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Tips, Tricks, and Secrets
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DEEPBLUEB2
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PostPosted: Mon Sep 21, 2009 9:46 am GMT    Post subject: Reply with quote

77th:

Mire/Flash Flood

Chuck presented this one last meeting.

Cast Tidal Wave or Volcanic Eruption prior to the Flash flood.

This one is a nice one when a terrain gets to 7... and you want to dial it down...
and keep it there. Twisted Evil

The order in which the spells are cast is important.
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PostPosted: Mon Dec 21, 2009 11:43 am GMT    Post subject: Reply with quote

78th:

Dragonlord: Mono Dragonkin (Demote Dragonkin)

Quote:
Demote Dragonkin Casting Cost: 4 Spell List: Eldarim
Target one color of an enemy army’s Dragonkin with a color different from the color magic used to cast this spell. All
dragonkin of that color must immediately roll an ID icon or be demoted (one health only). If any roll belly then they
are buried. Dragonkin that cannot be demoted are simply returned to the summoning pool. All the dragonkin of the
targeted color in the casting army are buried. Multiple castings target multiple armies.


This happened last windy city meeting.
I happened to be using a red dragonmaster... however this trick works best with a dragonlord,
as the dragonlord can cast any color magic.

Wait until your opponent summons all their dragonkin,
and don't have any dragonkin summoned of the chosen color...
so you won't have to bury them...

Since you opponent has all their dragonkin summoned...
they can't demote...
so a simple 4 eldarim magic spell...(dragonlord can cast any color)
will return all the dragonkin (of the chosen color) to the summoning pool...
and any that roll belly are buried.
If your opponent is using all the same color dragonkin...
and they are all in play...
then they all will be either sent to the summoning pool...
or they will be buried if any roll belly.
Only rolling an ID will save them.
Quote:
All
dragonkin of that color must immediately roll an ID icon or be demoted (one health only). If any roll belly then they
are buried.



Twisted Evil

Merry Christmas and Happy New Year!!
(Happy Holidays)


If your opponent does have multiple colored kin...
and they are all summoned...
this will still work...
but only for 1 color....
so that's why the dragonlord works best.

Once you cast it however...
there will be dragonkin in the summoning pool....
so casting twice will be a little more difficult.

BONUS TRICK:

If your opponent has only common dragonkin...
they can't demote...
so this is a great spell against common dragonkin.
Only rolling an ID will save them.
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PostPosted: Fri Feb 12, 2010 10:03 am GMT    Post subject: Reply with quote

79th:

Hybrid Breath: Undead Stepped damage/Promote

This next trick came from Chuck, our President,
it happened during an actual game,
and I was really impressed.

Here's how it works...
unless you already have figured this one out.

Let's use a Hybrid Ivory/Death

----------------------------------------

The hybrid dragon rolls breath...



now here's the interesting thing Chuck did...
he managed his health....

so take a common and 2 uncommons for the first breath...


Killed:



now trick #1:

take an uncommon and and a rare for the second breath...
these units step damage to the ones killed by the first breath....

Killed:




Stepped Damage:



so at this point the DUA would be:






now trick #2
promote (Undead usually have a good melee roll)

Dua is now...



note:
also the Undead have burial resistance...
so this could potentially work against any hybrid breath.

So instead of 10 health killed...
only 4 health are killed.

Throw in a city (8th face)...
and 3 health are killed against a hybrid breath..(after all the health management that is..)
pending the dragon is killed...
and you save from any tails.


---------------------------------------------

I hope I did the math correctly. Laughing


Last edited by DEEPBLUEB2 on Fri Feb 12, 2010 10:29 am GMT; edited 1 time in total
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PostPosted: Fri Feb 12, 2010 10:27 am GMT    Post subject: Reply with quote

You were fine until the City. The City's power takes place before the dragon attack. So it won't bring anything back until next turn.
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PostPosted: Fri Feb 12, 2010 10:28 am GMT    Post subject: Reply with quote

Ok I'll edit the city part out...
anyways Chuck used a Swampland standing stones. Wink

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PostPosted: Tue Jul 20, 2010 8:19 am GMT    Post subject: Reply with quote

80th:

Amazon Spell from the Reserves: Shocked

Spirit Furnace/Honor the Dead

If an amazon unit is in the reserves,
and the part of the army that casts Spirit Furnace,
after burying and doubling the health for death magic,
the Amazon Spell "Honor the Dead" (Death) can actually be cast from the reserves.

Quote:
Spirit Furnace Casting Cost: 4 Spell List: Goblin
Target your DUA. All dead units are immediately buried and are counted as a number of points of black (death) magic
equal to double their total health value buried. The points of magic acquired by this spell may be used to cast racial
spells for any race that is in the casting army. This spell can be cast only once per magic action.




Quote:
Honor the Dead Casting Cost: 4 Spell List: Amazon
Target any DUA. Until the beginning of your next turn, only dead units with the black (death) aspect in the target
DUA can be buried. This spell can be cast only once per magic action.


Unfortunately...
you just buried all your dead... Laughing
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PostPosted: Sun Aug 22, 2010 12:47 pm GMT    Post subject: Reply with quote

81st:

He Died in his Sleep

This happened in the latest Windy City Game.

Quote:
Sleep: Special (melee attack)
During a melee attack, choose one unit in an opposing army to be immediately put to sleep, with no save
possible. The target unit cannot be rolled until the end of your next turn.


During a melee attack the Sleep SAI was used on a Fireshadow,
but after the saves were counted the army still had to take 4 damage.

Since...
The target unit cannot be rolled until the end of your next turn.
the Fireshadow was headed for a very long rest...
meaning it would not be able to roll until the END of the acting players next turn...
and we were also playing a 5 player game.

So the Fireshadow was selected as the 4 damage,
thus it DIED IN ITS SLEEP.


footnote:

Interestingly enough,
the player who just lost the fireshadow attack (melee) back on the following turn,
and rolled a regenerate and the resurrected fireshadow rolled a cantrip.
Wink
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PostPosted: Sun Aug 22, 2010 4:25 pm GMT    Post subject: Reply with quote

Jim Rayborn wrote:
Thanks piMaster

Nice Trick Tinytode

piMaster wrote:
We've had this discussion on the forum before. A melee attack is an army targeting effect. So is the damage from a dragon attack.


I did not seem to see that in the rules.
I would classify the Leaving Trick as a Secret. Wink


So, are we saying that yes melee attacks & dragon attacks are considered an army targeting effect? Or is someone misunderstanding?

-Shawn
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PostPosted: Mon Aug 23, 2010 8:28 am GMT    Post subject: Reply with quote

New!!

Battlefields Trick:

82nd: Grove/Spirit Furnace

Quote:
Grove: At the beginning of your turn, if there are any buried non-dragonkin units (even of an enemy), any one nondragonkin
unit in a BUA must be placed in the corresponding DUA. No army can double magic at this terrain by any
means (including when it’s not at an eighth face).


Quote:
Spirit Furnace Casting Cost: 4 Spell List: Goblin
Target your DUA. All dead units are immediately buried and are counted as a number of points of black (death) magic
equal to double their total health value buried. The points of magic acquired by this spell may be used to cast racial
spells for any race that is in the casting army. This spell can be cast only once per magic action.


This trick could be used to ensure that you Unbury one of your units versus of of your opponents every turn.


So basically you captured an 8th face,
and let's say you have a monster in the BUA.

So at the beginning of your turn...
unbury your monster.
Now it's in the DUA

So you cast the spell spirit furnace,
bury the monster and gain double its health in death magic...
(that's right, as you are not doubling magic, rather doubling health buried...and converting that into magic)
now you are set for unburial next turn.

This allows the player to bury opponents units in the game,
even though the opponent is not burying your units,
and then always having a unit to unbury.

So a good choice of 8 points of magic might be finger of death,
or even ashes to ashes.


Last edited by DEEPBLUEB2 on Mon Jan 31, 2011 9:06 am GMT; edited 2 times in total
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PostPosted: Mon Aug 23, 2010 8:28 am GMT    Post subject: Reply with quote

New!!

Battlefield Trick:

83rd: Castle/Nightmoves

The Special terrain Tower can become any of the first basic terrains when it turns to the eighth face.

When it is no longer on the eighth face it becomes the castle again.

So if you want to change the 8th face type...
cast a Nightmoves (hopefully unopposed)
so the terrain goes down to 7...
and then take the next maneuver and turn it up to the 8th face and declare your new terrain type.


Note:
Nightmoves can be cast from the reserves.

Since the maneuver phase proceeds an action,
an army can't cast Nightmoves on itself at the 8th face and take two maneuvers because the maneuver proceeds the action.
So a nice way to get this going is to cast Nightmoves from the reserves on your army at an 8th.
There are a few ways to do this,
I'm sure you get the idea.


Last edited by DEEPBLUEB2 on Mon Jan 31, 2011 9:05 am GMT; edited 7 times in total
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PostPosted: Mon Aug 23, 2010 8:28 am GMT    Post subject: Reply with quote

New!!

Battlefield Trick: Dragon's Lair/Dragon Fight

84th:


I'm sure this will be a common use for this terrain.

Quote:
The Turn Sequence
1. Spell and effect expiration (beginning of turn)
2. Initial Effects Phase
• Racial abilities
• Eighth face special location icon abilities
• Royalty Die abilities
3. Dragon Attack Phase


If you have a Dragon at one of your armies,
use the Dragon's Lair to Summon a Dragon (of a matching color) to that terrain...
of course choose a Dragon that does not match the existing dragon.

They will fight each other instead of attacking you.

Note:

Ivory Dragons will still attack even though other dragons fight.

bonus trick #1:

Summon Ivory dragons at opponents who have possession of the Dragon Lair 8th.

bonus trick #2:

Add a Deadlands to a Dragon lair to have access to more colors of dragons.


Last edited by DEEPBLUEB2 on Mon Jan 31, 2011 9:05 am GMT; edited 2 times in total
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PostPosted: Mon Aug 23, 2010 8:28 am GMT    Post subject: Reply with quote

New!!

Battlefield Trick:

85th: Vortex:

Well I really don't have any major tricks...
just some advice....

Keep in mind the Vortex works right away...
so start using it on every army non-maneuver roll.

End game:

Choose units like the Gryphon (Ferry) or the Unicorn (teleport) or perhaps Genie (firewalking)
to reroll so to create a new army,
of which you magic can then be applied to.
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PostPosted: Tue Oct 19, 2010 8:48 am GMT    Post subject: Reply with quote

86th: Dying Cantrip/Promote Dragonkin/Sacrifice Dragonkin





We'll use lighting strike as an example

(Individual targeting effect)





Rolls a cantrip

cast promote dragonkin




so the rare becomes a champion




and then the Red Dragonmaster uses the racial ability "Sacrifice Dragonkin".

so the Red Dragonkin Champion goes to the summoning pool
instead of the Red Dragonmaster going to the DUA.


Quote:
Promote Dragonkin Casting Cost: 3 Spell List: Eldarim
Target one of your dragonkin in any of your armies with the same color as the magic used to cast this spell. This dragonkin
can be immediately promoted. Multiple castings target multiple units or increase the health. This spell allows
you to promote to a unit of greater health (not just one health more) with multiple castings


Quote:
Sacrifice Dragonkin: During your Initial Effects phase, one of your Eldarim units in the DUA may be exchanged for
any dragonkin unit in play of equal health. Dragonkin go back to the summoning pool, while the Eldarim joins the
army which had the dragonkin. When an Eldarim unit is killed by an individual-targeting effect, instead of sending it
to the DUA you may instead send a summoned dragonkin unit in the same army of equal health back to the summoning
pool.



There has been discussion about the use of the Kings' Die,
Stepped damage, feralization, mutation....
as these require a unit to be in the DUA,
player are saying that they don't want a strategy that requires units to be dead...
while this trick is done with units that are still alive.

In fact,
the Dragonkin are already setup to use Promote Dragonkin/Sacrifice Dragonkin since they are in the summoning pool at the start of the game.

So the key here is to get a dragonkin in play...
and then keep promoting.


Wink


Last edited by DEEPBLUEB2 on Thu Oct 21, 2010 1:09 pm GMT; edited 5 times in total
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PostPosted: Wed Oct 20, 2010 8:51 am GMT    Post subject: Reply with quote

Bonus #1

86th: Dying Cantrip/Rise of the Eldarim


This is on the same lines of the previous trick,
however this time we won't use dragonkin.
This also exploits the DUA,
which requires units to already be dead,
although in this case,
matching color is not required.

Also being at a terrain is not required here.

Ok so let's say you have an Eldarim Champion (Dragonslayer) in your DUA:



And let's say an Acolyte Mage is tartgeted with a lightning strike...



lightning

it rolls a cantrip




Cast: Rise of the Eldarim



Quote:
Rise of the Eldarim Casting Cost: 3 Spell List Eldarim
Target Eldarim units in your DUA. The target unit is immediately recruited into the casting army or promoted into
your casting army. Multiple castings increase the number of health affected. This spell allows you to recruit or promote
to a unit of greater health (not just one health more) with multiple castings.



So the Rare mage is promoted to the Dragonslayer:



and the rare mage goes to the DUA

so the lightning strike prompted a promotion thru a cantrip.

============================


Bonus #2

Sacrifice Dragonkin
(Dragon attack at a terrain)


If you do happen to have an Eldarim Champion in your DUA,
and you have a Dragonkin Champion in play,
and... you are about to face a dragon attack,
if you use Sacrifice Dragonkin, (racial ability)

Quote:
Sacrifice Dragonkin: During your Initial Effects phase, one of your Eldarim units in the DUA may be exchanged for
any dragonkin unit in play of equal health. Dragonkin go back to the summoning pool, while the Eldarim joins the
army which had the dragonkin. When an Eldarim unit is killed by an individual-targeting effect, instead of sending it
to the DUA you may instead send a summoned dragonkin unit in the same army of equal health back to the summoning
pool.



this brings in the Eldarim Champion to the army before the Dragon Attack,
thus you will get a chance to use the Eldarim Champion's "Dragon Control Powers"...Tame, Slay...etc
depending on if the dragon's colors are applicable.
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PostPosted: Sat Jan 29, 2011 9:32 am GMT    Post subject: Reply with quote

87th: Johnny go lately

(this is a hypothetical trick that attacks a unit that cast an SAI in attempt to dismiss the SAI through killing it beofre the SAI is resolved)

It's a cool idea,
although the rules are wording in such a way that this is not possible,
or if it is,
it will be listed here.


Last edited by DEEPBLUEB2 on Sat Feb 05, 2011 9:16 am GMT; edited 1 time in total
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PostPosted: Sat Jan 29, 2011 9:51 am GMT    Post subject: Reply with quote

88th: Camouflage or Hide/Leaving:


in trick #14th:
Leaving Trick

This trick switches the mages with the melee units as casualties,
which is helpful if they are at the wrong terrain values.

The hide version reinforces a hidden unit's stand at a terrain.


Quote:


Hide Casting Cost: 2 Spell List: Feral
Target one health-worth of your units. Until the beginning of your next turn, the target unit 1) makes no rolls, 2)
cannot be the target of a melee, missile, magic, or dragon effect, 3) cannot be affected by any disaster effect

from a
minor terrain or by any racial ability, 4) cannot be taken as a loss to account for damage, and 5) cannot be

promoted.
Multiple castings increase the number of health affected.




Camouflage/Leaving:

Chuck used this one last game,
although it was really "Hide/Leaving"
(I might add there was no attack)

It made great sense.
If you are attacked,
the hidden unit gains the killed units as part of the army.

Quote:
Camouflage Casting Cost: 2 Spell List: Treefolk
Target one health-worth of your units. Until the beginning of your next turn, only melee effects can affect the

target
unit and only melee damage can kill a camouflaged unit. The target unit cannot be promoted. Multiple castings
increase the number of health affected.

Leaving Casting Cost: 8 Spell List: Treefolk
Target all of your armies. Until the beginning of your next turn, for any army-targeting effect that causes damage

to a
target army, any units taken as casualties immediately go to any other of your armies at a terrain rather than the

DUA.
This spell can be cast only once per magic action.


Last edited by DEEPBLUEB2 on Sun Jan 30, 2011 1:17 pm GMT; edited 9 times in total
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PostPosted: Sat Jan 29, 2011 10:03 am GMT    Post subject: Reply with quote

89th: Camouflaged Dragon

This is just a fun idea,
although it may prove to be useful.

The title indicates a dragon is Camouflaged,
when in fact it is the rider. (lord or master)


Quote:
Camouflage Casting Cost: 2 Spell List: Treefolk
Target one health-worth of your units. Until the beginning of your next turn, only melee effects can affect the target
unit and only melee damage can kill a camouflaged unit. The target unit cannot be promoted. Multiple castings
increase the number of health affected.




Quote:
During the retreat step of a reserve movement, a Dragonlord can “ride” a tamed dragon to any other terrain.



Quote:
Sneak Attack: Special (missile action or magic action); Normal (melee attack or dragon attack)
During a missile or magic action, immediately kill up to four health-worth of opposing units in any army, with
no save possible. The owner of the unit with this SAI selects the target army; the target army’s owner selects the
unit(s) killed. Any Dragonkin selected as casualties are immediately buried. During a melee attack or a dragon
attack, Sneak Attack generates melee results.


So camo the lord...
ride it to a magic or missile terrain...
then the dragon attacks on the opposing player's turn...
You'll then be able to cast magic or melee on your turn with hope of a sneak attack.

Since you are Camouflaged,
you will stand a better chance with carrying a magic item,
without losing it.
So artifacts, medallions, or even some of the rare MI.
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PostPosted: Sat Jan 29, 2011 10:09 am GMT    Post subject: Reply with quote

90th: Scent of Fear/Mutate (Multiple player game)

Although Scent of fear is a guarantee route to the reserves,
mutation happens at the beginning of your turn,
so you can't cast the spell,
without giving your opponent the chance to empty their reserves to a terrain.

However,
in a multi-player game...Three or more players,
the additional player keeps the unit(s) in the reserve an additional turn.

If this additional player has Swampstalkers in the DUA,
and at a terrrain,
or should I say "mutation ready"...

then this trick works.
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PostPosted: Tue Mar 01, 2011 9:58 am GMT    Post subject: Reply with quote

Trick 64 bonus:

Link to Trick 64



Cumulative Rerolls: Banking

Flashfire/unit that rerolls.




A unit that has the ability to reroll,
can keep it's reroll results (like rend, and Gruop Monster Ids)
and then assign the reroll effects (like flashfire, or Vortex)'
to the final result.

So basically...
if you roll a series of rends,
and finish with something other than a rend (like a save)
and you want to apply a reroll function (like Flashfire)
you may "Bank" the rend results and continue the string.

In addition to being able to do this,
multiple flashfires allow you to continue adding to this string.

So in essence,
you can roll a series of rends,
apply a flashfire,
roll another series of rends,
apply another flashfire...
etc

and keep all the rends (bank) and apply them to the final result as well.


Example:

Chuck wrote:
But let's say the unit that got a Rend then got a save. It could be rerolled, replacing the save with a new result. The Rend does not go away.






Example:

Cliff wrote:
My army contains a Mudmen and fireshadow...

I'm attacking your army and I really really want to get a surprise SAI so you can't attack me back...

I roll and the mudmen gets its ID and the fireshadow gets a cantrip.

the groupid must resolve first,so I reroll it and get a save.(not what I want).

I then resolve the cantrip to cast a flashfire.

the fireshadow is resolved, I can't re-roll it.

1) Is the mudmen a valid target for the flashfire?
2) if so, does this reroll remove the original ID or just the save results?

I think we all agree that the answers are yes, it is a valid target and only the save results are removed as they were not finalized (but the ID was).








Chuck wrote:

The rules support that because of the wording of the spell. The target is any army. The units it can be applied to are any units that have not yet finalized their results. So whether it's in place before the army rolls, or cast while the army is still resolving early SAIs, the result is the same.



91st: Night Moves/7th to 8th/(Melee Save Roll)

Chuck wrote:

In a way it's no different than a number of other Cantrip-generated spells. For example, Necromantic Wave. Cantrip is just a complex SAI. It causes a number of strange things to happen. Here's my favorite: Undead army is saving vs melee at a terrain at 7. Gets enough Cantrips to cast Night Moves. Everything stops for a maneuver roll. The Undead win the maneuver, now the terrain is at 8 so they can double their saves. Of course the part that sucks about this one, is during the maneuver roll, the results from the save roll have to be "saved" so you can go back to it after the maneuver roll.


Last edited by DEEPBLUEB2 on Wed Mar 02, 2011 9:29 am GMT; edited 11 times in total
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PostPosted: Tue Mar 01, 2011 8:42 pm GMT    Post subject: Tips, Tricks & Secrets Reply with quote

What's the difference between Trick 91 and Trick 64? It sounds like the same trick to me, just with some additional examples.
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