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Reply: Legends of Andor:: Rules:: Re: Legend 1, killing monsters and advancing the legend track.

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by Wolfram

John Blank wrote:

Just finished Legend 1. ...traveling north east around the river mouth, avoiding the bridges entirely (pretty sure that was a legal path). ...


Yes, this is the key to the legend and legal. Pretty much all of the legends, official always good fan-based most of the times, center around a (different) feature of the game. In L1 it is this topographical feature.

And remember time is a resource, so manage carefully the day track and the narrator's track.

Happy to hear you had fun and tension.

Reply: Legends of Andor:: General:: Re: LEGEND THREE WHEN THINGS STOP BEING FUN.

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by sagitar

At first I was overly pleased to find the solution so simple i.e. we are too stupid for this game, that was really helpful.
:shake:

But now that others with less fortunate brain capacity have chimed in as well, I'm starting to wonder if you are not doing something wrong if you walk through every legend at the first attempt.

Anyway, carefully reading through the posts just in case someone has been overly helpful and given away a solution and I feel much better after the supportive words and confirmation that at times this game can be a beast to beat.

In all honesty I do not mind a good puzzle, the trying to beat the game as a team is what makes this fun. We had our moments with legend two, but at least with that one, you still had good hope as every time you tried you could figure out new ways to tackle hurdles, get back to the drawing board and with some eagerness try your latest solution to tackle the problem.

Legend three is a whole different game.
Every time you try this it can be different, although funnily enough, our attempts turned out very similar in personal quests and monster cards.

You start off with normal set up, here’s your card, there’s your monsters.
For a moment we struggled with the life points as they are not mentioned but than simply decided it must automatically be the usual seven.

So you sit down and carefully follow the new instructions, the one where you place five monster cards on the time track is really silly: you have to roll the dice and that tells you where to place your cards. I don’t like it, it can take ages to roll different number and it is a bit pointless as there are only five places to put them anyway. So why not simply shuffle them and place them.

Immediately after things than become a problem.
You figured, with the gor on 9, the troll on 19 [is it?] will be your biggest problem. A new very powerful [14] monster. But nope you now must turn 5 monster cards and things start going pear-shaped.

In our second game we had gors on 9, 15, 20 and 21 and a troll on 19 and – don’t know the numbers exactly because of my puny brain, but there were some more trolls messing about in the tavern area.

So instantly our dwarf, starting on 7, is in big trouble.
If he doesn’t kill the monsters, we’ll have one in the castle on the 2nd day. Besides our dwarf ever more turns out to be our weak spot as he is notoriously bad with the dice, has a drinking problem: first chance he gets he’s off to the well, which at times makes him even forget he is the dwarf.
“YOU ARE THE DWARF, LOOK AT YOUR TINY HANDS”

After a quick drink the dwarf is back and as expected rolling very bad dice against them monsters, while the wizard and the archer are on their way with one of the farmers, to boost the defences of the castle. It is a difficult journey because the monsters are in the way.

As we understand it we can move through an area ignoring the monsters, which does feel a bit weird I must admit, but this time we are dragging this screaming and kicking farmer along, who is a sure monster magnet, i.e. we have to go the long way around the monsters.
During our first attempt we send he wizard of on his personal quest, which turned out to be a bad idea. So the second time we decided to deal with quests when we found the time.

So at the end of day one, everybody, including one monster, is in the castle. One farmer has sort of cancelled his efforts and the dwarf is complaining about wanting to visit the well.. again.
We wondered do you lose if the shields are filled or is it shields + 1, must check before we try again.

Next day starts really horrible, whatever gave us the idea one of them cards might favour us, if just for once. We drew the one that sort of curses the wooded area around area 24.
If you happen to be there, or if you enter during the game, you lose FOUR life points.
The card says to dismiss it when it is resolved, so not clear what that means, but I assume it means you remove it once it’s done its worst i.e. make someone lose points.

Now on the upside, none of us is there.
On the downside, that is where our remaining farmer is and the dwarf has to pull himself away from the well and take it to somewhere save. As if it’s not annoying enough that you lose him as an extra shield.
Mind you, it cost us enough to keep that farmer alive as we’d already run into a card making the farmer ill and we had to give up life points and gold in order to keep him save.
So at this point we managed to kill off most of the minor monsters and are getting ready to receive THREE trolls. It is then that someone mentions the archers personal quest i.e. he has to slay two monsters on his own.
There is no way he can slay two trolls, or any troll for that matter, without help and so we realised that in our frantic efforts to save the castle, we didn’t plan ahead and leave the archer some ‘easy’ targets. So basically game over.

To me the game feels a bit like a catch 22 thing.
You must keep your castle save or you’ll lose the game.
But you can’t simply go and kill monsters as you like because than you run out of time and lose the game. There are some monsters we don’t even bother with, those dog creatures take far too much effort so it is more logical to just give up shields.
So the ‘save a farmer’ quest if probably a horror in most legends.
Besides in legend three moving along the time track spawns more monsters and at times they appear ridiculously close to the castle.

Legend three really makes you feel like there is no way you can win. Everything you do brings you closer to your doom.

We must kill monsters to protect our castle and to win gold which we need to build our characters strength. We need strong guys to survive the trolls
Killing monsters means we lose time, which we need to complete our personal quests.
Besides it means turning a monster tile i.e. more and stronger monsters.
We need to act as a group to kill strong monsters, so we can’t go out on quests.
At one point it feels like no matter what you try it all results in disaster and if the situation wasn’t difficult enough you have these cards which - in our case – rarely benefit the heroes.

We are starting to wonder if the fact that we play with three heroes is what messes us up.
I know, you get the extra shield in the castle, but I’m ever more convinced this does not compensate for the loss of an extra guy slashing and hacking or running errands.
For our next game we are now considering , to have one of us play with two heroes.



Reply: Legends of Andor:: Variants:: Re: Increasing difficulty with death of heroes

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by sagitar

Ah, lose one strenght point, we missed that.

The rules are easy but many and it's easy to miss stuff in the heat of the legend.

Reply: Legends of Andor:: Rules:: Re: Dropping items while moving

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by jwreschnig

I think it's implicitly not allowed. Dropping is listed as a free action, and the other free actions (shopping, picking up, trading) are explicitly forbidden in the middle of a move.

If you could drop stuff off in the middle of a move, it would make distributing items/gold among the heroes much easier, reducing the difficulty and also reducing the value of the falcon. Some quests would also become much easier - for example in Journey to the North, you could in theory land the boat, get off, drop off the logs, and return to the boat in the same turn. If it is forbidden, either the boat and the other heroes on it are locked down for a turn, or the hero with the logs is abandoned and must travel back slowly and alone.

Reply: Legends of Andor:: Rules:: Re: Legend 1, killing monsters and advancing the legend track.

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by Vardaine

Hi John, glad to see you're liking the game so far. I agree with all the previous posters regarding the advancement of the narrator.

However, you keep speaking of a situation where you would advance the narrator twice. And since this would never actually happen this way, I was wondering what you meant.

If you kill a monster, you advance the narrator. You do so immediately after killing the monster and you have to resolve anything that comes up before you move on. So if the monster was killed as the last action of the last hero before days end, you simply resolve the legend card first for killing the monster. Then your hero goes to sleep and the new day starts.

At the start of a new day, moving the narrator comes last. So you first resolve an event card, move all the monsters (including those who may just have spawned), and at the end of all this you move the narrator.

So, you never actually move the narrator twice. There is always at least a phase where the monsters move in between.

In general, though, killing monsters at the end of the day may not be the wisest thing because you are not able to react to new legend cards.

Reply: Legends of Andor:: Rules:: Re: Legend 1, killing monsters and advancing the legend track.

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by jwreschnig

Vardaine wrote:

If you kill a monster, you advance the narrator. You do so immediately after killing the monster and you have to resolve anything that comes up before you move on.

(This is a tremendously tiny nit to pick; the rest of your explanation is very good.)

You advance the narrator not only after killing the monster, but also after receiving awards for doing so. This can matter if advancing the narrator triggers something which costs or requires resources.

Vardaine wrote:

In general, though, killing monsters at the end of the day may not be the wisest thing because you are not able to react to new legend cards.

This is probably the most important 'intermediate' tactic to learn for Andor. It is not just how many and which monsters you defeat, but also when you choose to defeat them.

Reply: Legends of Andor:: General:: Re: LEGEND THREE WHEN THINGS STOP BEING FUN.

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by Vardaine

Hi Sagitar,

To be sure, Legend 3 is one of the toughest legends in the game. It is certainly not unbeatable though. Honestly, we are finding this one to be one of the best because it is so random that you can replay it multiple times.

A few pointers:

There can be multiple monster tiles on a single spot on the legend track. The rule is a maximum of 2, but ignore that rule. Just roll 5 times and place the tiles on those numbers regardless of how many there already are.

The designer has said that if you draw both fate cards featuring farmers, you should discard one and draw another card. Those cards are widely considered as the worst cards you can draw.

You lose when a monster enters the castle and all shields are occupied. So number of shields+1.

Key in this legend is balancing the defense of the castle while completing the quests. Completing the quests ASAP is important. As is securing the farmers ASAP. Don't be afraid to go into overtime. Especially with characters where willpower is not that important, like the wizard.
Defend the castle with 2 guys while 1 completes his objective. Rinse and repeat until done (should take no more than 3 or 4 days).

Never fight monsters alone, except gors. And only then when you have way more strength than the got. You said the dwarf constantly had to drink. If this is because he was losing combat rounds you've been doing something wrong.

Plan carefully which monsters you want to kill. You can choose to kill only easy monsters like gors and skralls. But an alternative strategy is to kill the stronger monsters because you get higher rewards from them. (Obviously) always prioritise monster chains that will lose you the game otherwise.

Get the helmet for the warrior, get a helmet for the dwarf. Buy a lot of strength for the dwarf (but not all). Give the runestones to the wizard and the potion to the archer. Falcons and spyglass are very situational. I never use a spyglass, tbh, and bows are also not that needed in this legend.

If you are still having problems, you can reduce the difficulty a bit. Only place 3 or 4 monster tiles on the legend track instead of 5, for instance. There are also mini expansions available to download for free which can reduce the difficulty a bit. Check out this site as you are Dutch: http://www.999games.nl/de-legenden-van-andor.html
Also, the expansion pack "new heroes" contains rules to reduce (or increase) the difficulty.
The nice thing about this game is that there are many ways to tweak the difficulty and add in new stuff. If you think it's too hard, change some things to make it easier.

At last, losing legends is one of the core features of this game.
If you consistently find that you are frustrated by this then the possibility exists that it is just not your type of game. While unfortunate, you have to realise that you play a game to have fun. If you find that you are not having fun, you can consider stop playing it.

Reply: Legends of Andor:: General:: Re: LEGEND THREE WHEN THINGS STOP BEING FUN.

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by sagitar

Thanks for the advice.

Losing doesn't bother me, it's just that feeling that you can't win which is off putting.

We had to try legend two a number of times before we managed to beat the game, but we didn't mind as every time we learned something, tried something new and were sure that victory was possible.
It was just a case of figuring out how to.

Reply: Legends of Andor:: General:: Re: LEGEND THREE WHEN THINGS STOP BEING FUN.

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by mournful

sagitar wrote:

At first I was overly pleased to find the solution so simple i.e. we are too stupid for this game, that was really helpful.
:shake:

But now that others with less fortunate brain capacity have chimed in as well, I'm starting to wonder if you are not doing something wrong if you walk through every legend at the first attempt.


I just need clarification here. I'm paraphrasing, "but now that less intelligent people have said they are winning at the first attempt, I have to wonder if they're playing a rule wrong."

Have I misunderstood you?


sagitar wrote:

We had our moments with legend two, but at least with that one, you still had good hope as every time you tried you could figure out new ways to tackle hurdles, get back to the drawing board and with some eagerness try your latest solution to tackle the problem.


This is true. Legend 2 is the second of two tutorial missions. It gives you time to learn the basic techniques you'll need (like how good those articles are) to make the tough decisions that will arise in following legends.

sagitar wrote:


Legend three is a whole different game.
Every time you try this it can be different, although funnily enough, our attempts turned out very similar in personal quests and monster cards.


The variation in Legend 3 is something you'll have to deal with for basically every other legend available going forward. Different types, but Legends 1 and 2 are static puzzles. Once you see the solution, it's just moving the pieces.

Hopefully solving those puzzles gives you the skills to solve the more challenging, changing puzzles which are the meat of the game. Also, you must believe in yourself! ;)

sagitar wrote:


For a moment we struggled with the life points as they are not mentioned but than simply decided it must automatically be the usual seven.


I see what happened here. There should be a legend sized card Checklist in the box. On the back it describes how to set up each game before reading A1. Setting starting strength to 1 and willpower to 7 is one of those steps.

sagitar wrote:


So you sit down and carefully follow the new instructions, the one where you place five monster cards on the time track is really silly:


Nope. The intent is to create variation in when the monsters show up. that's not a silly rule, you just don't like it.

sagitar wrote:


it can take ages to roll different number and it is a bit pointless as there are only five places to put them anyway. So why not simply shuffle them and place them.


I've mentioned that it isn't pointless, but yeah if you wanted a completely even distribution of one monster tile per possible spot, just place one of the 5 tiles on each and call it a day. It will even out the difficulty. Not a judgment, just explaining what will happen with that change.

sagitar wrote:


Immediately after things than become a problem.
You figured, with the gor on 9, the troll on 19 [is it?] will be your biggest problem. A new very powerful [14] monster. But nope you now must turn 5 monster cards and things start going pear-shaped.

In our second game we had gors on 9, 15, 20 and 21 and a troll on 19 and – don’t know the numbers exactly because of my puny brain, but there were some more trolls messing about in the tavern area.


I don't know what to tell you here other than, yeah, the game is hard. Check out my session report on Legend 3. Took me like 3 or 4 tries. I didn't get 1 or 2 on my first try either, but you are learning, as we all did, Legends 1 and 2 are easy mode.

sagitar wrote:


So instantly our dwarf, starting on 7, is in big trouble.
If he doesn’t kill the monsters, we’ll have one in the castle on the 2nd day.


Monster in the castle on day 2 is not a big deal. You have 3 farmers on the board, and 2 default shields at 3 heroes. You can let between 2-5 monsters into the castle. As you noticed, always let a Wardrak into the castle. I've played the base game, the bonus legend and multiple games of the Starshield expansion and I have yet to kill a Wardrak. If you aren't already, look at those shields as free monster kills that don't advance the narrator or give rewards.

sagitar wrote:


Besides our dwarf ever more turns out to be our weak spot as he is notoriously bad with the dice, has a drinking problem: first chance he gets he’s off to the well, which at times makes him even forget he is the dwarf.
“YOU ARE THE DWARF, LOOK AT YOUR TINY HANDS”


I am least impressed with the dwarf of all the heroes. I usually use the free wolf warrior from the legends of andor website. He also uses yellow, has the same stats has the dwarf, is one rank lower and has an arguably better special ability.

Quick question, why is your dwarf hitting the wells so often? Here's a strategy for the dwarf. Telescope, send him into the fog, over the bridge into the woods. He will likely find the witch(free brew) 2-5 willpower, possibly a strength and some gold. Not to mention, if there are herbs out there, he can use them for extra movement, because once he's looted the fog, he'll want to swing down to the mines and buy some strength for cheap.


sagitar wrote:


while the wizard and the archer are on their way with one of the farmers, to boost the defences of the castle. It is a difficult journey because the monsters are in the way.


This can be tricky. In most games it's possible to deposit the farmers on safe spaces within the first day. One in particular makes it very easy to keep them safe until you need them.

sagitar wrote:


So at the end of day one, everybody, including one monster, is in the castle.


This is totally fine btw. At this point in the story you should not be concerned.

sagitar wrote:


One farmer has sort of cancelled his efforts and the dwarf is complaining about wanting to visit the well.. again.


What is up with this dwarf? Is he losing fights? In most cases, only fight if you think you can win in 1 round of combat. 2 can be ok, but if you're going into round 3, it had best be because the game is on the line.

sagitar wrote:


We wondered do you lose if the shields are filled or is it shields + 1


Yup, shields plus one. When a monster tries to enter the castle, but can't, you lose.

sagitar wrote:


Next day starts really horrible, whatever gave us the idea one of them cards might favour us, if just for once. We drew the one that sort of curses the wooded area around area 24.


Ouch.

sagitar wrote:


If you happen to be there, or if you enter during the game, you lose FOUR life points.
The card says to dismiss it when it is resolved, so not clear what that means, but I assume it means you remove it once it’s done its worst i.e. make someone lose points.


Yes, you played this correctly.

sagitar wrote:


On the downside, that is where our remaining farmer is and the dwarf has to pull himself away from the well and take it to somewhere save. As if it’s not annoying enough that you lose him as an extra shield.
Mind you, it cost us enough to keep that farmer alive as we’d already run into a card making the farmer ill and we had to give up life points and gold in order to keep him save.


Two farmer fate cards is unfortunate. I hadn't heard that the designer had suggested redrawing the second, but I'll play that way going forward.

Note however, I almost always pay to cancel cards. Remember that the wizard only ever has one die(the black one, cuz she has the runestones right?), so she can pay almost any amount of willpower.

sagitar wrote:


So at this point we managed to kill off most of the minor monsters and are getting ready to receive THREE trolls. It is then that someone mentions the archers personal quest i.e. he has to slay two monsters on his own.
There is no way he can slay two trolls, or any troll for that matter, without help and so we realised that in our frantic efforts to save the castle, we didn’t plan ahead and leave the archer some ‘easy’ targets. So basically game over.


This is good though, this is learning. :)

I often prioritize fate cards early. Maybe you're doing them as quickly as you can. Legend 3 can be swingy. Lot of bad draws and bad rolls mixed with some play mistakes, and you're done. Lots of good random distributions and an early witch, game is a bit easier.

sagitar wrote:


To me the game feels a bit like a catch 22 thing.


Risk vs. Reward

sagitar wrote:


You must keep your castle save or you’ll lose the game.
But you can’t simply go and kill monsters as you like because than you run out of time and lose the game. There are some monsters we don’t even bother with, those dog creatures take far too much effort so it is more logical to just give up shields.
So the ‘save a farmer’ quest if probably a horror in most legends.
Besides in legend three moving along the time track spawns more monsters and at times they appear ridiculously close to the castle.


Yes to all of those, and that's the puzzle. If that sort of puzzle is not the type you enjoy solving, you are not going to enjoy Andor more as it goes on. :)

sagitar wrote:


Legend three really makes you feel like there is no way you can win.


Trust me, it's just hard.

sagitar wrote:


We must kill monsters to protect our castle and to win gold which we need to build our characters strength.


Yes but, which monsters are the right ones?

sagitar wrote:


We need strong guys to survive the trolls


Kinda. I try to save room in the castle for a troll and a wardrak at least.

sagitar wrote:


Killing monsters means we lose time, which we need to complete our personal quests.


Remember that monsters are 7 times slower than you, at least.(Wizard can burn overtime because her willpower isn't good for much else).

Also, Wineskins and herbs let you fly around the board. You may be much faster than you realize.

sagitar wrote:


At one point it feels like no matter what you try it all results in disaster...


To me, this is the sign of a good co-op. If it turns out that it will always result in disaster, despite our best efforts, then it's a bad co-op.

sagitar wrote:


We are starting to wonder if the fact that we play with three heroes is what messes us up.


I've played all my games with either 2 or 3 heroes. I haven't found one more difficult than the other. Give 4 a shot though, let us know how that works out for you.

I've been reading these all along, and it sounds like you just haven't hit the learning curve yet. That's not a judgment. This game's learning curve is not (at least I found) as obvious as it appears.

I first approached it as a hack and slash. It's less hacking and slashing, more walking and counting.

Hopefully, our advice will help you get through Legend 3. If it does not, you may be playing the wrong game for your group. I or many others would be happy to suggest other games if you know what you're looking for.

Reply: Legends of Andor:: General:: Re: LEGEND THREE WHEN THINGS STOP BEING FUN.

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by mournful

Also just noticed you haven't mentioned the prince(or I missed it.)

How has he been working out for you?

Reply: Legends of Andor:: General:: Re: LEGEND THREE WHEN THINGS STOP BEING FUN.

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by jwreschnig

mournful wrote:

if you wanted a completely even distribution of one monster tile per possible spot, just place one of the 5 tiles on each and call it a day. It will even out the difficulty.

With one on each, you will potentially trigger D-E-F on the same turn just by killing two monsters, but without the benefit of foresight if more than one had been on D.

Where they end up means you make different tactical decisions but I don't think any particular arrangement is more "even" or easier/harder than the others.

Reply: Legends of Andor:: General:: Re: LEGEND THREE WHEN THINGS STOP BEING FUN.

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by DarthEd

Vardaine wrote:

Get the helmet for the warrior, get a helmet for the dwarf. Buy a lot of strength for the dwarf (but not all). Give the runestones to the wizard and the potion to the archer.

There's your Legends of Andor strategy guide in a nutshell, folks! I'll just add that the dwarf obviously should be buying strength from the mine where he gets it at a discount, even though he starts on the opposite side of the board. We usually give all our starting gold to the dwarf.

Vardaine wrote:

At last, losing legends is one of the core features of this game.

The length of the game is the main reason I find losing so frustrating. It often takes us 2-3 hours to play one Legend. (We are very slow players.)

By the way, Sagitar, my group found Legend 3 to be easiest with 3 players. 4 players means 4 Destiny cards need to be resolved, which made it more difficult for us.

Reply: Legends of Andor:: Rules:: Re: Dropping items while moving

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by John Blank

I'm playing the Fantasy Flight English version. I haven't read the full reference book yet, but the legend 1 card says that you can drop items "on any space you occupy". Its pretty vague and could be interpreted as it's ok to drop items while moving, especially if I'm in "rules lawyer" mode. But, in those examples you give, it makes sense that you can't drop items while moving. After all, this game is all about economy of actions.

Reply: Legends of Andor:: Rules:: Re: Legend 1, killing monsters and advancing the legend track.

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by John Blank

Vardaine wrote:

Hi John, glad to see you're liking the game so far. I agree with all the previous posters regarding the advancement of the narrator.

However, you keep speaking of a situation where you would advance the narrator twice. And since this would never actually happen this way, I was wondering what you meant.

If you kill a monster, you advance the narrator. You do so immediately after killing the monster and you have to resolve anything that comes up before you move on. So if the monster was killed as the last action of the last hero before days end, you simply resolve the legend card first for killing the monster. Then your hero goes to sleep and the new day starts.

At the start of a new day, moving the narrator comes last. So you first resolve an event card, move all the monsters (including those who may just have spawned), and at the end of all this you move the narrator.

So, you never actually move the narrator twice. There is always at least a phase where the monsters move in between.

In general, though, killing monsters at the end of the day may not be the wisest thing because you are not able to react to new legend cards.


I was basically imagining a situation like this:
1. Last heroes turn of the day (The Fighter). All the other heroes are in the sunrise box.
2. The Fighter kills a monster, advances the legend track and gets a legend that has a goal that must be achieved before the next legend card is drawn.
3. Fighter ends their day and goes to the sunrise box.
4. Event card and monster movement is resolved, then the legend track is moved (the second time).
5. At this point it seems that the previous legend card drawn for the monster kill is now automatically failed.

I realize now that in legend 1 this is unlikely because there are blank spaces on the legend track between each of the legend cards, but I wasn't sure if this scenario could happen in future legends. But, I also see now how this is part of the strategy of the game. Killing a monster in this situation is probably a bad idea in general.

Reply: Legends of Andor:: Rules:: Re: Legend 1, killing monsters and advancing the legend track.

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by Vardaine

As far as I know the time to complete objectives is never that close. I know of no example where this would happen. It would be something that fans which create legends should be aware of, though.

Reply: Legends of Andor:: General:: Re: LEGEND THREE WHEN THINGS STOP BEING FUN.

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by sagitar

mournful wrote:

sagitar wrote:

At first I was overly pleased to find the solution so simple i.e. we are too stupid for this game, that was really helpful.
:shake:

But now that others with less fortunate brain capacity have chimed in as well, I'm starting to wonder if you are not doing something wrong if you walk through every legend at the first attempt.


I just need clarification here. I'm paraphrasing, "but now that less intelligent people have said they are winning at the first attempt, I have to wonder if they're playing a rule wrong."

Have I misunderstood you?


Yes you totaly did. You may have overlooked a previous post where someone - who claims to have finished every legend on the first attempt - suggested that the game was not for us cause we lacked the inteligence to solve the puzzle.

The majoritiy of players seemed to at least find the game challenging and have their own problems, so that must mean that they must be 'as stupid as me' according to that poster.
Therefore I suggested this individual may find the game so easy and was able to complete every challenge in one go because he possibly did something wrong, not because he was the genius he thought he was.

So it was meant as a sarcastic remark towards someone I found to be rather insulting. Hm, as I had to explain this, I probably failed.

sagitar wrote:


For a moment we struggled with the life points as they are not mentioned but than simply decided it must automatically be the usual seven.


I see what happened here. There should be a legend sized card Checklist in the box. On the back it describes how to set up each game before reading A1. Setting starting strength to 1 and willpower to 7 is one of those steps.


No we did the checklist, we've learned from previous failure that it is best to stick to reading cards even if you think you may be able to dream them by now. But as this legend came with so much new stuff and so many more and stronger monsters, we sort of had expected the heroes might get some bonus willpower too. So we were expecting to get instruction indicating that in the legend cards.

sagitar wrote:


So you sit down and carefully follow the new instructions, the one where you place five monster cards on the time track is really silly:


Nope. The intent is to create variation in when the monsters show up. that's not a silly rule, you just don't like it.


In our rules, but I understand there has been a chance? you role your dice to find out on which letter a monstercard goes.
Now if you look on the time track those numbers only cover 5 letters.
5 and 6 being on the same one. So in fact you've got 5 monstercards and 5 spaces. If you have to throw the dice it can take ages for you've got 5 different numbers, so why not be much quicker and shuffle them instead. Someone now told me you can actually have more monsters on one tile? Maybe it's an error in the Dutch version of the rules or maybe I missread that bit. If so that changes things ofcourse.
Will check.

Check out my session report on Legend 3. Took me like 3 or 4 tries.


See!! that's far more encouraging than someone who says "oh you're just stupid, I did it all in one go":gulp:
I will be most interested to see how you solved this AFTER we managed to, because we want to figure this out ourselves and as stubborn as we are it therefore may be quite a while till I get to it. :D

As you noticed, always let a Wardrak into the castle.


Indeed, just seems a waste of time and effort to even try to stop them.
So therefore the quest where you have to save a farmer is a reall pest cause it robs you of that extra shield you need, especially with them trolls which also pack a punch, but at least they are not so bloody fast.

Oh you must forgive, but I quickly scrolled past your suggestions on how to play the dwarf, thanks for the good intention but part of the fun after all the failing is wehn you finally manage to figure things out. We may be crap at this game, but to stubborn to take the easy way out.

My eldest allways plays the dwarf and he is really terrible with those dice at times. His favorite strategy is to go and gain willpower at the well.
As my youngest usually has to throw for the monsters he fights, and my youngest funnily enough rolls very well when he represents monsters, I can understand why he is convinced he will need any point he can get.

This can be tricky. In most games it's possible to deposit the farmers on safe spaces within the first day.


We did notice the save fields where no monster can travel to.
But, as the game has not been kind to us sofar, we sort of were anticipating that at one point a card will turn up and tell us, that this save tile happens to be the one where the next monster appears.

sagitar wrote:


We wondered do you lose if the shields are filled or is it shields + 1


Yup, shields plus one. When a monster tries to enter the castle, but can't, you lose.


Pfoo, at least got that bit right.:)

sagitar wrote:


Next day starts really horrible, whatever gave us the idea one of them cards might favour us, if just for once. We drew the one that sort of curses the wooded area around area 24.


Note however, I almost always pay to cancel cards. Remember that the wizard only ever has one die(the black one, cuz she has the runestones right?), so she can pay almost any amount of willpower.


Yeah we noticed willpower doesn't matter to the wizard.
So you give the wizzard the power of the runes?
Sofar we found that giving somebody else the runes but letting him fight together with the wizzard works well.
I mean if the wizard roles well he can modify a bad roll of the player with the runes.

sagitar wrote:


Legend three really makes you feel like there is no way you can win.


Trust me, it's just hard.


Oh that's very good to hear, we enjoy figuring out the puzzle, but we really got the feeling this one was impossible so that's why I decided to ask. Mind you not how, but if it can be done.
In the state of mind our first games left us in, we were convinced we'd embarked on an endless struggle.


sagitar wrote:

Killing monsters means we lose time, which we need to complete our personal quests.


Remember that monsters are 7 times slower than you, at least.(Wizard can burn overtime because her willpower isn't good for much else).


Oooh you've got a female wizard... kinky...:laugh:
But you've got a good point there, this concept that everything grinds to a halt during your turn takes a bit of getting used to.
Especially when you really get into the game, loads of monsters turn up and there's quests and you are starting to feel and you are starting to feel really rushed.
It's like when the mrs gives you a 'honey do' list for the day and you know you've only got an hour.
That's most likely when mistakes occur, when you feel you must hurry along.

Also, Wineskins and herbs let you fly around the board. You may be much faster than you realize.


So true, we've not really caught on to using them.
When we get lost into the game we tend to forget them. Silly I know, but we're so focused on doing this one thing that we forget to use teh tools given, which come to think of it, may be part of our downfall.

sagitar wrote:


We are starting to wonder if the fact that we play with three heroes is what messes us up.


I've played all my games with either 2 or 3 heroes. I haven't found one more difficult than the other. Give 4 a shot though, let us know how that works out for you.


Well I was just wondering.It may not be true in future legends, but especially in the first two legends you feel like you could really benefit from an extra set of hands and feet.

Thank you for your advise and kind words.
You may be right in that we've not done learning yet.
We tend to really get into the game and forget certain things that might benefit us and most likely use others the wrong way.

Allthough this game is great in the way it’s learning you how to play, I do think the level of difficulty between two and three is a bit steep. I think it could have done with some legends which introduce you to all the new stuff one by one, rather than throw all of it at you in one legend. Especially those monster cards which overwhelm you with new monsters are really… overwhelming.

It is good to know that there are so many people willing to lend us a hand when the time comes that we are so desperate we won't know what to do.
But of course the fun is in finding out how to do things on your own.
So forgive me if I'm ignoring [i.e. not reading] the advise given for now.
It is not that we are to arrogant to accept help offered, but as said, it's a puzzle and part of the fun is to find the satisfaction to solve it on your own.

{appologies for typoes - internet being contrary this morning, hm seems to be speeding up again - so it would take ages to find an correct them, and with my luck the thing than decides to give one of them timed out type messages and lose my long reply}







Reply: Legends of Andor:: General:: Re: LEGEND THREE WHEN THINGS STOP BEING FUN.

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by sagitar

mournful wrote:

Also just noticed you haven't mentioned the prince(or I missed it.)

How has he been working out for you?



Haha, prince Joey, in our little group he is considered a bit of a pub crawler and we joke about him.
He allways is to be found in the tavern, probably emptying the wine cellar and after 4 days he gets fed up with the whole thing and buggers off again.

Off to the women of easy virtue we say.
:laugh:

I must be honest and confess we sometimes totaly forget to use him.
Don't know how that happens, he's right there, in the same field, large as life, you'd think he'd be hard to overlook, but apparenlty we are so focused on what our heroes are doing and calculating our battle points, that we sometimes totaly forget about him.

It's like in the american home vidoes programs : "and there's the dog".


With us it's like fighting a battle and winning "and there's prince Joey"
The extra four points obviously make life much easier, if only we'd remember to use them.
Maybe it is his short presence on the board which makes him invisible to us. Ýou're simply not used to him being there to help.
There's so many monsters that distract you.

Another thing we still have to learn I guess.






Reply: Legends of Andor:: General:: Re: LEGEND THREE WHEN THINGS STOP BEING FUN.

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by mournful

Well I'm glad I misunderstood you. :)

Sorry someone suggested you couldn't play the game because you weren't smart enough. That's pretty rude. I think in general the BGG community is better than that. :)

I think I'd missed that you're looking to solve these on your own, so I'll stop throwing advice at you. :)

One thing regarding the wizard and runestones, I usually give them to her, because then when she's on her own, she never rolls less than a 10. with even a str 4 that means she can one shot a gor unless it rolls doubles.

But as you said, some people prefer to give them to someone else and use the wizard as their battle partner.

Best of luck with the Dwarf and his drinking problem. :)

Reply: Legends of Andor:: General:: Re: LEGEND THREE WHEN THINGS STOP BEING FUN.

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by sagitar

Thanks for all your help.

I'll be back should things become really desperate.:laugh:

A Birthday Full of Monsters and City Planning

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