Recently, I contacted the support team for Red November to get clarification on a whole list of rules, since there is--as of yet--no Red November FAQ posted on the FFG website. Some of the answers are able to determined by "reading between the lines", but it's still good to get official clarification on these questions. I have included the initial questions as well as the corresponding responses from the FFG support team.
Red November Rules Questions
(With Official FFG Responses)
1. Can a gnome pass through a room on fire by using Grog? If so, can a gnome pass through multiple rooms on fire? If so, how many rooms on fire can the gnome move through: any along his route or one per tile played? Using one Grog tile allows the gnome to enter multiple rooms (as many as he wants, limited only by the time he is spending to do so) on fire that turn.
2. Does a gnome’s intoxication level increase multiple times if more than one Grog tile was used in a given action or movement? Yes.
3. Can a gnome continue to consume Grog after a level-4 intoxication has been reached? If so, are there any adverse effects other than just risking another Faint Check like normal (i.e., does the gnome faint by default, even if an Event Card with no number would have been drawn)? A gnome can continue consuming Grog. The only adverse effect is he has to make a faint check as usual. He does not pass out automatically.
4. Since there is only one Coffee item tile, does a gnome remain intoxicated at the beginning of his next turn or does he remain intoxicated for the remainder of the game unless the Coffee tile is used (which seems a little unbalanced in my opinion)? He remains intoxicated for the rest of the game.
5. When the captain’s private stash of grog runs out, do players then draw item tiles or is the captain’s cabin just empty and almost pointless to enter? Once the stash is gone, there is no more benefit to going there.
6. Do all players who played a Grog tile when the Overheated card is drawn then perform a Faint Check? According to the rules, only the player whose turn it is will have to perform the Faint Check.
7. Is an Asphyxiation or Pressure Timed Event valid if the corresponding system on the sub is already fully functional? Yes.
8. If a duplicate Timed Event occurs and the events expire at different times, does performing a Fix-It Action fix both Timed Events or just one? If the latter, which one? Also if the latter, then if a duplicate Timed Event occurs and the events happen to expire at the same time, how many corresponding Fix-It Actions must be attempted? One fix-it action must be performed for each timed event. The person fixing gets to decide which one he is working on and must indicate that before the attempt to fix it (the die roll) is made.
9. What happens if a duplicate Timed Event occurs shortly after reshuffling the Event Cards and there are no corresponding Timed Event Markers available for placement? (The same question would apply if both Missile Countdown cards and the Oxygen Pumps Down card were drawn within a short timeframe.) Use some other token or indicator as a substitute for the timed event marker.
10. If a gnome does not have a Diving Gun tile to help with his Kill Kraken action, can a player choose to use ten minutes to ensure success, or is he limited to 9 minutes—or perhaps just 8 minutes—to give himself time to make it back into the sub on his next turn before his air runs out? (i.e., Does the minute spent exiting or entering the sub count toward the ten minutes of air available in the Aqualung?) The rules do not say that the aqualung only provides 10 minutes of air. The rules say that the aqualung only provides enough air for one action outside the sub.
11. Does escaping from a room filled with High Water take two minutes or is the gnome flushed out by the water when it equalizes, thus taking only one minute for opening the hatch? Reflowing water does not decrease the time it takes to move. It still costs 1m to open the hatch and 1m to move into a low-water flooded room.
12. Can a hatch leading to a room filled with High Water be opened before pumping out existing Low Water? If so, what happens to the water tokens? Yes. The high water becomes low water and the room already at low water stays at low water.
13. Can a fire start in a room that is only half-flooded and they cancel each other out? The low water room stops the fire from starting. The room remains at low water.