Shadows of Brimstone likes to mess with players. When you scavenge for loot 1/3rd of the scavenge deck is, like, horror hits and adding Growing Dread cards and stuff. And the Gear and Artifact decks also have stuff like Parasites, which always have some bad to go with whatever good they offer. Heck, you can get killed on a bad roll during your town stay when you were ust trying to restock your side bag with bandages. In Shadows of Brimstone you pretty much have to come to accept that everything is out to get you, and that nothing is safe.
To clarify, the Boot Spurs MAY move the Darkness marker back when the POSSE marker moves onto a Darkness/Growing Dread spot, ignoring any Darkness or Growing Dread spaces the Darkness marker MOVES ONTO. So as the Posse discovers new map tiles you get a shot at moving the Darkness back, and helping keep it from escaping. Of course, since the card specifies that you only ignore Darkness and Growing Dread spaces that you move the Darkness marker back onto, I'm pretty sure that means that if, when you do this, if the Darkness marker is CURRENTLY on a Darkness or Growing Dread space and you choose to move it back, then you're moving it back JUST BEFORE you hit that space, and then the next time the Darkness moves you take ANOTHER Darkness or Growing Dread card from that space. So it's helpful to extend the time limit, but since every other space is bad, about half the time when you have the option to use it that means you'll end up taking an extra Darkness or Growing Dread card, which can be a heck of a cost.
@@happyh.joyjoy654 To clarify, the card should be played AFTER moving the Posse Marker onto a GD/D space of the track, which it hadn’t, due to his forgetting to keep up its changes for the Tile placements. The rest of your post makes sense.
3:23 it certainly as the Feng shui of a room lol
I'm surprised cursed items are in gear decks
It looks to be one of the only ones I've seen so far.
It's from the undead outlaws set I think.
Shadows of Brimstone likes to mess with players. When you scavenge for loot 1/3rd of the scavenge deck is, like, horror hits and adding Growing Dread cards and stuff. And the Gear and Artifact decks also have stuff like Parasites, which always have some bad to go with whatever good they offer.
Heck, you can get killed on a bad roll during your town stay when you were ust trying to restock your side bag with bandages.
In Shadows of Brimstone you pretty much have to come to accept that everything is out to get you, and that nothing is safe.
You need to keep up with the movement of that Posse marker on the track! And you played the Boot Spurs incorrectly.
To clarify, the Boot Spurs MAY move the Darkness marker back when the POSSE marker moves onto a Darkness/Growing Dread spot, ignoring any Darkness or Growing Dread spaces the Darkness marker MOVES ONTO. So as the Posse discovers new map tiles you get a shot at moving the Darkness back, and helping keep it from escaping. Of course, since the card specifies that you only ignore Darkness and Growing Dread spaces that you move the Darkness marker back onto, I'm pretty sure that means that if, when you do this, if the Darkness marker is CURRENTLY on a Darkness or Growing Dread space and you choose to move it back, then you're moving it back JUST BEFORE you hit that space, and then the next time the Darkness moves you take ANOTHER Darkness or Growing Dread card from that space.
So it's helpful to extend the time limit, but since every other space is bad, about half the time when you have the option to use it that means you'll end up taking an extra Darkness or Growing Dread card, which can be a heck of a cost.
That makes sense, thanks.
And yes I have to remember the posse marker!!!
@@happyh.joyjoy654 To clarify, the card should be played AFTER moving the Posse Marker onto a GD/D space of the track, which it hadn’t, due to his forgetting to keep up its changes for the Tile placements. The rest of your post makes sense.
@@CrawlingWithDungeons-zw8nkyes, because it prevented the proper use of the Boot Spurs card!