Morris the Miner's Minor Makeover - March 2023 Errata Overview

A new errata is here and has updated a few cards for the game. Since the last errata, Goblin King Games Games has gone full-time and given us a lot of time to review and clear up some rules. Additionally, the Arising expansion was released and added a bunch of new characters to the game with many new models and troupes. We've reviewed the cards in great detail and made some updates which we've been planning to look at for a while. Changes such as slight balance tweaks and some rewording to help clarify some rules and remove some ambiguity. I've also coloured the updates red here to help with the reading. Without further ado, let's have a quick look at what they are and how they might change the game.



Organised Play

Before that though, we can quickly cover some tweaks to the organised play document. This is mostly wording, but we have updated sudden death to be allowed if time permits. This should lead to fewer draws in organised play. Longshanks has also been recently updated by the Longshanks team and sub-factions can now be recorded along with initiative/early bird and results.


Rewording Changes

Kavanagh

Very quick to kick things off, Kavanagh has gained the rogue keyword. This does nothing at the moment but maybe something in the future?

Goblin and Gnomish Airship


'Up, Up & Away' has been updated on both Airships to make more logical sense. An airship flying high above the combat shouldn't suffer falling damage or get in the way of anyone's shots!

Dim & Dimmer, Seasick Stu, Muridae & Boulder


The End Step Effect of Dim & DImmer, Seasick Stu, Muridae, and Boulders Signature Moves have had their end step wording tweaked to be consistent with the wording on Sir Guillemot Poppycock and Tabby, the Librarian Signature Moves. This should clarify that this effect goes off irrespective of who initiated the melee, only that wounds need to be caused during the melee.

Silvertongue


As End Step Effects that affect enemies don't work on enemies outside your engagement range, the End Step Effect of 'Threats & Promises' wouldn't trigger if attacked by an enemy outside Silvertongues Melee Range. This wasn't intentional as we wanted this End Step Effect to always work, irrespective of engagement. We've added a line to say it does resolve even when outside the enemy's engagement range.

Natty



'Look of Innocence' had some awkward interactions with 'Mind Control' and 'Puppeteer', namely: who discards the energy? This update to the wording keeps the effect the same but should clarify it's the currently active model which discards the energy e.g. the model using 'Mind Control' or 'Puppeteer' and not the model they've commanded to attack the 'Look of Innocence' model. We've also added clarification that Natty's End Step Effect on her signature only triggers if she wasn't slain.

Duchess


'Foreboding' had a similar issue and has received a similar treatment. Unlike 'Look of Innocence' though, the new wording has slightly changed its effect in that the wounds are now suffered before the action, not after the action. This should also answer the question of does a model attacking the Duchess still suffers wounds if they kill her, yes, they do suffer wounds now! Duchess has also received the same update to her signature End Step Effect as Silvertongue.


Rules Tweaks

Anya Bartol & Striga Anya



As with Natty, Anya has received an update to 'Look of Innocence'. Additionally, she has received some clarification such as carrying over passive abilities, like protection, when transforming as well as any other stat modifiers. It also clarifies that she continues her current activation and that only one of Bartol or Striga can jog. More importantly, though she has received a small buff! Now when she transforms she does it like Loubard, she spends her 4 energy and then immediately gains it back. Now when she transforms she'll have enough energy to go on a rampage! When she transforms back she does not gain all her energy back, but she does gain enough to use 'Swift' if she needs it.

The Revenant


Currently, when the revenant picks up a stone it is as good as gone unless the Revenant's opponent has a moonstone stealer and can get close enough to him. This can lead to some games where the outcome feels decided by turn 1 or 2 if you don't have a specific anti-Revenant model. 'Undying' now drops one of his stones if he is slain so that there is an option, even if suboptimal, to get stones off him even if the Revenant's opponent doesn't have a specialised anti-revenant model. 

Gotchgut & Brunhilde


'Bodyguard' can currently make characters who are designed to be flimsy with the noble keyword absurdly tough. To limit how good this is and to open design space for more flimsy nobles in the future 'Bodyguard' has been limited to once per turn. We've also added a requirement for LoS as it would make logical sense you'd need to see the person you're trying to bodyguard!

The Goblin King


'Royal Privilege' was originally designed as 'Bodyguard', but for goblins and not nobles. With this in mind 'Royal Privilege' has been updated to stay in line with 'Bodyguard'. Goblin King will still be unique though in how many times he can do it, one bit of damage evaded with 'Royal Privilege', one bit of damage siphoned onto Gotchgut, and another bit of damage absorbed by Portly Pete!

Shabaroon


'Goblin Luck' was tweaked to prevent abuse with Knoll's catastrophe. Previously Shabaroon could be stacked with energy, target Knoll multiple times in a single activation then put a tonne of damage on an enemy without them being able to use cover or evade. 

Wasp



The combination of: 'Buckler', 'Spiteful', and a signature on a guard which deals damage often made fighting against Wasp a nightmare. The signature card has therefore been swapped from High Guard to Falling Swing so fights against Wasp feel far more interactive now. As this knocked down his damage output quite a bit we removed the restriction on slicing and impact damage from 'Javelin'.

Kalista



Cultists have been performing a little too well so a few of their models are being tweaked down slightly to bring them back in line. Kalista's incredibly efficient energy generation was a problem so to keep it in line we've added a range restriction. This was also needed to prevent her from being incredibly overpowered against the Shades of Moonreach. Their early playtesting with their repeatedly slaying friendlies tactics meant Kalista's current version was constantly at faerie-level energy! We've also added the word then to 'Paroxysm' to make it clearer the damage is wholly resolved, then the model is pushed. Very important for if a model with a stone is slain!

Brother Daniel


Brother Daniel was incredibly efficient in both energy generation and movement tricks so these have been dialed down a bit. 'Look at the Shiny Thing' has been reduced to 4" and LoS so it will require a little more forward planning than other Leshavult energy-giving abilities now. 'Plant the Placard' has been reduced to a 1" movement as previously moving a total of four models a sum total of 8" for only 2 energy was too efficient. Finally, with the coming of Eric the Enlightened, 'The End is Nigh' has been reduced in range. Previously, one limitation was that moving a big hitter like Loubard or Klaus put them out of range of their important auras and made them useless. Eric has no such Auras, so teleporting him across the board with no range was way too powerful. It now has a maximum range of 9" with a pink 3 and requires LoS.

Loubard


Loubard's End Step Effect in its current form was simply too punishing and often left the best melee models in the game with no chance to survive. To make reaction stepping away from Loubard a better option, the energy-sapping part of his End Step Effect has been reduced to 1 energy. In addition, to make guarding more effective against him the wounding component has also been reduced to 1. 

Klaus


Klaus has received a range of tweaks to mainly take down his toughness and give some abilities more clarity. 'Protected' has now been renamed as 'Kinship' and gives Klaus protection only if Raegen is near him at the start of the turn. We also added that this is gained until end of turn so if he wants to gain it back at the start of the next turn Raegen will need to be near! 'Tubthumping' now only triggers the first time each game and immediately when reduced to 0 wds instead of waiting until the end of the action. Now Klaus can be killed at the start of a turn when 'Tubthumping' has been triggered by sneaking around protection with an attack that deals wounds. Alternatively, with a signature with lots of follow-ups, like Fancyhat, 'Tubthumping' can be activated, then Klaus can be killed with the follow-up. In combination with the 'Tubthumping' change, Klaus' energy distribution has been shifted to the right to make him more faun-like and leave him with less energy when he tubthumps successfully. He has also received a tweak to his signature removing the follow-up against Low Guard as we felt follow-ups against a guard were too good. We still wanted 'Flail Around Madly' to play well into Low Guard though, so upped it's damage by 1.

Hebert, Loci & Raegen 


With the upcoming Treefolk and potentially even more models with 'Verdant Growth' or terrain spawning abilities we've updated the ability to limit the number of features that can be placed by a troupe. This will prevent possible troupe configurations which fill the entire board with terrain features and open up more future design space. In addition, the three models with this ability have received some additional minor tweaks:

For Herbert Growbottom the spamming of patches in faerie troupes was originally a worry so 'Don't Step on My Flowers!!!' was added to prevent this. With this new limitation of how many patches can be placed at a time we don't think this is needed anymore so we have removed 'Don't Step on My Flowers!!!'.

To help Loci synergise more with the Norse, 'Favour of the Old Gods' is now activated by choice. So if you set up a card for use later and Loci takes damage you aren't forced to flip the card and can save it for a later instance.

We also made some minor tweaks on Raegen's card to add clarity to how some abilities resolve. Mainly, 'Malachite Ritual' now specifies it ignores passives of other characters (so 'Expel' can still trigger if she catastrophes with it), and 'Expel' is slightly reworded to add further clarity that a card is drawn for each individual catastrophe.

Young Jack



With the Norse now out there are multiple ways to stack the deck in a turn and multiple ways to use the top card of the deck. Because of this, we've put Once Per Turn on 'Lucky' so Jack can no longer gain 1 energy and then use 'Lucky' four times to search through the whole deck and put any card he wants on the top. On the other hand, we feel that Young Jack could use a small boost in combat, especially against 2" range models. For this, the End Step Effect on his signature has been tweaked to let him move toward enemies trying to outrange him in melee.

Billy



Billy has had a couple of changes to help avoid ambiguity. We've included the word then in 'Ramming Speed' for a similar reason to Kalista and 'Paroxysm'. His catastrophe for 'High-ho Silver' has been reworded to make it clear that nothing may move him after he suffers a catastrophe, neither friend nor foe. Finally, the critical hit effect of his signature has been removed as there were many different ways to interpret, calculate and apply the effect which was causing confusion. To make up for this, the damage of it against Sweeping Cut and Low Guard has been buffed.

Vicious Syd



As well as a name change, Vicious Syd has also received a buff too. His previous passive which reduced the damage of his Falling Swings now instead increases the damage of his piercing damage by +1. To not make his signature too powerful with the new bonus piercing damage the damage against high guard and sweeping cut has been knocked down by 1. Although with the bonus +1 piercing damage, this then takes it back up 1!

The Fencer



The Fencer has amazing combat potential but is sometimes let down by a bad hand when using 'Enfeeble'. To make her slightly more reliable we've upped her arcane and made the catastrophe less punishing. We've also seen multiple times on the discord server that it'd be cool if she could 'Enfeeble' her friends with the aim of catastrophe'ing on purpose to give them energy. We agree, it would be cool! So the restriction of only being able to target enemies has been removed too.

Chubs


Chubs often spent games repeatedly using 'Rouse' and not having much else variety with how to spend his energy. To make him a slightly better healer we've added a 1 wound heal to 'Rouse' and more importantly bumped his arcane up to 4. Now when you desperately need a heal, Chubs can use all his energy to use 'Healing' at 4 arcane twice. In order to not make him as good an archer as Jayda, his bow has had its damage and range reduced. With 4 arcane though, it will certainly hit more now often!

Mr Toodles


Mr Toodles has received a buff in the form of more utility. With his brand new 'Goblin Jazz Funk Solo' he has more movement options to offer his faunish friends and another (1) energy ability. This means he now has 3, (1) energy abilities and 3 base energy which gives him incredible flexibility during his activation. 'Blighted Elixir' has also been bumped up to 2" range to make it easier to use and harder to call bluff against.

Agatha


Agatha has some great support abilities but they sometimes lack reliability without Quack. To make her ability to buff her friends more reliable we've changed her pink effect from debuffing evade to buffing melee. Now when using 'Drink Your Fill' on a friendly, blues and greens will give out a positive buff making the ability far more likely to succeed!

Morris


Morris was an excellent harvester, but unfortunately always became rather immobile the second he picked a stone in his deployment. To remedy this, we've made him immune to 'Slow Carry' if he's in possession of exactly one moonstone. He'll now be able to pick up a high-depth stone in his deployment without slowing him down then rush off to the next stone or into combat. Speaking of combat, we have also swapped out the useless 'Miner' keyword for the far more useful 'Militia' keyword, making him a great target for 'Brothers in Arms'!


Full cards for the errata (without the red text) can be found on the Moonstone website in the downloads section.

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