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Reply: Mice and Mystics:: Rules:: Re: If a hero mice does no damage, does the minion still roll defense dice?

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by mynameistopher

Beloch wrote:

Just to belt & braces it, this from the FAQ (p3):

Do minions roll for defense to try and get cheese even if there were no hits inflicted?
No. If there were no hits, then the defender does not have to roll defense.


What about mice defending from minions? Do they also lose a chance to get that sweet, sweet cheese?

Thread: Mice and Mystics:: Rules:: Healing Wounds

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by mynameistopher

Is the only way to heal wounds special abilities like first aid? I thought I read in the rules somewhere that wounds disappear once a tile is clear of minions, but now I can't find it, nor anything about healing.

Thanks!

Reply: Mice and Mystics:: Rules:: Re: Healing Wounds

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by zenxacred

mynameistopher wrote:

Is the only way to heal wounds special abilities like first aid? I thought I read in the rules somewhere that wounds disappear once a tile is clear of minions, but now I can't find it, nor anything about healing.

Thanks!


So far, spells and items only. Exploring a new tile does not heal you.

When you are captured you removed all non-starting equipment items and cheese and all wound markers. When the tile is clear of minions and the captured mouse turn comes up, they return to the tile fresh.

Reply: Mice and Mystics:: Rules:: Re: Healing Wounds

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by Hahma

No, you don't remove wounds when moving to a different tile. Going from one chapter to another chapter may be what you are thinking of.

During a chapter, in addition to 1st Aid and other healing abilities, you can heal with scroll of Heal All and Whiskerfroth Elixir search card.

Reply: Mice and Mystics:: Rules:: Re: Relative newcomer - have some specific questions I'd like some help with

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by El_Hefe

Omega2064 wrote:



3: Battle leader says swap mice on the initiative track after taking a turn with the mouse about to use the skill. It does not mention any initiative triggers?



Sorry, my mistake here, I meant Born to Lead, the ability/power on his character card. Didn't have the full box in front of me when concocting this thread.

Also, thanks everyone for the responses.

Reply: Mice and Mystics:: Rules:: Re: Relative newcomer - have some specific questions I'd like some help with

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by youperguy

Is a note it is better to number your questions. It makes them easier to answer.

Fish hook allows you to avoid rolling! but you still most stop when leaving water.

Collin's ability: is everytime initiative is reset. So if there is a surge and you shuffle iniative cards then Colin gets a cheese! but if there is a surge and you just place the iniative card at the end then Colin does not get a cheese.

Give order can not be used on Colin.

Inspire does work for Colin.

Protect does not work on yourself.

Fortify does work on yourself.

First Aid, Cure, and Major Heal all work on the caster.


Hope that helps.



Reply: Mice and Mystics:: Rules:: Re: Relative newcomer - have some specific questions I'd like some help with

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by Anarchosyn

youperguy wrote:



Fish hook allows you to avoid rolling! but you still most stop when leaving water.



Humm, we interpreted this differently. We see the fishhook as serving one mechanical purpose: crossing red lines. Any other terrain based rules were still honored. So, crossing from the ground to a table would cost 1 movement point, but climbing out of the water would still necessitate a roll (per its normal transitional rules).

I could see it going either way. Was this clarified by Jerry?

Edit: :wow: Holy Hell! :wow:


nobeerblues wrote:

daveyleedsUK wrote:


Ok so this has been puzzling me... if you can move 'upstream' against a current and scurry so that you don't keep ending up on the same space how can a mouse end up being pushed off the board and being captured? Surely you just scurry all the time to avoid it til u can get out?

I kinda like the idea that you can't move against the current as makes it more challenging. Thoughts anyone?

Cheers
you cannot move against the stream. You can only move in the direction of the current.

(Crud, I just looked back at the rulebook, and it is not mentioned that a mouse cannot move against the current, this is an oversight. Mice cannot move against the direction of he current.)


http://www.boardgamegeek.com/article/10715087#10715087

*Head Explodes*

Reply: Mice and Mystics:: Rules:: Re: Healing Wounds

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by mynameistopher

zenxacred wrote:

When you are captured you removed all non-starting equipment items and cheese and all wound markers. When the tile is clear of minions and the captured mouse turn comes up, they return to the tile fresh.


I think this is what I read and misconstrued it. Thanks for your help, both of you!

Thread: Mice and Mystics:: Strategy:: Question on Filch's ability

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by mynameistopher

Was just reading this on Plaid Hat's FAQ:

1.1.4: When equipping single handed weapons like the dagger, can a mouse equip two of them since
they only take up one paw spot? Or can they not because the same paw is "glowing" on the equipping
picture? The rules sound like you can, but then shields have the opposite paw "glowing".
A: Mice may equip two single paw weapons, but you can only attack with one weapon per attack and
therefore only receive the bonus and ability of the chosen weapon.


So... If you can only use one weapon at a time, what's the advantage of Filch's prehensile tail?

New Image for Mice and Mystics

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by mrkvm

Victory on our third attempt of the first chapter!

Reply: Mice and Mystics:: Strategy:: Re: Question on Filch's ability

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by Hahma

Gives him extra options depending on what weapon he has and what an enemy's weakness might be. He could also carry a two-handed weapon and still have a one-handed weapon with his tail. He could also use the extra hand hold to carry something for another mouse who's pack is full.

Reply: Mice and Mystics:: Strategy:: Re: Question on Filch's ability

Reply: Mice and Mystics:: Strategy:: Re: Question on Filch's ability

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by Zwerg

I can think of three:

- Equipment carrying capacity. Having an additional item slot effectively allows Filch to carry more items than other mice.

- Versatility. Filch can have a two-handed ranged weapon and a dagger equipped at the same time. This could be beneficial for out-of-turn attacks, e.g. through Collin's Give Order ability. Similarly, Filch could improve his defence by (e.g.) having two (legal?) shields and a dagger equipped.

- Knife Strike. Filch can potentially use this ability to attack three times (two daggers in his paws, one in his tail).

Reply: Mice and Mystics:: Rules:: Re: If a hero mice does no damage, does the minion still roll defense dice?

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by youperguy

mynameistopher wrote:

Beloch wrote:

Just to belt & braces it, this from the FAQ (p3):

Do minions roll for defense to try and get cheese even if there were no hits inflicted?
No. If there were no hits, then the defender does not have to roll defense.


What about mice defending from minions? Do they also lose a chance to get that sweet, sweet cheese?


Yes, you do not roll defense if the minion misses.

Thread: Mice and Mystics:: Rules:: Campaign play question

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by Anarchosyn

This was asked by another user, but didn't get any responses. Being a curious bunny, figured I'd repost:

The_LoneWolf wrote:

Hey guys,
i have some more doubts

1) A question about the Campaing mode,
reading from my Rulebook (i have the Italian version), i understand this:
At the end of a Chapter i pick a Search card from the ones i have in my equipment+bag.
Lets say i have Maginos, i start Chapter 1 with my Staff of maginos, and at the end of the chapter i keep the Cloak of trasnfer (sorry i didnt know the correct translate, the one that make you teleport to another place when you make a defence).
So, this way, im gonna start the second chapter with both the Staff of Maginos and this Cloak, right?
My question is, the Cloak become a 100% part of my starting equipment? so, can i DONT keep that at the end of chapter 2 but still have that at the beginning of chapter 3?
This way our Mice Heroes can hypotetically build 1 equipment card for every chapter?



So, was the game designed to accommodate this kind of snowballing of power? If so, neat. I like the idea that you effectively increase what the game considers "starting equipment" every chapter. However, I hesitate to implement this idea if it'll unbalance the intended difficulty of the later scenarios.



Reply: Mice and Mystics:: Rules:: Re: Campaign play question

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by Chudley

From what can recall, you can only keep one additional item from your starting deck. But I think I'll implement the one additional each game just for fun. Be aware, you can have one additional, that doesn't mean you have to be able to equip it. For example, I get Tilda to carry an additional set of armour for Nez so he can carry his helmet over next game.

Reply: Mice and Mystics:: Rules:: Re: Campaign play question

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by youperguy

No.

The starting equipment is what is on your charecter card. From this you can keep one search card for the next scenario. If you kept a search card each chapter play balence would be effected. (It would be to easy.)



Reply: Mice and Mystics:: Rules:: Re: Campaign play question

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by Beloch

Sadly I think you only keep the 1 Search card each time. That is to say: no, you don't snowball items.

But you DO snowball abilities, which makes a difference.

Reply: Mice and Mystics:: Rules:: Re: Campaign play question

New Image for Mice and Mystics

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by chbyer

Started paining my Mice and Mystics base game after almost a year.
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