Luke, tweaked Dooku, Grievous, and Tarkin have “move all + draw” specials. Surge moves all, but no draw. I guess it’s so players don’t potentially get to move, draw, AND attack multiple times in one turn by comboing Surge with Stomp. Still, the AT-ST has three Surges but only two Stomps, so the Surges often get passed up for attacks or draws.
My nephews wanted to try the AT-ST the instant they saw it. (“23 HP?! Wow!”) After watching five people win and lose with it multiple times, I decided its appeal is like Vader’s: the power fantasy of being big and tough. Even if it’s not tier 1A (and shouldn’t be), it at least shouldn’t feel *fragile* like vanilla Vader did.
Offensively, AT-ST is just right. Defensively, giving it power blocks or buffing Imperial Supplies would be overkill. Adding +1 draw to Surge gives it better odds to protect itself without changing any combat cards.
Other possibilities are swapping a Surge for a third Stomp, or adding to Surge something like “You may draw a card, but may not play a Stomp this turn if so.” Half the AT-ST’s cards already revolve around restricting actions, which excellently fits the theme of a huge machine with jerky, deliberate movements.
The deck is still fine as is. My nephews were delighted to discover that Stomp one-shots Golden God C-3PO’s Ewoks. Squish!
Great feedback, thank you so much! We don’t break this one out too often. He should probably be a little stronger than he is.
I think adding a card draw to IMPERIAL SURGE is the right solution. It will help him load up, and he needs it. Another STOMP would give him a lot of direct damage which kind of makes sense but is not a fun experience usually, and you said the offense is good the way it is. The draw power will give him a bit more staying power, that’s what he needs.
Hi I have a rule question that I couldn’t find explicitly stated in the rulebook. If your exploration phase does not result in combat, do you simply add the revealed realm cards to your hand?
On most of the Avatars they have the Ability check. Do you have to pull a Trickster gate card to activate all the abilities or does it just have to not be a one?
You’ll get quicker answers at boardgamegeek but:
– To succeed in your check, just don’t roll a 1.
– To activate the ability on the Fate card, you have to get a Fate of the Trickster card.
He doesn’t get to use Old Ben cards as their face value. But he can heal with them, which a minor can’t do. And he’s not affected by cards that target minors either. Not a huge bump, admittedly.
Hi was wondering about thorns 2 defend card that lets him attack. Can he still attack if the damage he receives kills him when defending with that card? Thanks
Thanks for the question and it’s a tough call honestly. The ruling on Maul’s BLINDING SURGE is that Maul STILL does the damage even if he’s killed, but does that apply to an attack? I think it probably does not. I don’t think you can attack when you’re dead. But, it’s more thematic if Thorin can do it. Ultimately you and your friends need to decide ahead of time.
[…] Lord of Apokolips is the Big Bad of the DC Universe. The main inspiration for this game was Geektopia’s set, which is balanced based on their interpretation of which Star Wars characters are the most […]
My nephews and I love this deck, but some questions about Attack Run came up last session:
1) This page says Wedge moves 7 spaces, but the .pdf says specifies he moves in a *straight line.* Which one is intended? The former is stronger, but the latter’s more interesting.
2) Wedge must stop his attack run on an empty space, right? So even though he moves 7, he can only hit 6 characters max, right? (42 damage still gives my man Wedge the best potential 1-turn output in the game, though. I love that.)
3) If Wedge COULD move a 6th space and attack an enemy, but there’d be no empty 7th space to move to after (due to obstacles, reaching a corner or edge, or it already being occupied), must Wedge end his run early at the 5th space and leave the enemy on space 6 unattacked? (This is a much bigger issue for the “straight line” variation of Attack Run.) Can Wedge stop at space 5 but hit the guy at space 6 like a normal attack, without passing over him?
Just curious to see if there was any original intent from this we should know about, or gut reactions on how to handle the question. My group settled on “Wedge ends the run early at space 5 and the guy in spot 6 goes unattacked” and it decided the game, so we are all curious 😛
Thanks for the questions. Whatever the card says is what matters, not what’s on this page. I try to keep them all aligned but there are like 80 of them.
1) Go with the card.
2) Yes, Wedge has to stop on an empty space that he could occupy.
3) You all got it correct in how it works with obstacles. No, Wedge cannot stop short and still hit someone. It’s the same for the Eomer deck if you’re a LOTR fan, and that’s key to how you play against him and therefore Wedge too.
So maps are key with Wedge. If he can go in a straight line like the Emperor’s Throne room, he can do a lot of damage. But it’s not like Wedge is supposed to be a regular 42-damage dealer! If he can attack even 2 characters, that’s pretty good, and 3 is great. We saw him mow over 4 Dark Troopers one time, but Wedge’s team still lost so…
Hello and thanks for your interest. They were always available on the main LOTRED page: https://www.geektopiagames.com/games/epic-duels/lord-of-the-rings-epic-duels
But I’ve also added them here as well. Have fun, and let us know your experiences with them!
I downloaded the vassal extension, but couldn’t find it in the window, so checked the file. It’s in x3150, y100, but I think you meant for it to be the other way around?
[…] blog, BRW is a game of intense, “royal rumble” style magic combat game, which did get a full review a while back. You and the other mages are confined to a fairly small “lodge” and go […]
Just started playing this with my son after having played with my friends years and years ago. I ended up printing them the cards out on basic card stock and sleeving in MTG sized sleeves. I printed the maps out on 11×17 paper and laminating. Then, we use Lego SW figures for the for the characters. It is a blast! Thanks to everyone who put in the effort for the custom decks and maps!
Thanks Andrew! We’d love to see pictures of your games with Lego Star Wars figures! That’s how we started out when we printed out first fan decks, before Star Wars Miniatures (and now 3D prints) came along. I still think Legos are a great way to go, they have so many SW characters now and it’s easy to create new characters from the many parts.
These are amazing! Thank you for what must be countless hours of dedication. Can’t wait to give this a go this weekend. Much appreciation to everyone involved.
Thanks for giving it a look! It’s an older game now, but it still checks out. Let us know if you need help printing, and definitely let us know if you end up playing it and how it goes for you.
The card titles in the vassal version are squished. Also do the effects on FREE SPIRIT stack? So if Sabine is adjacent to the target and has no cards the attack value is 12?
Maybe “If Sabine is adjacent to the targeted character, add 1 to this card’s value and/or if you have no cards in your hand after playing this card, add 5 to this card’s value.”
Hi, I was a backer on kickstarter but was unable to afford it on the date you needed payment, is there any way of being able to pay for a copy or has the chance gone?
Thanks
Hello, thanks for your interest. The campaign has ended, so you will have to wait until it goes to retail to buy it. We’ll make an announcement here when it does, or you can sign up for our newsletter.
Could you specify the function of sting? Which damage does it double? Previous damage up to 6? Following damage up to 6? Does it have to be damage from the same turn? Having difficulty because there’s nothing specific to the description. Could you possibly give an example? Not sure if it means 6 base damage before doubling or up to 6 doubled damage as well. Thanks! Love playing all of these decks and appreciate the work put in!
Any damage done by STING as an A4 is doubled. If it is defended with a D3, it does 2 damage (1 damage doubled). If it is defended with a D2, it does 4 damage (2 damage doubled). If it is defended with a D1, it does 6 damage (3 damage doubled). If it is not defended, it does 6 damage (4 damage doubled is 8, but the card says “up to 6 total”). Hope that helps.
This is a Potential Baddass List, NOT A KILL COUNT.
It’s A Kill Count that I need. (Don’t ask why, it’s a secret mission… Ubiquitous Mendacious Polyglotal.)
Hi Lois, thanks for your interest. Anyone adjacent to an Ewok or C-3P0 takes 2 damage, and for each damaged character, you discard a card. What’s not clear?
She may not use guns, knives or fists, but Chrisjen is absolutely a fighter! One of the feistiest fighters in the series. She’s also called on to make one extremely difficult decision after another and can’t be expected to get them all correct.
Hi James, thanks so much for your interest. I’ve been meaning to respond to your prior comment. Yes, I can share some of those ideas. There is a bit of a formula to the power moves I can share as well. Just a bit busy right now.
As for Wizard Bags & Biscuits, thanks for your interest in that as well. However, we will likely be announcing another project shortly.
Hi Doug, do you mean the figures? They are very hard to find these days. The figures page at the Wiki is your best resource, and you can ask questions there as well:
These have always been big favorites of mine for as long as I’ve been playing with the LOTR sets (so as far back as, like, 2016/2017) – they just feel good to play, and always feel effective without being overwhelmingly so. When I don’t know who else to play, they’re a common go-to, and in my experience new players are often drawn to them even if their unconventionality might make them somewhat poor picks to introduce the game with.
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