![]() ![]() In order to make progress on a side quest, any active location must be cleared first before any progress may be placed on the side quest. This choice cannot be switched halfway through except for encounter card effects. Players can decide as a group to quest against either the main quest or any side quest at the beginning of the quest phase. While in your hand, you will have to pay the cost of the card (if any) to play the card into the staging area or next to the encounter deck. Dunedain Message or The Road Goes Ever On can help with this, allowing you to get (more) side quests out quickly. Note that some of the side quests are limited to one per deck so you will have to dig for them. Player Side Quests function like any other type of player card and can be added to your deck. In this article, I will take a look at the Player Side Quests and how that archetype evolved from being a bit “meh” to a viable strategy within 4 cycles. These side quests appeared in two forms, one for the players to add to their decks, and one for the encounter deck to hurt the players with new rules or buffs for enemies. With the release of the Lost Realm Deluxe expansion and the accompanying Angmar Awakened cycle, the players were introduced to a new type of card: Side quests.
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