8

The decks here are small enough that we can explicitly list out all the possibilities: your draw, opponent's draw 1, 2 1, 3 1, 4 1, 6 2, 2 * 2, 3 2, 4 2, 6 3, 2 * 3, 3 * 3, 4 3, 6 4, 2 * 4, 3 * 4, 4 * 4, 6 I've put an * next to all combinations which result in you escaping. As you can see there are 6 of those out of 16 total. Since each pair of draws in ...


2

Assuming he plays optimally (only rerolling when necessary, and rerolling the higher die), the odds of rolling equal to or less than a given number on 2d6 with one reroll allowed are: 2: 7.4% 3: 19.9% 4: 35.6% 5: 52.3% 6: 68.1% 7: 80.6% 8: 89.4% 9: 94.9% 10: 98.1% 11: 99.5% 12: 100% Note that this is equivalent to rolling 3d6 and seeing if any two of ...


2

I really don't like the combat stack, particularly its use for death blows - it seems like a misguided attempt to add some influence between one round and the next without much thought about what part of combat it might be representing. The rule-book claims this represents "players manoeuvring for a stronger attack", but why is this stronger attack ...


1

The deck is only shuffled when the card instructs you to do so. This way it's semi-guaranteed that the Dragon will eventually wake up. With the " shuffle when there are no heroes in the treasure chamber" rule the Dragon could potentially never wake up - the heroes could reset his "timer" by leaving and re-entering the chamber.


1

I usually try to get the Healing Ring every time I play because the Champion of Chaos and Skeleton Warrior tend to hit me pretty hard if I encounter them.


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