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Reply: Shadowrift:: Rules:: Re: "Heroes discard a Heroism," etc.

by karishi

You're doing it right. The bit about Walls is also correct.

Infiltrators are Villagers too, so a monster will kill one if it's the first Villager it finds - this is true even of Demons finding Cultists.

The down side of this is that it also means a Guard will die to protect an Infiltrator, even if that Guard is the last Villager in town and doing so loses you the game. 4 Corpses and a Guard is probably the worst draw that doesn't instantly lose, because it usually loses you the game as soon as the monsters act.

Reply: Shadowrift:: General:: Re: How Big an Expansion?

by kuroppo

karishi wrote:

Ah, good. It's no longer unanimous that the mini-expansions (1 faction, 4 new hero cards representing 1 new hero, total about 50-54 cards) are a bad idea.


A 50-card expansion sounds reasonable to me too. Shadowrift has become a huge hit in my gaming group, and people are already asking about expansions!

Thread: Shadowrift:: Rules:: Individual Card Rulings: Demons

by karishi

Cultist: These replace the normal set of 4 Infiltrators you would play with, when you play against the Demons. Like the regular Infiltrators, Cultists move directly from the Traveler space when revealed there to the Town discard, and are not replaced that round.
When a Cultist is revealed in town, add 1 to the points the Demons have for bringing monsters into play.
A hero may pay 1 coin and 1 magic to put a Cultist from in play on the bottom of the Traveler deck. The entire cost must be paid by 1 hero, though Coins may be given to any hero at any time.
Like any Infiltrator, Cultists are also Villagers, which means a Guard will give his life to protect them and a hunting monster will kill them.

Imps: Including the round they enter play, Imps cause the first hero to attack each round to take an extra Wound if there is a Cultist in play when the Attack is played.
If there are multiple Imps, each one will deal a separate Wound to that first attacker.
If the Cultist(s) is removed before any Attacks are played, this effect is ignored.
Round 1: This monster becomes immune to damage from melee attacks for this round only. Melee attacks may still be played if this is the only monster in play (for instance, to gain the benefits of Leading Strike), but will deal no damage.
Round 2: Kill the Bard. Hunt if the Bard is not in play. If the first Villager/Wall card found on the hunt is a Wall, the hunt ends without effect.
Round 3: Kill the Sage. Hunt if the Sage is not in play. If the first Villager/Wall card found on the hunt is a Wall, the hunt ends without effect.

Blackshard Corruptor: If Blackshard Corruptor takes more than 1 hit while there is a Cultist in play, it kills a Guard.
This effect happens only once each round, regardless of how many hits beyond 1 it takes.
If it takes only 1 hit, then the Cultist is removed, then it takes more hits, this effect does not activate.
Like any Kill action, Blackshard Corruptor will hunt if there is no Guard in play.
Because this kill happens during the hero turn, losing the last Villager in play this way will not cause the heroes to lose immediately.
Round 1: Kill the Child. Hunt if the Child is not in play, killing/breaking the first Villager/Wall found.
Round 2: Remove 1 hit from each monster in play that has a hit token on it. Then remove two (or all, if there are less than three) hit tokens from this monster.
Round 3: Break a Wall. Hunt if there are no Walls in play, killing/breaking the first Villager/Wall found.

Lightmaw: When Lightmaw moves forward a step, before its listed Round action, check whether there is at least 1 Cultist in play. If there is, each hero discards an Attack.
Round 1: Kill the Mayor. Hunt if the Mayor is not in play, killing/breaking the first Villager/Wall found.
Round 2: Each hero discards an Attack card.
Round 3: Kill the Child. Hunt if the Child is not in play, killing/breaking the first Villager/Wall found.

Master Celebrant: While Master Celebrant is in the monster attack area, Cultists cannot be removed from town.
This effect does not apply while Master Celebrant is in the monster power area.
This applies to both cards that directly removes Cultists, such as Bamboozle, and the regular ability listed on the Cultist itself to pay coin/magic to remove it.
If Master Celebrant leaves play - generally because it is killed - Cultists can be removed as normal.
Round 1: If there are no hit tokens on Master Celebrant, it kills the Witch, hunting if the Witch is not in play to kill/break the first Villager/Wall it finds. If there is at least 1 hit token on Master Celebrant, ignore this effect.
Then, remove 1 hit token from Master Celebrant if possible.
Round 2: If there are no hit tokens on Master Celebrant, it breaks a Wall, hunting if there are no Walls in play to kill/break the first Villager/Wall it finds. If there is at least 1 hit token on Master Celebrant, ignore this effect.
Then, remove 1 hit token from Master Celebrant if possible.
Round 3: Remove 2 hit tokens from Master Celebrant (or all hit tokens if there are fewer than 3). Then, if there are no hit tokens on this monster, the heroes lose the game unless the Child is in play.

Night Hulk: Just before each round action, check whether there is at least 1 Cultist in play. If so, remove 2 hit tokens (or all hit tokens if there are fewer than 3) from this monster.
Round 1: Kill the Gravedigger. Hunt if the Gravedigger is not in play, killing/breaking the first Villager/Wall found.
Round 2: Break a Wall. Hunt if there are no Walls in play, killing/breaking the first Villager/Wall found.
Round 3: Kill the Baker. Hunt if the Baker is not in play, killing/breaking the first Villager/Wall found.

Mar'Zose: (Pronounced: mar ZO-say) While there is at least 1 Cultist in play, you cannot put hit tokens on Mar'Zose for any reason.
You are still allowed to attack her, if you want to get other benefits from your Attack cards.
This immunity does not remove any hits already on Mar'Zose.
1: Kill the Witch. Hunt if the Witch is not in play, killing/breaking the first Villager/Wall found.
2: Kill the Priest. Hunt if the Priest is not in play, killing/breaking the first Villager/Wall found.
3: Kill a Cultist. Hunt if there are no Cultists in play, killing/breaking the first Villager/Wall found. If a Cultist dies, either from the kill or the hunt, the heroes lose the game unless the Child is in play.
Then, if the game is not over, Mar'Zose rampages, moving back to the Start space with any hits she has taken once all other monsters have acted.
Note that a Guard in play will always jump in the way of a Cultist who would die. Ordinarily it's frustrating when this happens, but in this case the Guard's sacrifice stops the world from ending.

Skurlings: Just before this monster takes each round action, check whether there is at least 1 Cultist in play. If there is, each hero discards a Spell from in hand or reveals a hand with no Spells in it.
Round 1: Kill a Guard. Hunt if there are no Guards in play. If the first Villager/Wall card found on the hunt is a Wall, the hunt ends without effect.
Round 2: Kill the Farmer. Hunt if the Farmer is not in play. If the first Villager/Wall card found on the hunt is a Wall, the hunt ends without effect.
Round 3: Perform the Activate text on every Power card in the monster power area. If there are no Power cards in the monster power area this action has no effect. (Optional: To make the game more difficult, you may treat Shadowrifts as Power cards with Activate: Monsters gain 1 power.)

Lesser Succubus: Just before each of this monster's round actions, look at the top two cards of the Town deck. Put any cards besides Corpses and Cultists found this way into the Town discard.
Round 1: Look at the top card of the Traveler deck. If it is a Cultist, put it directly into play (at which point its effect of adding 1 to monster power immediately occurs). This may bring the number of cards in Town above 5; This is allowed.
If it is not a Cultist, put it on the bottom of the Traveler deck.
Round 2: Perform the Activate text on every Power card in the monster power area. If there are no Power cards in the monster power area this action has no effect. (Optional: To make the game more difficult, you may treat Shadowrifts as Power cards with Activate: Monsters gain 1 power.)
Round 3: Kill the Innkeeper. Hunt if the Innkeeper is not in play, killing/breaking the first Villager/Wall found.

Al'Taros: Just before each of Al'Taros' round actions, check whether there are 1 or more Cultists in play. If so, put the bottom card of the Monster deck into the monster power area.
Round 1: Kill the Stonemason. Hunt if the Stonemason is not in play, killing/breaking the first Villager/Wall found.
Round 2: Each hero chooses to either move a Coin card he/she has in play back to the top of the Coin stack or put a Wound from the Wound stack into his/her discard pile.
If you have no Coin, you must take a Wound. If there are no Wounds in the stack, you must lose a Coin. If you have no Coin AND there are no Wounds in the stack, nothing happens. If there are no Wounds all players may give their Coins to one play in reaction to this effect, meaning that only 1 Coin is lost in total.
Round 3: Kill a Guard. Hunt if there are no Guards in play, killing/breaking the first Villager/Wall found.

Lure of Darkness: When a monster uses an Activate Powers action, put the non-Cultist Villager that is closest to the Town discard pile on the bottom of the Traveler deck. Then search the Traveler deck until you find a Cultist and put it into play. Then shuffle the Traveler deck.
If there are no non-Cultist Villagers in play (only Walls), ignore the step where a Villager is removed but continue with the rest of the effect. This may mean that there are more than 5 cards in the active Town this round; this is allowed.
If the search through the Traveler deck finds no Cultists, no Cultist is put into play.

Reply: Shadowrift:: Rules:: Re: "Heroes discard a Heroism," etc.

by Christine Biancheria

But what about "heroes discard x"? Does that mean collectively they discard an "x" or that each one does so? Thanks.

Reply: Shadowrift:: Variants:: Re: Hard Mode 1

by Christine Biancheria

Christine Biancheria wrote:

Here's what we're currently trying out, and early testing seems pretty good, but we have only tried it with 2:

Preparation: Shuffle half the Shadowrifts into the the top half of the monster deck and half in the bottom (if it's uneven, put the extra in the bottom).

Adding Power: Each round, add power equal to the number of players +1.

Shadowrifts: Each Shadowrift in the power area adds +1 power until it is sealed. Shadowrift cards may not be removed from the power area by player card effects.




The problem is that, with more play, when we play 2-player against the Glaciens, we get crushed unless we play by the normal rules. Which makes me think the idea is only maybe good in certain situations.

Reply: Shadowrift:: General:: Re: How Big an Expansion?

by Grudunza

karishi wrote:

Ah, good. It's no longer unanimous that the mini-expansions (1 faction, 4 new hero cards representing 1 new hero, total about 50-54 cards) are a bad idea.


I guess I didn't specify in my reply, but I'm okay with any size expansion. But I think including one new villager/infiltrator with a mini-expansion would also be nice.

Reply: Shadowrift:: Rules:: Re: "Heroes discard a Heroism," etc.

by karishi

Each hero does so. This is also true of the Storm Lords' "heroes take a Wound" effect.

Reply: Shadowrift:: Rules:: Re: Errata

by karishi

Which, the new way to lose? I was thinking the same - something that could steal people faster but not leave corpses. I've kind of already used ghosts, so that's less useful.
Perhaps some sort of void spirit.
Or fairies. Fairies are known for stealing people. That could be fun.

I was also thinking of some form of rage spirit - infects townsfolk so that if a monster would hunt the infected townsperson jumps out and gets himself killed instead. The chances that the heroes will lose goes way, way up if everyone in play dies like Guards do.

Reply: Shadowrift:: Rules:: Re: Errata

by Cadfan

Yeah, a monster deck oriented towards an "empty town" loss condition.

There are probably a lot of ways it could be themed. Maybe its an evil cult that recruits the townspeople. Maybe some kind of indescribable horror that causes people to simply vanish, a la The Neverending Story.

But probably fairies are best. Particularly if you theme it well- perhaps the fey creatures are throwing a mad revel that sweeps people into it never to be seen again, and the monsters are the various party-going fey.

The biggest difficulty is probably in figuring out what to do about cards like Resurrection. Do you just tell people not to use them? Or do you include some monsters that kill, but also some monsters that remove the corpses from the deck?

The other monster deck idea I've had (unrelated to this) is a deck themed around plant creatures that are very hard to kill, heal rapidly, have a lot of Rampage keywords, but which don't do that much to the town. So the town becomes progressively overgrown with plant monsters. Maybe every time they rampage, they add a "vine" card to the town deck.

Thread: Shadowrift:: Rules:: Individual Card Rulings: Town

by karishi

Mayor: You may move the Mayor from Town to the Town discard after you have played a non-Quick Action to play a second non-Quick Action in the same round.
This counts as your Villager use for the round.

Merchant: You may move the Merchant from Town to the Town discard to take a Coin from the Coin stack.
This counts as your Villager use for the round, but since you are allowed to hand Coins between players freely it is easy to have a player who hasn't yet used a Villager handle this.

Stonemason: You may move the Stonemason from Town to the Town discard to reduce the cost of any one Wall card by 2 Coin.
This does not reduce the cost of the other copy of the same Wall card.
This counts as your Villager use for the round.

Smith: You may pay 1 Coin and move the Smith from Town to the Town discard while you are resolving an Attack card to deal +1 hit to the target of your attack.
This counts as your Villager use for the round.

Farmer: You may move the Farmer from Town to the Town discard to gain 1 prowess, which can be spent exactly like the prowess resource on Prowess, Might, or Heroism.
This counts as your Villager use for the round.

Child: You cannot lose while the Child is in play. If another card or effect would cause you to lose but the Child is in play, you do not lose. If the effect causing you to lose persists after the Child leaves play, you lose at that point.
If you would lose because all 20 Corpses in the Corpse deck are in your Town, you have until the Child leaves play to win the game or remove a Corpse from town.
If you would lose because a monster takes an action that causes you to lose, that action is canceled.
If you would lose because there are no Villagers or Walls in play, clearly the Child is not in play. If at some point the monsters develop a way to make Villagers in play fail to count as Villagers, the Child will become even more useful.
If you would lose because there are too few cards in your Town deck, you cannot lose until a monster directly kills or otherwise removes the Child.
This effect is constant and does not count as anyone's Villager use each round.

Guard: If another Villager would be killed or a Wall would be broken, one Guard dies instead.
If there are multiple Guards in play, only one Guard dies.
If one of the Guards in play is the Master-at-Arms, he is never the Guard that dies to this effect.
A Guard dies only if the target it is protecting actually would die or be broken. For instance, if Imps attempt to kill the Sage and he isn't in play but a Guard is, the Guard doesn't die yet. First, the Imps hunt. If the Imps encounter a Wall, the hunt ends in failure (because Imps can't break Walls) and the Guard doesn't die. If the Imps find a Villager, it is discarded and the Guard dies.
Guards protect all Villagers, including Infiltrators.
A Guard will perform his function and die protecting someone even if doing so causes the heroes to lose the game.
The heroes do not have a choice about whether a Guard performs his duty.
This effect is constant and does not use a hero's Villager use for the round.

Reply: Shadowrift:: Rules:: Re: Errata

by StormKnight

Surely flanking can only be used once per turn?

Whoops! We also interpreted flanking as being just once per turn. That does make some difference.

Though, I find we usually aren't playing many attacks per turn; since most attacks aren't quick, we generally don't even get many attacks unless the blade that turns attacks quick is available.

Basically, I'm wondering if it's better to just errata flank to be once per turn, and say that every strike has the potential to deliver a wound (as above), rather than radically changing a core tenant of the rules, making combat much more complex?

I'd be strongly against making every attack cause a wound; I think getting multiple attacks in is tough enough as is. :)

Reply: Shadowrift:: Rules:: Re: Errata

by karishi

StormKnight wrote:

I'd be strongly against making every attack cause a wound; I think getting multiple attacks in is tough enough as is. :)


Well, it's by monster. So if you're making 3 attacks but all against one monster, that monster only hits you back once.

Reply: Shadowrift:: Rules:: Re: Errata

by StormKnight

karishi wrote:

StormKnight wrote:

I'd be strongly against making every attack cause a wound; I think getting multiple attacks in is tough enough as is. :)


Well, it's by monster. So if you're making 3 attacks but all against one monster, that monster only hits you back once.

Yes, but my statement was in response to Richard's suggestion that each attack should give a wound. :)

Reply: Shadowrift:: Rules:: Re: Errata

by rahdo

Oh I wasn't suggesting that... it was that every attack has the 'potential' to give a wound, and once one of them has, you get no more wounds. It was a way (and the way we assumed the game was played) to make thieving strike a bit more under control and in line with everything else basically :)

Thread: Shadowrift:: Rules:: Individual Card Rulings: Glacien

by karishi

Freeze: Once a Freeze enters play in one of the five Town spaces, it remains there, essentially clogging the space, until it takes 4 hits.
Once a Freeze takes 4 or more hits, it is returned to the Freeze stack.
For purposes of effects and attacks that relate to hits, a Freeze counts as a monster. If something heals monsters, it can remove hits from a Freeze. If something damages monsters, it can damage a Freeze.
For purposes of earning Heroism, a Freeze does not count as a monster. Destroying a Freeze is never worth Heroism, even if a player uses the Bard or a Prophecy.
Freezes also do not deal Wounds when attacked. They can, amusingly enough, be Flanked.
If there are no Freezes left in the Freeze stack when a monster's ability would add a Freeze to the Town or the Town discard, that ability has no effect (but the heroes are extremely likely to lose within the next 2 rounds).

Snow Maiden: Whenever a Villager dies, put one Freeze from the Freeze stack into the Village discard. If there are multiple Snow Maidens, each one adds her own Freeze.
Round 1: Each hero discards a Spell from in hand or reveals a hand with no Spells in it.
Round 2: Each hero discards a Heroism from in hand or reveals a hand with no Heroism in it.
Round 3: Kill the Merchant. Hunt if the Merchant is not in play. If the first Villager/Wall card found on the hunt is a Wall, the hunt ends without effect.

Tundra Giant:
Round 1: If there is a Wall in play, break a Wall.
Round 2: Each hero discards a card from in hand.
Round 3: Each hero discards a card from in hand. If there is a Guard in play, kill a Guard. After all monsters have acted, return this monster to the Start space.

Lord Winter:
Round 1: Put a Freeze from the Freeze stack into the Town discard. If there are hits on Lord Winter, remove 1 hit.
Round 2: Each hero discards a card from in hand. Kill the Explorer. Hunt if the Explorer is not in play, killing/breaking the first Villager/Wall found.
Round 3: Each hero discards an Attack from in hand or reveals a hand with no Attacks in it. Kill a Guard. Hunt if no Guards are in play, killing/breaking the first Villager/Wall found.

Slush Wyrm:
Round 1: Kill the Master-at-Arms. Hunt if the Master-at-Arms is not in play, killing/breaking the first Villager/Wall found.
Round 2: Move the Villager nearest the Town discard pile from in play to the bottom of the Traveler deck. Put a Freeze in the vacant space.
If there are no Villagers in play, ignore this action.
Round 3: Each hero discards a card from in hand. Each hero that does not discard a Might or Heroism to this effect takes a Wound.

Shardspeaker:
Round 1: Kill the Innkeeper. Hunt if the Innkeeper is not in play, killing/breaking the first Villager/Wall found. Each hero discards a card from in hand.
Round 2: Put a Freeze from the Freeze stack into the Town discard.
Round 3: Kill the Stonemason. Hunt if the Stonemason is not in play, killing/breaking the first Villager/Wall found. Each hero discards a card from in hand.

Snow Devil:
Round 1: Put a Freeze from the Freeze stack into the Town discard.
Round 2: Perform the Activate text on every Power card in the monster power area. If there are no Power cards in the monster power area this action has no effect. (Optional: To make the game more difficult, you may treat Shadowrifts as Power cards with Activate: Monsters gain 1 power.)
Round 3: Move the Villager nearest the Town discard pile from in play to the Town discard pile. Put a Freeze in the vacant space.
If there are no Villagers in play, ignore this action.

Icelings:
Round 1: Kill the Child. Hunt if the Child is not in play. If the first Villager/Wall card found on the hunt is a Wall, the hunt ends without effect.
Round 2: Each hero discards a card from in hand.
Round 3: Kill the Child. Hunt if the Child is not in play. If the first Villager/Wall card found on the hunt is a Wall, the hunt ends without effect. Put a Freeze from the Freeze stack into the Town discard.

Glacien Hounds:
Round 1: Kill the Smith. Hunt if the Smith is not in play, killing/breaking the first Villager/Wall found.
Round 2: Kill a Guard. Hunt if no Guards are in play, killing/breaking the first Villager/Wall found.
Round 3: Each hero discards a card from in hand. After all monsters have acted, return this monster to the Start space.

Iceclaw: Iceclaw kills a Guard when it enters play. Hunt if no Guards are in play, killing/breaking the first Villager/Wall found.
Round 1: Each hero discards a Heroism from in hand or reveals a hand with no Heroism in it.
Round 2: Each hero discards a card from in hand.
Round 3: Kill the Smith. Hunt if the Smith is not in play, killing/breaking the first Villager/Wall found. If the Smith dies of this, either normally or during the hunt, put a Freeze from the Freeze stack into the Town discard.

Cold Snap: When a monster uses an Activate Powers action, each hero discards a card from in hand, and one Freeze from the Freeze stack is placed into the Town discard.

Reply: Shadowrift:: General:: Re: How Big an Expansion?

by retupmoc258

Ha ha ha! To me it sounds like everyone was gung ho on big expansions. Then once the bad news of timing costs and other factors arose everyone changed their tempo. Lol. I think a lot of people prefer something over nothing. I also think since the hype is big right now, 4 months or so will see it die down a little--perhaps the best time to really get an expansion of any kind moving. I don't prefer the size, but I guess it sounds smarter.

New Video for Shadowrift

Reply: Shadowrift:: Reviews:: Re: The best deck-building game you may have just heard of now!

Thread: Shadowrift:: General:: Insert?

by jobin13

Not too many photos of this game in the gallery!

The game looks pretty awesome. I'm waffling on whether or not I want to pick it up.

Honestly, the one thing enjoy the LEAST with deckbuilders is the setup and the number of piles I need to set out and then clean up. (superficial, I know...)

BUT - what is the insert for this game like? Dominion? Thunderstone - with foam thingys?

Thanks!!

Reply: Shadowrift:: General:: Re: Insert?

by rahdo

the game comes with dividers so you can separate your cards into sections in the box. I would guess that there's room for another 60 or so cards in the original box before it gets full up?
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