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Reply: Mice and Mystics:: General:: Re: Misprinted cards

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by Zwerg

Is the error the symbol on your card? If so, it's an error on all Set Trap cards and addressed in the official FAQ.

I don't know whether the card was initially meant to have a star symbol, only, or if it was later decided that the card was otherwise too weak. But in any event, the Downwood Tales expansion for Mice & Mystics contains an updated Set Trap card with the correct symbol.

Here's the link to the official FAQ:
http://www.plaidhatgames.com/images/games/mice-and-mystics/m...

and the relevant quote

1.3.4: Does the tinkerer ability set trap only activate once, or does it last until the end of the encounter. Why is it so weak?
A: Set trap only lasts for that instance, but there is an error on the set trap card. When rolling for each minion affected by set trap, any star rolled will trigger the trap and immobilize that minion not just the star result with a sword.


Reply: Mice and Mystics:: Reviews:: Re: Mice & Mystics and Legend of Drizzt– a comparative, in-depth review of my two favourite games

Reply: Mice and Mystics:: Rules:: Re: movement, adjacency, combat, misc., etc.

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by wombat929

I feel like the answers to the movement question are aiming at cross purposes because the OP used the word 'characters' rather than 'minions' or 'heroes'.

Some people are answering the question: "When a minion arrives at a space with four heroes, do they circle the space?" Presumably to deal damage to a variety of characters. I'd say No, they stay where they are.

Others are answering the question: "When a minion on its way to the heroes encounters a space with four minions on it, may the minion alter the route to go around the space?" I'd say Yes.

I'm not sure anyone else had this confusion with the answers to the movement question, but I did. So hopefully this helps.

Reply: Mice and Mystics:: General:: Re: Complet set of miniature for Sorrow and Remembrance

10 by 10 (plus 4) update

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by Graham

An update on how I was doing on the 10x10 at the start of September.

Arkham Horror Family (9/10)
I'm planning on getting the final game of this done with an actual game of Arkham Horror - but the mad dash through Mansions of Madness has pushed this close to completion.

Power Grid (3/10)
Having firmly set itself up as "problem game #1" Power Grid is now going to be making an appearance at as many game days/evenings as I can force it to without being killed by my gaming groups.

Galaxy Trucker (10/10)
So this was on 5, then that weekend happened. I burnt myself out on it, but have strange desire to go back and do it all again... just, not yet.

Ticket to Ride Family (10/10)
Ticket to Ride has managed its 10 with ease, as it was meant to. No doubt I'll play it a few more times before the year is out.

Race for the Galaxy (10/10)
Getting my brother hooked on 2 player made this an easy one to run through.

Risk Legacy (10/10)
The first to be finished as our pub group pushed through the campaign. Looking forward to Seafall and Pandemic Legacy.

Dungeon Petz (5/10)
The discovery that Petz works as well 2 player as it does 3 player has lead to a fair few 2 player games. I enjoy this, but need to get better at planning ahead for the buyers...

Space Alert (10/10)
Another run through the tutorial with new players brought this up to the required 10. I feel I really need to get a dedicated group up to speed so I can start hitting full missions.

Zombicide (10/10)
Along with Galaxy Trucker I feel I have burnt out on Zombicide, it will go back to resting until S3 sparks my interest once more. Or I'll start working through the S2 missions I haven't done yet.

Agricola (5/10)
A couple more games of Agricola (including introducing it to my evening group) makes me fairly certain that I will be able to finish this just through steady play, I just need to keep bringing it out at game days.

Bonus 4

Mice and Mystics (5/10)
Managed to play a phenomenal 5 games of Mice and Mystics this month by teaming up with my brother and charging at the campaign. Technically we lose the occasional game, but normally we plow on for the story purposes.

Descent 2nd Edition (10/10)
So we played through the Shadow Rune campaign (with quite a lot of rules errors). We will almost certainly start a Shadows of Nerekhall campaign, but probably just before the new year.

Android: Netrunner (10/10)
A further few games and I'm back to tweaking my decks and building new ones. Ahhhh, the addiction feels good.

Hanabi(9/10)
Last month I set myself a challenge to get 35 plays of my bonus 4... I managed the 5 plays of Mice and Mystics, I got the 2 plays of Netrunner, but this I missed. Hopefully I can get this played down the pub before too long, but again - not worried about finishing it.

All in all I am about where I want to be with the challenge - averaging about 10 plays a month in the key 10. I'm curious to see how much I'll be playing the games once I have finished the 10x10. I've also earmarked some games to be given the 10x10 treatment next year - but we'll see how I'm feeling come Dec/Jan for that.

Reply: Mice and Mystics:: General:: Re: Complet set of miniature for Sorrow and Remembrance

Reply: Mice and Mystics:: Strategy:: Re: Hero Spotlight: Nez

Reply: Mice and Mystics:: Rules:: Re: movement, adjacency, combat, misc., etc.

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by WhiteWalker

After the second try we managed to beat the first mission, alas we forgot to place the mousetraps. Somehow I thought they would only appear via a search card.

8) If you're in the kitchen and want to climb the table against the arrow direction you have to spend 3 movement points. But from which field do you start? The one that is adjacent or the other one, which is not adjacent anymore, but where the dust mop / swab seems to start?

Reply: Mice and Mystics:: Rules:: Re: movement, adjacency, combat, misc., etc.

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by squegeeboo

WhiteWalker wrote:

After the second try we managed to beat the first mission, alas we forgot to place the mousetraps. Somehow I thought they would only appear via a search card.

8) If you're in the kitchen and want to climb the table against the arrow direction you have to spend 3 movement points. But from which field do you start? The one that is adjacent or the other one, which is not adjacent anymore, but where the dust mop / swab seems to start?


You don't always use the moustraps, only if the encounter card calls for it, and there are mousetrap spaces on the tile.

We've played that you need to be on the broom space to move onto the table, but in retrospect, if your mouse can go from a corner square up to the table using the base movement rules, it could go diagonal in 3, instead of 1 to the broom space and then 3 to the table.

Reply: Mice and Mystics:: Strategy:: Re: Hero Spotlight: Nez

Reply: Mice and Mystics:: General:: Re: Complet set of miniature for Sorrow and Remembrance

Reply: Mice and Mystics:: Strategy:: Re: Hero Spotlight: Nez

Reply: Mice and Mystics:: Strategy:: Re: Hero Spotlight: Nez

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by Targanth

SnarksandBoojums wrote:

Is it too early to vote for a gecko?

If you look in the Downwood Tales forum you will find a spotlight on Jakobe.

Subject: Welcome to the Downwood! Preview #1

Reply: Mice and Mystics:: Strategy:: Re: Hero Spotlight: Nez

Reply: Mice and Mystics:: General:: Re: Complet set of miniature for Sorrow and Remembrance


Reply: Mice and Mystics:: Strategy:: Re: Hero Spotlight: Nez

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by Zwerg

SnarksandBoojums wrote:

Is it too early to vote for a gecko?


My plan was to write about the base game mice and Nere first, then about the Downwood Tales guys (and I think Jakobe will be the first) and update the old spotlights with the new ability cards and items. I thought to compile all articles into a pdf in the end. If interest for this was there, I could possibly reorganise everything into a little M&M strategy guide.

One reason why I thought it's best not to include the three new heroes is that I presume other players would love to form their own opinions first. If I'd give a detailed guide to Jakobe now, I wonder if players could get less enjoyment playing the character for the first time and discovering all items and abilities for themselves. I always thought of these spotlights as a supplement - you have played the character and my nerdy game analysis might just give you another opinion on something you disregarded or even a hint on how to use a mouse's strength to greater effect.

Thread: Mice and Mystics:: General:: M&M Difficulty in General

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by ampoliros

My son and I have stalled out on Chapter 4.

The first time we got killed by the Spiders in the King's Bedchamber.
The second time we got to the Forge, but died on the "double" encounter. I think we would have won if not for the rule that you have to advance the page marker each time a mouse gets captured.

It seems as if we are rolling completely average for both the mice and the minions. I have to imagine the difficulty should NOT be scaled so that the mice have to get better than average rolls. Are there any suggestions for how to mitigate the difficulty?

Also as another comment on the difficulty... Each time Brodie has come out he has absolutely destroyed us in short order. The cat is WAY too strong. I don't see how to deal with him unless he rolls like crap and the mice roll nothing but hits.

My son didn't want to do anything but play M&M when I first bought it. Since our troubles with Chapter 4, he hasn't even mentioned it. I know co-op games are supposed to be on the difficult end of the spectrum in general, but since M&M is designed to be played by children I think the designer missed his mark.

Reply: Mice and Mystics:: General:: Re: M&M Difficulty in General

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by Hahma

How old is your son?

The mice in the party can make a difference.

The abilities of the mice can make a difference.

There is some level of tactical skill required, with some chapters being more difficult than others.

If all the chapters were easy, then many people would feel ripped off by the game as being not challenging nor have any replay value.

There have been many printings of the game and it has been well received for the most part, otherwise there wouldn't be the demand for more printings.

It's not only a game to play with little kids, some adults like it too.

The designer has said many times that this is your game. You can make adjustments/house rules to help make it harder or easier, depending on the needs/desires of the group that's playing it.

Perhaps you can try again and add another page allowance to have more time. There might be other things that you can adjust based on your experiences that can help you.

Reply: Mice and Mystics:: Strategy:: Re: Hero Spotlight: Nez

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by Atsur

Great article! I love the strategy pictures - I can admit I've used a lot of these tactics in my own games. Nez is my go-to mouse after Collin, and I usually use the Tinkerer's Treasure to find the Thimble Helm. Best item on him by far!

Thread: Mice and Mystics:: General:: number of mice vs story

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by christizzz

Hello,

I just got my cope and was going through the first chapter. There is 6 heroes right ? thematically there is only 5 characters at the begining (Collin Filch Maginos Nez and Tilda). Lets sasy a player chooses Collin Filch Tilda and Maginos.... the first story point is when entering the next tile and starts with Nez saying something... But Nez is not playing ... did i miss something ???

Thank you
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