scored the evidence agenda.
Third game went to runner, scored investigator and it was second win so advanced story.
Fourth game went to runner, but also triggered secondary event during game, and scored investigator to advance story.
The suggested Skorpios deck does look a little tough to pilot. Could win if it lands Hunter Seeker at the right time, but yeah, "make smart runs" is going to be pretty good against it, and it will have a tough time actually scoring agendas if the runner is paying attention.
What's the worst matchup for the decks, not to be conceited but I should probably pilot thr most unfavorable deck possible on order to make the campaign function well against my friends.
What's the worst matchup for the decks, not to be conceited but I should probably pilot thr most unfavorable deck possible on order to make the campaign function well against my friends.
Shaper has a rough time against HB. It's the weaker of the runner decks and even without HB using it's good identity, it still has good enough ice and economy to win out over the runner. The shaper deck has some cute tricks but it's built around trying to make a very bad set of breakers less bad and the pay off when you get setup isn't there.
It's very cute. Just over the strategic complexity barrier to be a favoured choice for her, but will run nicely in my gaming club nights I reckon. I can see the dice based push your luck element will be a much more risky affair with more players as well.
What's the worst matchup for the decks, not to be conceited but I should probably pilot thr most unfavorable deck possible on order to make the campaign function well against my friends.
The SEIDR deck is playing fast advance with boatload of 3/2 agendas and means to recur SanSan City Grid or Biotic Labor. I would not recommend you pilot that one. On the flip side, as mentioned a little ways above, it seems like it would be hard for a new player to thread the needle and get wins with Skorpios, so don't give that one to your friends.
Got to the second castle in card thief, not sure how these damn dogs and torch guards work yet but it's fun figuring it out.
Primarily by the torch guards in particular being real frustrating until you have items to mess with them, which mostly unlock with the emblems from that castle.
Is there a better description of how to play card thief than the in game tutorial?
Bizarrely the tutorial doesn't really explain your goddamn goal in a sensible fashion.
In Card Thief, your goal is to run out the deck. As you move around the grid, you'll remove cards, leaving gaps that will be filled in from the deck. At the end of the deck the level exit card is revealed. Most of the time, moving onto cards costs you Stealth points. You're trying to get through the deck and reach the exit without running out of Stealth points.
The other key goal is to pick up the treasure cheat at some point. It appears once the deck is halfway gone and grows in value the longer you leave it alone.
Every time you take a turn, you make a path through at least two cards, spending Stealth points as you go. Then cards with gaps underneath them fall; gaps are filled from the deck; and certain card statuses change.
The rest is how specific cards work. (Important note: tap and hold on any card to trigger an explanation of that card.)
Basic cards are chests, loot, guards, torches, Stealth moves, Hiding Places, and the exit.
All cards have a Stealth value (usually a cost, sometimes a plus). Some cards also have an arrow that means that when you enter that card, all Stealth values on all current cards are doubled. (Important: which cards have arrows shifts during every refresh phase after you take your turn, so if an arrow is blocking you, it might not be next turn.)
Cards that cost Stealth: chests, loot, guards, torches.
Chests I covered.
Loot is your score.
Torches light adjacent cards. Lit cards may expose you to guards; when lit, the level exit can't be used. Step on torches to put them out.
Guards have a Stealth value and a gaze direction. The opposite of the gaze direction is their weak spot. Move into the guard card from the weak spot direction and you pay no Stealth cost. (It has to be the exact opposite cardinal direction, so moving in diagonally doesn't work.) Step into a lit card in a guard's gaze direction and you'll be caught.
Cards that don't cost Stealth: Stealth moves, Hiding Places, the exit.
Stealth move cards have you executing a tiptoe or whatever. Sometimes this adds Stealth, other times (I think when lit?) it may cause guards to shift their gaze in your direction (while costing zero Stealth).
Hiding Places refill your Stealth points to 10, even if you've gone negative during this turn so long as you end your turn there. Seems to generally be one of these in the deck.
The exit is free to enter but it must be unlit.
(Also, there's a card type out there that will give you a couple Stealth points at the expense of a couple of your collected loot points. Usually worth it, I think.)
Finally for game rules, the Stealth mechanic is not quite "run out of points and the game is over". If you run out or go negative, you can pass through some cards without actually claiming them, giving you a chance if there's a card on the board that increases Stealth. (If there isn't I think you do just lose.)
In terms of the metagame, which is also not explained well...
There are four levels, or Castles, in the map. To unlock more levels you need to collect a certain number of sigils, which you get from treasure chests.
Sigils also unlock equipment cards; you can carry up to three into a level (really two, because you need a slot to carry the chest). You can upgrade equipment cards by completing achievement-like challenges during a run.
--
That's everything I've gleaned from the tutorial and a few runs on the first Castle. Presumably there are new cards in later levels, and probably I've missed a subtlety here or there. Hope this helps!
Is there a better description of how to play card thief than the in game tutorial?
Bizarrely the tutorial doesn't really explain your goddamn goal in a sensible fashion.
In Card Thief, your goal is to run out the deck. As you move around the grid, you'll remove cards, leaving gaps that will be filled in from the deck. At the end of the deck the level exit card is revealed. Most of the time, moving onto cards costs you Stealth points. You're trying to get through the deck and reach the exit without running out of Stealth points.
The other key goal is to pick up the treasure cheat at some point. It appears once the deck is halfway gone and grows in value the longer you leave it alone.
Every time you take a turn, you make a path through at least two cards, spending Stealth points as you go. Then cards with gaps underneath them fall; gaps are filled from the deck; and certain card statuses change.
The rest is how specific cards work. (Important note: tap and hold on any card to trigger an explanation of that card.)
Basic cards are chests, loot, guards, torches, Stealth moves, Hiding Places, and the exit.
All cards have a Stealth value (usually a cost, sometimes a plus). Some cards also have an arrow that means that when you enter that card, all Stealth values on all current cards are doubled. (Important: which cards have arrows shifts during every refresh phase after you take your turn, so if an arrow is blocking you, it might not be next turn.)
Cards that cost Stealth: chests, loot, guards, torches.
Chests I covered.
Loot is your score.
Torches light adjacent cards. Lit cards may expose you to guards; when lit, the level exit can't be used. Step on torches to put them out.
Guards have a Stealth value and a gaze direction. The opposite of the gaze direction is their weak spot. Move into the guard card from the weak spot direction and you pay no Stealth cost. (It has to be the exact opposite cardinal direction, so moving in diagonally doesn't work.) Step into a lit card in a guard's gaze direction and you'll be caught.
Cards that don't cost Stealth: Stealth moves, Hiding Places, the exit.
Stealth move cards have you executing a tiptoe or whatever. Sometimes this adds Stealth, other times (I think when lit?) it may cause guards to shift their gaze in your direction (while costing zero Stealth).
Hiding Places refill your Stealth points to 10, even if you've gone negative during this turn so long as you end your turn there. Seems to generally be one of these in the deck.
The exit is free to enter but it must be unlit.
(Also, there's a card type out there that will give you a couple Stealth points at the expense of a couple of your collected loot points. Usually worth it, I think.)
Finally for game rules, the Stealth mechanic is not quite "run out of points and the game is over". If you run out or go negative, you can pass through some cards without actually claiming them, giving you a chance if there's a card on the board that increases Stealth. (If there isn't I think you do just lose.)
In terms of the metagame, which is also not explained well...
There are four levels, or Castles, in the map. To unlock more levels you need to collect a certain number of sigils, which you get from treasure chests.
Sigils also unlock equipment cards; you can carry up to three into a level (really two, because you need a slot to carry the chest). You can upgrade equipment cards by completing achievement-like challenges during a run.
--
That's everything I've gleaned from the tutorial and a few runs on the first Castle. Presumably there are new cards in later levels, and probably I've missed a subtlety here or there. Hope this helps!
I don't think treasure costs any stealth to move on top of. Also you didn't mention doors, which cost nothing to move on top of, but can only be moved on top of if unlit. Also, based on how much you move in a turn the value of cards can shift.
That's the main stuff, really. A lot of it is just experimenting. Don't be afraid to draw out multiple different moves for a turn and see how it shifts the numbers around.
Edit: I just beat a level at -45 stealth. I feel like that should be an achievement.
A full table clear resets your stealth to 10. So if you can take any actual threats (guards, dogs etc) early and then clear the board of traps and torches etc with a massive negative stealth, it's all good.
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HedgethornAssociate Professor of Historical Hobby HorsesIn the Lions' DenRegistered Userregular
I think you only lose if you step into a guard's line of sight while your stealth is zero or less.
I don't think treasure costs any stealth to move on top of. Also you didn't mention doors, which cost nothing to move on top of, but can only be moved on top of if unlit. Also, based on how much you move in a turn the value of cards can shift.
That's the main stuff, really. A lot of it is just experimenting. Don't be afraid to draw out multiple different moves for a turn and see how it shifts the numbers around.
Edit: I just beat a level at -45 stealth. I feel like that should be an achievement.
Doors can be moved through - "lockpicked" while lit, from one direction. They have an icon on them which indicates the correct direction.
Same goes for the exit.
When you backstab a guard, you get loot equal to the guard's current value (what would be its stealth cost if approaching from a different direction). A way that you can build up a good score is to intentionally keep alerting the same guard over and over to build it up to a very high number, then backstab it at the end of a turn where you've built up a massive multiplier by moving around to lots of spaces that are far from where you started. Risky, though!
Oh yeah, I don't think anyone explained the multiplier, yet? Whenever you enter a space that was not adjacent to the space you started the turn in, it increases the multiplier for the current turn. If you're spending stealth taking down guards or picking up the chest, that's bad, but if you're collecting loot and stealth, it's good! If you start the turn in the center of the map, everything is adjacent to you, so the whole turn will be at multiplier 1, whereas if you start in a corner there are five squares that can increase the multiplier, or if you start in the middle of an edge there are three squares that increase the multiplier. Finishing your turn in the center is a nice "safe" play, ending a turn in a corner is a "risky" play.
Yes, yes, yes. Good enough that I plunked down coin for the official play mat and am fully considering buying sleeves for the first time.
Cluck cluck, gibber gibber, my old man's a mushroom, etc.
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KetarCome on upstairswe're having a partyRegistered Userregular
I should be getting my first game of Century Spice Road in on Saturday, and I'm looking forward to it given what I've heard thus far. That new box o' Splendor expansions is out in two weeks though, and I'm hoping to get a look at them at Gen Con.
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CaptainPeacockBoard Game HoarderTop o' the LakeRegistered Userregular
I've played many games of Splendor and a handful of Century: Spice Road. Of the two, I'll pick the latter and day of the week. It's just more and better of similar, to me. Splendor is checkers, Spice Road is chess.
Cluck cluck, gibber gibber, my old man's a mushroom, etc.
Posts
So, Magic Pink saved me hundreds of dollars by swaying me from backing a game he loves. And I begin to question the nature of our reality.
to do that.
Guards only catch you if they can see you, or if you try to mug them, even if you are negative stealth.
So like, you can get into situations where you can wander around snuffing lanterns to your hearts content and then have the exit show up in the dark.
I won the game, and I feel like the runner is pulling ahead a bit. It honestly is making me consider throwing the next game so he gets some storyline and extra bits as well. It's weird having that feeling.
Gameplay spoilers for sections 2, 3, and 5.
They were seriously rough some turns but I did my best to not mess up for the first 3/4 of the game, and then I found myself at tick 3 and I had forgotten to run and I had 2 credits. I used my last tick for credits and ended up having to open section 3.
Fortunately it didn't affect my current game much because the cards they add go in between games, but it was at least nice to get some fun flavor with them. Its an interesting idea, putting cards in the runners deck that can help the Corp.
However, taking the penalty removed the run every turn caution and allowed me to focus on money and installing cards which equipped me to handle the server the Corp just installed a likely agenda into.
I took a chance and 3 tags to get into it, but successfully scored the 3 point agenda and won the game. I had the officer in my agenda pile as well so I got to open pack 5.
The Corp has only won 1 game to my 3, so he hasn't opened anything but pack 1 and I've opened 1, 2, 3, and 5. If he wins a single additional game he'll open pack 2, and honestly I'm thinking of doing it. I have been running smart, avoiding the snares and traps and tags (his win came from scorched Earth killing me after taking a tag), but maybe if I play a bit more loose he'll be able to win.
The decks seem even enough, but I think he just plays too conservatively and can't bluff me well enough to catch me on a snare unless I pull it from R&D or HQ.
It's been fun though.
Edit: annnnnnd bought. A reputable seller on Amazon had a copy for $20! I'm excited!
I brought Unlock! Squeak & Sausage (which I played with my wife and her sister last weekend), so I kind of supervised while they played it. It's actually kind of fun to know all the things and watch how they try to figure things out and where they do or don't run into the same traps we did. They ended up finishing with 3 errors and 3 hints with a few minutes to spare, 2 star performance.
Then we played Tyrants of the Underdark, which I think is my favorite deckbuilder at the moment. I sleeved up the expansion groups while they played Unlock, so we played with a deck of Aberrants and Demons. Our end scores were all within about 20 points of each other. I really like the dudes-on-a-map portion of Tyrants, it feels like it lends a much more strategic element to the game so it isn't "just" a deckbuilder. And the variety of the market deck is nice (I prefer the original cards to the expansion, luckily I sleeve so they all shuffle together without much trouble).
Interesting, I felt that the campaign was weighted in the corp's favor. Which matchup are you playing? Are you using the deck lists in the rulebook, or did you build your own?
... mission accomplished?
Steam: Elvenshae // PSN: Elvenshae // WotC: Elvenshae
Wilds of Aladrion: [https://forums.penny-arcade.com/discussion/comment/43159014/#Comment_43159014]Ellandryn[/url]
No, those are different titles. Similar, though.
Playing Weyland vs Ayla (shaper). Rulebook decks and last night runner deck was updated to the one in the FAQ that respects the one core set requirement.
First game went to runner, but I forgot to play investigator card to advance storyline.
Second game went to Corp by killing the runner before they had scored the evidence agenda.
Third game went to runner, scored investigator and it was second win so advanced story.
Fourth game went to runner, but also triggered secondary event during game, and scored investigator to advance story.
Shaper has a rough time against HB. It's the weaker of the runner decks and even without HB using it's good identity, it still has good enough ice and economy to win out over the runner. The shaper deck has some cute tricks but it's built around trying to make a very bad set of breakers less bad and the pay off when you get setup isn't there.
It's very cute. Just over the strategic complexity barrier to be a favoured choice for her, but will run nicely in my gaming club nights I reckon. I can see the dice based push your luck element will be a much more risky affair with more players as well.
The SEIDR deck is playing fast advance with boatload of 3/2 agendas and means to recur SanSan City Grid or Biotic Labor. I would not recommend you pilot that one. On the flip side, as mentioned a little ways above, it seems like it would be hard for a new player to thread the needle and get wins with Skorpios, so don't give that one to your friends.
Primarily by the torch guards in particular being real frustrating until you have items to mess with them, which mostly unlock with the emblems from that castle.
Nintendo ID: Pastalonius
Smite\LoL:Gremlidin \ WoW & Overwatch & Hots: Gremlidin#1734
3ds: 3282-2248-0453
I think it's supposed to be a learn as you play kinda game.
Bizarrely the tutorial doesn't really explain your goddamn goal in a sensible fashion.
In Card Thief, your goal is to run out the deck. As you move around the grid, you'll remove cards, leaving gaps that will be filled in from the deck. At the end of the deck the level exit card is revealed. Most of the time, moving onto cards costs you Stealth points. You're trying to get through the deck and reach the exit without running out of Stealth points.
The other key goal is to pick up the treasure cheat at some point. It appears once the deck is halfway gone and grows in value the longer you leave it alone.
Every time you take a turn, you make a path through at least two cards, spending Stealth points as you go. Then cards with gaps underneath them fall; gaps are filled from the deck; and certain card statuses change.
The rest is how specific cards work. (Important note: tap and hold on any card to trigger an explanation of that card.)
All cards have a Stealth value (usually a cost, sometimes a plus). Some cards also have an arrow that means that when you enter that card, all Stealth values on all current cards are doubled. (Important: which cards have arrows shifts during every refresh phase after you take your turn, so if an arrow is blocking you, it might not be next turn.)
Cards that cost Stealth: chests, loot, guards, torches.
Chests I covered.
Loot is your score.
Torches light adjacent cards. Lit cards may expose you to guards; when lit, the level exit can't be used. Step on torches to put them out.
Guards have a Stealth value and a gaze direction. The opposite of the gaze direction is their weak spot. Move into the guard card from the weak spot direction and you pay no Stealth cost. (It has to be the exact opposite cardinal direction, so moving in diagonally doesn't work.) Step into a lit card in a guard's gaze direction and you'll be caught.
Cards that don't cost Stealth: Stealth moves, Hiding Places, the exit.
Stealth move cards have you executing a tiptoe or whatever. Sometimes this adds Stealth, other times (I think when lit?) it may cause guards to shift their gaze in your direction (while costing zero Stealth).
Hiding Places refill your Stealth points to 10, even if you've gone negative during this turn so long as you end your turn there. Seems to generally be one of these in the deck.
The exit is free to enter but it must be unlit.
(Also, there's a card type out there that will give you a couple Stealth points at the expense of a couple of your collected loot points. Usually worth it, I think.)
Finally for game rules, the Stealth mechanic is not quite "run out of points and the game is over". If you run out or go negative, you can pass through some cards without actually claiming them, giving you a chance if there's a card on the board that increases Stealth. (If there isn't I think you do just lose.)
In terms of the metagame, which is also not explained well...
There are four levels, or Castles, in the map. To unlock more levels you need to collect a certain number of sigils, which you get from treasure chests.
Sigils also unlock equipment cards; you can carry up to three into a level (really two, because you need a slot to carry the chest). You can upgrade equipment cards by completing achievement-like challenges during a run.
--
That's everything I've gleaned from the tutorial and a few runs on the first Castle. Presumably there are new cards in later levels, and probably I've missed a subtlety here or there. Hope this helps!
I don't think treasure costs any stealth to move on top of. Also you didn't mention doors, which cost nothing to move on top of, but can only be moved on top of if unlit. Also, based on how much you move in a turn the value of cards can shift.
That's the main stuff, really. A lot of it is just experimenting. Don't be afraid to draw out multiple different moves for a turn and see how it shifts the numbers around.
Edit: I just beat a level at -45 stealth. I feel like that should be an achievement.
A full table clear resets your stealth to 10. So if you can take any actual threats (guards, dogs etc) early and then clear the board of traps and torches etc with a massive negative stealth, it's all good.
Doors can be moved through - "lockpicked" while lit, from one direction. They have an icon on them which indicates the correct direction.
Same goes for the exit.
Oh yeah, I don't think anyone explained the multiplier, yet? Whenever you enter a space that was not adjacent to the space you started the turn in, it increases the multiplier for the current turn. If you're spending stealth taking down guards or picking up the chest, that's bad, but if you're collecting loot and stealth, it's good! If you start the turn in the center of the map, everything is adjacent to you, so the whole turn will be at multiplier 1, whereas if you start in a corner there are five squares that can increase the multiplier, or if you start in the middle of an edge there are three squares that increase the multiplier. Finishing your turn in the center is a nice "safe" play, ending a turn in a corner is a "risky" play.
Still not sure what makes traps trip or not though.
I just unlocked the daily challenges and about halfway through unlocking the second castle.
Seems they value money over the level chest you pick up, which I wish they'd at least add the values together.
Also, I dislike owls.
If I'm reading this right... it sounds sorta like a cross between Consulting Detective and a fantasy RPG?
COME FORTH, AMATERASU! - Switch Friend Code SW-5465-2458-5696 - Twitch
It reads as closer to a multiplayer CYOA book set in the Runebound universe.
E: so come to think of it, though I haven't played it, closest to Time Stories perhaps?
Nintendo ID: Pastalonius
Smite\LoL:Gremlidin \ WoW & Overwatch & Hots: Gremlidin#1734
3ds: 3282-2248-0453
Yes, yes, yes. Good enough that I plunked down coin for the official play mat and am fully considering buying sleeves for the first time.