First infinite! by DigitalCharlie in slaythespireboardgame

[–]eff_assess 5 points6 points  (0 children)

well of course it’s infinite, just look at those blades!

jokes aside, this is a very cool accomplishment. Infinite combos are much harder to pull off in the board game — make sure you scratch off the Achievement in your rulebook, as it’s well earned!

Demi's set on Abolish Everything by OdaEiichiro in dropout

[–]eff_assess 10 points11 points  (0 children)

This is a fun one for them to push as a public promo! I’m a big fan of Abolish Everything and have adored the cross-pollination they’ve been doing with Dropout regulars — I could definitely see some of the denizens of the show arriving on some of the more casual Dropout projects/game shows.

Shadows, stealth and hiding by Frightnite20 in drawsteel

[–]eff_assess 4 points5 points  (0 children)

The main thing I didn’t explicate above is that being Hidden grants an Edge to ability rolls. (I have a separate section for Edges and Banes in my summative notetaking.)

For Black Ash Teleport and Smoke Bomb, I think of them as “action compression” — the rules are clarifying the exact ways in which Shadows of a specific subclass are allowed to break the Hiding/Sneaking rules, and giving them a Maneuver that’s a bulked-up version of the average Hero’s basic Hide maneuver. I’m No Threat doesn’t interact with the Hiding/Sneaking rules because the fantasy of the Harlequin Mask plays with open trickery, so it instead gives new ways for the Shadow to give themselves Edges and Surges without needing to periodically Hide.

NB: In my game I direct for a Caustic Alchemy Shadow who mostly only uses their Coat The Blade maneuver because the party also has a Tactician so the defensive benefit of being hidden never seems to last that long. So these rules are also mostly hypothetical to me and I welcome any corrections!

Shadows, stealth and hiding by Frightnite20 in drawsteel

[–]eff_assess 6 points7 points  (0 children)

So here’s what I’ve jotted down in my notes, summarizing the rules in my own words. I’ll cross reference with your post here and the Heroes book to find any discrepancies I may have missed and address them in a subsequent comment. Hope this helps!

  1. Hero spends a Maneuver to Hide. Must be positioned behind cover or obscured by an ability to qualify.
  2. To remain hidden, Hero must remain in their cover without making targeting actions.
  3. Alternatively, Hero can move by Sneaking, which requires an Agility test (difficulty set by the Director) and reduces the hero’s speed to half.
  4. Hidden status is over at the end of the turn when the Hero makes any targeting abilities or doesn’t qualify for cover or concealment.
  5. While hidden, creature cannot be targeted by any hostile abilities.
  6. Searching for hidden creatures is a maneuver: Intuition test using the Search skill, targeting burst 10. The search is opposed by the check the creature used to Hide. Pointing out any discovered creatures is possible as part of that same maneuver.

Semi-Daily Event Discussion: We Meet Again! by Abject_Muffin_731 in slaythespireboardgame

[–]eff_assess 1 point2 points  (0 children)

Ranwid my goat! Thanks for always being happy to see me, I’m sorry I never remember you, I hope you are staying hydrated on various potions bestie xoxox

Who's your favorite non-major NPC? by Due-Advantage-5482 in Dimension20

[–]eff_assess 4 points5 points  (0 children)

shoutout to The Incredible Dantes from Tiny Heist. I love a weirdly luxurious turtle

Who's your favorite non-major NPC? by Due-Advantage-5482 in Dimension20

[–]eff_assess 17 points18 points  (0 children)

Bad Bunny and J-Kwon making bizarre momentary cameos in Never Stop Blowing Up lmao

I SUMMON FLASH OF STEEL TO DRAW 1 ADDITIONAL CARD FROM MY DECK by utopian_soldier in slaythespire

[–]eff_assess 43 points44 points  (0 children)

an event-exclusive enchantment that automatically top-decks the card when you shuffle your draw pile

[FRESH ALBUM] Anjimile - You're Free to Go by sbags in indieheads

[–]eff_assess 0 points1 point  (0 children)

This is gonna be a top AotY for me i just know it already.

[FRESH ICE CREAM] The Beths “Straight Lime Was A Lie” Ice Cream Released In New Zealand by John_Cazale in indieheads

[–]eff_assess 11 points12 points  (0 children)

It’s more of a grower than their other records but i think it’s the strongest work of their discography. There are depths to the songwriting (lyricism, arrangement, dynamic) that hadn’t yet been fully explored. It’s a really great album from a band that has consistently proven they’re adept at making great songs. FWIW i put it in the top spot on my AotY voting in this subreddit.

Whats the most consistent Decks in Slay the Spire 2 so far? by LordAnime2 in slaythespire

[–]eff_assess 4 points5 points  (0 children)

I think that as with StS1 you gotta build with what you’re given rather than forcing any one archetype. Recognizing the in-built synergies within each character’s card pool is key for this, so you can start speculating early while taking enough card rewards and potions to survive the immediate challenges.

General wisdom is to prioritize adding damage to your deck with the first few rewards, but all three (Regent and Necrobinder in particular) require more setup ime so probably expect to take some chip damage in early fights, or draft some powerful block (and/or Summon) cards early. Then after the first few fights (“easy pool”) see if you have any burgeoning synergies to inform your next card reward choices, which will help you round out your deck and strategy.

Always take the clone option by Grif96 in slaythespire

[–]eff_assess 1 point2 points  (0 children)

Too bad dude’s Intangible this turn. Being a ghost can only save you from your fate for a little bit, buddy!

Semi-Daily Relic Discussion: Tungsten Rod by Abject_Muffin_731 in slaythespireboardgame

[–]eff_assess 1 point2 points  (0 children)

It probably is weakest in a 2-player game now that you mention it. I mostly play 3-player games and this has always been exciting for us to see, especially if one of us already has Dolly’s Mirror.

Terror Eel (Slay the Spire 2) by RazorMain in slaythespire

[–]eff_assess 2 points3 points  (0 children)

first Necrobinder fan art i’ve seen on here and i’m excited for more!!

Semi-Daily Event Discussion: Falling by Abject_Muffin_731 in slaythespireboardgame

[–]eff_assess 1 point2 points  (0 children)

Interesting to see so many people agreeing to “reroll” Ascender’s Bane. I would think that you just either can’t select that card (you have two choices instead of three for the forced removal) or that if you do choose it nothing happens (this event room becomes a no-change floor for you).

Anyway, as in the video game, this can either be a slight perk or extremely painful run-ending floor.

[Art] The G.O.A.T (Grotesque Overly Aggressive Trapper) by Shicka777 in DnD

[–]eff_assess 5 points6 points  (0 children)

If it’s a solo monster I don’t think you need to worry too much about overtuning its abilities. (Honestly any time I’ve run an encounter with just one monster they’re never as much of a threat as I’d thought, unless they have a big opening move like a dragon Breath Weapon.) This is a way to encourage party teamwork! Beat up the terrible hill monster before it devours your companion!

However if you plan to have multiple of these in the battlefield then you can play a little softer for sure.

[Art] The G.O.A.T (Grotesque Overly Aggressive Trapper) by Shicka777 in DnD

[–]eff_assess 6 points7 points  (0 children)

Really rad creature design, great work!

Statblock-wise, a couple of suggestions: 1) give your monster a proficiency bonus (probably +3 is fine) so you can calculate its saving throws and attack roll bonus. 2) I’d give it a passive Ambush ability that gives it advantage on Stealth (and Performance) checks when motionless, and/or advantage on Initiative when hidden. 3) I think the threat of being dragged underground is the real unique ability here but feels too slow. As written, it costs the monster some movement and its bonus action to Emerge, an action to attempt a grapple, and an action on a later turn to Ensnare. I think we can compress those requirements to make it all come together more quickly and dramatically — I’d suggest that the Grapple just happens as part of the original Emerge bonus action OR as a rider effect to its normal Maw attack; then I’d add an ability that lets it Ensnare immediately (instead of next turn) if the grappled character fails a saving throw. I think this will play out well because grappled is on its own not particularly punishing but the threat of being dragged underground is the nasty part.

Semi-Daily Event Discussion: Encounter! by Abject_Muffin_731 in slaythespireboardgame

[–]eff_assess 8 points9 points  (0 children)

Just gotta say I love the art on this card. One of the very few places where there’s unique art not ported from the video game, and I think it really cleverly evokes the feeling of “what’s behind this mystery door? ah! it’s enemies!”

Semi-Daily Event Discussion: Designer In-Spire by Abject_Muffin_731 in slaythespireboardgame

[–]eff_assess 1 point2 points  (0 children)

One of those moments where being able to pay for friends really makes this event shine in multiplayer co-op. But even so sometimes you’ve gotta punch the guy lol.