Screw this useless forum software. Whatever. Anyway, I updated it and stored it somewhere where it's no longer a huge pain to update. I separated the answered questions as well: I'll post them later. It's gonna look like crap here on the forums, and I'll look into that, but for now, this is pretty good for me.
RtL 13: Current FAQ answer + RtL rules for Orc Market imply that Market Items are not Town Deck items but instead the Treasure Item cards that get drawn when you visit a market. I'm asking for the "wth are market items" clarification in FAQ 7.
ToI 11: Evade is obvious as written: the attack becomes a miss, end of story. Flaming Fury always refers to a monster, just like Crushing Blow, and only a single monster: no part of the wording implies that you can target multiple monsters. It is only blocked that isn't strickly obvious as written.
Answered: WoD 2: Step 5B demands that the game begin. Step 6B basically says that, just before the game begins, you do treachery. Therefore, the answer is actually (obtusely) spelled out in the rulebooks.
Clarifications: 4: Added "are discarded potions/town items gone for good?" as jitd 15. Unlike Invisibility potions, Invulnerability and Power potions are explicitly discarded, hence the special case for invisibility potions (they're "removed from the hero sheet", but the game doesn't say what that means, exactly). 9: This question is a clarification of the item rules. I don't think I've ever seen anyone consider this possible or even likely until now.
Journeys in the Dark
1. Can abilities with a radius that don't require Line of Sight (Command, Word of Vaal, Spiritwalker, Kirga's hero ability from Altar of Despair, etc.) go through walls and/or doors? When checking the distance for these abilities, must the target space or figure be reachable by moving a number spaces less than or equal to the radius, or do these abilities work like the Breath example (fly to anywhere within a template, in this case a square of edge length 2xradius + 1 centered on the figure)? 2. Can a monkey perform "movement actions" which cost no MP, e.g. pick up tokens or drop items? 3. If a figure jumps over an obstacle that is adjacent to an enemy figure with Grapple, can the jumping figure be grappled "in mid-air"? If so, what happens? If not, can figures jump over empty squares as if they contained obstacles in order to avoid being grappled? 4. Can a figure enter a square where it cannot normally end its movement if there is a chance (but not a certainty) that it will be unable to leave? For example, can a monster move onto an active glyph that is adjacent to a hero with Grapple, hoping to kill the hero and continue its movement? 5. Do effects like burn and web affect figures at the start of their activation or the start of their controller's turn (for example, the start of the Overlord's turn for his monsters)? Can the overlord choose to not activate a monster and thus have it not suffer from lingering effects or must all effects be resolved before the Overlord activates monsters? 6. How is range calculated when attacking through a staircase? 7. Does the radius of a Blast attack, or other area attacks (such as the Word of Vaal, Sweep) extend through a staircase? 8. Do the effects of abilities such as Aura, Spiritwalker, Command, and Kirga's hero ability (from Altar of Despair) extend through staircases? 9. Can line-of-sight be traced through a staircase for any purpose other than attacks? If the other end of a staircase has not been revealed, is it revealed when a hero moves adjacent to the staircase (from which he could attack the other end), when a hero moves onto the staircase, or not until the hero actually uses the staircase to move into the unrevealed area? 10. Does the Word of Vaal affect the hero wielding it when making a Dark Charm attack? 11. Read strictly, the rules for moving non-square figures on page 15 contradict the diagram on page 17, possibly due to non-standard use of the word "half". Can you clarify exactly how non-square figures are permitted to move? 12. When the Undying ability is triggered by a monster being killed, which player rolls the power die to see if the monster dies permanently, the Overlord or the Hero who made the killing blow? 13. Can guard interrupts be taken before the Overlord draws cards/collects threat, before the playing of Spawn/Event/Power cards, before the first activation of a monster, and/or before any of the Overlord's "start of turn" actions? 14. If a hero with the Divine Retribution Skill is killed by an attack with the Knockback ability, does Divine Retribution take effect before or after the figure is moved by Knockback? 15. If a potion or a Town Deck item is discarded, do they go back to the pool of available items or are they out of the game like Treasure Items? If an item is sold back to the shop, is it discarded or added/shuffled back into its appropriate deck? 16. If there are no monsters in a newly-revealed area, does the Hordes of the Things power take effect? 17. Can the Overlord place the second monster granted by Hordes of the Things adjacent only to the first monster, which is in turn adjacent to a revealed monster? Is the Overlord allowed to place the granted monsters outside of the newly-revealed area if one of the newly-revealed monsters is adjacent to a previously-revealed area? 18. If a hero with the Precision skill is standing in a Pit, can he choose to ignore the Pit and thus the Line of Sight effects from being in a Pit when attacking? 19. Timing of "before applying the effects of armor": At what step of the attack sequence does this occur? This becomes an important interaction during Guard orders and in the case of Knockback and Divine Retribution. For example: If an activated monster is hit with a Guard attack that gives a Web or Stun token, does it activation end due to the effects of Web or Stun? If a hero with Divine Retribution is hit with an attack with the Knockback effect that deals enough damage to remove his/her last wounds token after armor, is the figure moved three spaces before Divine Retribution is triggered? 20. Knockback and entering spaces: When a hero is moved into a space at the end of a Knockback attack, does the figure have to pay any cost or penalties for that space? Examples: Does a knocked back into a lava space does the figure immediately take damage for entering the space? Corrupted terrain, does the Overlord gain 2 threat for the wounds the hero suffers after damage is applied and armor subtracted to deal wounds? In Sea of Blood, does a figure knocked into Deep Water have to immediately pay the fatigue penalty for entering? 21. Does Fear from multiple sources stack? For example, if you make an attack that effects more than one figure, each with Fear 1, do you need to spend 1 surge or 2 surges (one for each figure with Fear) to resolve the attack?
Well of Darkness
1. If the Overlord plays a trap that does some amount of wounds of Poison damage, do the extra wounds from the Trapmaster power also count as Poison damage? 2. Does Trapmaster add wounds to attacks resulting from traps like Dark Charm and Mimic, which activate creatures instead of dealing wounds? Does Trapmaster add wounds to trap cards like Scything Blades, which don't have a number of wounds printed on the card but still deal wounds? Can the Skill card "Cautious" prevent wounds from Dark Charm, Mimic, or other trap cards that don't directly deal wounds? 3. When attacking with the Spirit Spear, do all three affected spaces need to be adjacent to each other (forming an "L" shape), or could they form a line or crescent? Which space is used for determining the required range? 4. On the Earth Pact skill card, when it says "if you do not move during your turn," does that refer only to normal movement (when you spend movement points to enter an adjacent space), or to all effects that alter your position (such as Shadow Soul, Knockback, using a glyph of transport, etc.)? 5. The Trueshot relic says it "only misses if you roll a miss result, regardless of range." Does this grant the relic the ability to ignore Fear, and any other effects (other than an X on a rolled die) that could cause an attack to miss? 6. What happens if a hero uses a power potion or fatigue to boost an attack while he has one or more Daze tokens on him? 7. Spell of Binding (also Spell of Burning, Spell of Frost from AoD and Spell of Thunder from ToI): Do these cards ignore figures when determining line-of-sight, like a Blast attack? 8. Welcome Mat: Does the "front" of the door refer to the side from which the hero opens it, or from where it was originally opened? If there are more than two spaces on that side of the door, does the 2-space token's long side have to be flush with the door, or can it be placed one space off to ether side?
Altar of Despair
1. + Well of Darkness: When the Leech ability causes a hero to suffer additional wounds (due to being out of fatigue), is this considered the same source as the attack or a different source (for purposes of Corbin, Skull Shield, etc.)? 2.
+ Well of Darkness: If a hero has multiple damage-causing effect tokens (such as Burn or Bleed), is the damage considered to be one source or multiple (for purposes of Corbin, Skull Shield, etc.)? For example, if a hero takes damage from 3 burn tokens and 2 bleed tokens, is that one source, two sources (grouping like tokens), or five? 3.
+ Well of Darkness: If a hero enters a space that is adjacent to multiple enemy figures that each possess the Aura ability, is the damage considered to come from one source or multiple (for purposes of Corbin, Skull Shield, etc.)? What if the space also contains damaging terrain, such as lava, is it considered a separate source of damage? 4. + Well of Darkness: If a figure is moved onto damaging terrain (such as Lava) via Knockback, are the terrain and the attack treated as a single source of damage or as two sources? Examples: a)Can Corbin apply his damage reduction to each separately, or only once to the combination? b)If the hero suffers 1 wound from the attack and 1 wound from the terrain, can the Skull Shield be used to cancel both all at once, or only one of the two wounds? 5. If a hero is moved onto a Corrupted space via Knockback, does the Overlord gain the benefit from the hero losing wounds? 6. If a hero has the Bottle Imp equipped, and wants to re-equip it to move the familiar to his current space, does this require a single re-equip action, or two? 7. Can a hero equipped with The Black Ring use surges to overcome the Fear ability, or does she automatically miss any figure with Fear? 8. When the overlord plays the Weakness card to remove power dice from a hero's attack, can a hero still spend fatigue after his attack roll to add power dice? 9. Dark Relic: Is the overlord allowed to see the treasure card a hero draws before deciding whether to play this card? Can this card be played when a hero receives a treasure card via trade, or only when a new card is drawn from the deck? 10. Can Tahlia drink a potion or use a glyph on the Overlord's turn when she Guard interrupts if she already drank/used one on her turn? 11. Is another hero with Guard allowed to interrupt Tahlia's Guard interrupt movement (e.g. possibly using a more favorable attack position for Spiritwalker)? 12. Regarding the Falcon's Claw Copper Item, if a hero interrupts a monster's activation and hits the monster with a Web token, is the monster then unable to continue spending movement points? Can any figure spend movement points if it has a Web token on it at any time, regardless of when that token was obtained?
Road to Legend
1. + Well of Darkness: Ironskin in RtL mentions multiple-space attacks: does this affect the Word of Vaal Rune, Sweep, Spirit Spear (Gold Treasure), etc.? 2. + Altar of Despair: The Snowy Woods Location says that no figure may move more spaces than its speed during its turn. How far can Tahlia move when she Guard interrupts: is it dependent on or independent from her movement during her actual turn? 3. + Altar of Despair: Down the Drain (RtL dungeon 33) says: "Entering a water space immediately ends a hero´s turn." How does this interact with Tahlia's Guard interrupt movement and attack? 4. Does the discount from the Orc Market affect sell values as well (i.e. sell value at Orc Market is 25 coins less than at any other market)? 5. In outdoor encounters, the OL gets one threat per hero per turn. If a hero dies in outdoor encounters and is removed from the board, does the OL get one less threat per turn? 6. Two by Two (RtL dungeon 20): As written, the level is impassable: since there is no compass, north points up, and thus the only way to unlock the yellow door is to stand on the encounter markers that are on the other side. Should the card refer to the East and West markers, not the North and South ones? 7. Throwing Stones (Rtl dungeon 38): Is Gorg, the leader, allowed to throw the stones diagonally and/or along an uninterrupted line of sight? Can he pick up a rubble token from a certain adjacent space and use a different of his adjacent (or even one of his occupied) spaces as a starting point for his throwing attack? 8.
Pit Fiend (RtL dungeon 23): a) Is the OL allowed to move pits resulting from Trap cards in the same way as the initial pits? b) Does Trapmaster affect the damage of the initial pits in any manner? c) What happens if a hero deliberately enters one of the initial pits; Are they treated as standard pits or as described on the dungeon card? d) If a hero was caught in one of the initial pits but didn't take damage due to a rolled surge, what happens if he doesn't leave the pit in his next turn? 9. Dark Charm says the attack may target Heroes: can the Overlord use Dark Charm to force a Hero to attack a Villager figure if no Hero is in the affected spaces? 10. In RtL Lieutenant battles, does the Overlord's normal hand-size limit (8 in most cases) apply when selecting cards with Treachery? If so, may he take more cards than his hand limit so long as he discards down to the limit immediately? Or is he strictly limited to selecting only his hand-limit worth of cards? 11. If one hero has the Lodestone Dark Relic, does that affect how much money the party gets as a reward for winning encounters, collecting gold piles, or getting money results when rolling power dice for Treasure Chests? 12. Do obstacles or terrain that block line of sight also block line of sight into and out of their own space? Example: using a Guard token to Attack a monster with Fly as it moves over a Rubble space. Conversely, would a hero with Acrobat be able to move into a Rubble space, stop there to make an attack, and then continue moving? How does this behavior interact with obstacles that only block line of sight and not movement, such as Trees? 13.
The Rumor reward "Prince of Thieves" grants a 20% discount to "Market Items"; how does it interact with Dawnsmoor's "Orc Market"? Which discount goes first?
Tomb of Ice
1. + Road to Legend: If a spawn card is canceled by the Feat card "Preventing Evil", is the Spawn Marker still flipped to its blank side? 2. + Well of Darkness: If a creature with Stealth is in a space added to an attack after all of the dice for that attack have been rolled (for example, when using surges to add Blast or when switching targets using Tetherys' ability), do you then roll the Stealth die? Can you add and roll the Stealth die after step 3 (Count Range and Roll Attack) of the attack sequence? 3. When a swallowed hero attacks the monster that swallowed him, can that monster benefit from Stealth (e.g. from the Sneak Up On The Prey treachery card) or other defensive abilities, such as Fear, Ghost, Ironskin, etc.? 4. Currently, some heroes can survive on the stomach tile indefinitely, because items and abilities exist that can cancel wounds that ignore armor (e.g. Corbin, Skull Shield). Is this intentional, or should the damage from swallow bypass all other effects? 5. Swallowed heroes are limited to one attack per turn; does this only apply to attacks received from the hero's action, or does it also restrict the use of extra attacks from other sources, such as the Hurry feat card? 6. Can Swallowed heroes declare actions (and thus declare a Ready action to attack and place an order), even if they wouldn't be able to gain skill benefits from doing so? As the rules are written, heroes seem to be restricted from using abilities/skills that trigger off of Declared Actions, but not from making a single attack and then placing an order token (in other words, using a full Ready action). 7. Are there any general rules for resolving what happens if the overlord wants to play a card and a hero wants to play a feat card both in response to the same triggering event? Which card is resolved first? 8. Feat Card "Preventing Evil": If the OL has played a Spawn/Power/Event/Trap card and the card was successully cancelled via said Feat card, is the OL allowed to play another Spawn/Power/Event/Trap card in the same turn or off of the same trigger? 9. Killing Blow: How does this work when the attack involves a reroll, such as an aim or dodge? 10. Protect Thyself: Does this card work like the Command skill, or does a hero have to be within 3 spaces when the card is first played to receive the benefit? 11. Blocked: Does the attack miss all of its targets, or only the hero who played the card (the card says the "attack against you becomes a miss")? 12. How do the weapons that allow one die to be rerolled (Ripper, Bow of the Hawk) work when an attack is aimed or dodged? 13. Can the Beastman Fetish be used to reroll a die that was originally rolled by another player during your turn, such as another hero using the Tunic to reduce collateral damage?
Sea of Blood
1. The "Whirlpool" piece and the "Cave Entrance" piece both use the same single, unique tile of cardboard but show up together on a few maps (Cerridor Sea, Winnowing Straights). Is FFG going to provide a proxy pdf tile for this? 2. For advanced campaigns, in the FAQ, Rolling Stone and Poltergeist were removed, while Crushing Blow was restricted. This gets no mention in the rulebook for Sea of Blood, while many other changes from the FAQ made it into the same rulebook. Are these treachery cards still removed from the SoB advanced campaign? Do all FAQ rulings that refer to the "advanced campaign" apply to Sea of Blood as well as Road to Legend? 3. In Island levels, spawning works similar to inside dungeons, monsters can spawn anywhere out of line of sight of the heroes. Since masts block line of sight, it is quite possible for monsters to spawn on the Revenge unless one hero stays behind on the ship, essentially out of action. Is this intentional? Monsters spawned on the Revenge can easily man its stations and crash it or sail it off the map to result in the party being forced to flee, and the easy solution leaves the heroes a man down when facing the perils onshore. 4. In Island levels, what happens if the hero ship sinks? If monsters steer the ship off the map, do the heroes flee as well, just like if they'd have steered it off themselves? 5. If a monster is hit by an attack with the Leech ability, does it automatically take double damage since it doesn't have fatigue to lose or does it ignore the fatigue loss similar to how monsters ignore deep water fatigue costs? 6. Skills that exhaust when used (example, Piercing Shot): Are these refreshed between game weeks? Do these skills refresh when a hero dies? 7. The Ghost Ship's cannons, are they manned by the Ghost Ship or do they man themselves independantly? This is important because if the Ghost Ship mans them, it seems that they can aim every shot. Can they? 8. The lieutenant The Void has no starting location listed on his card. Where does he start? If he starts in the Overlord's keep (specifically for the Count, who has a land based Keep location) he is unable to move off the Keep because he can't move on overland trails. 9. Descriptions of Swim and fatigue penalty: There are two different fatigue penalties for Swim in the Sea of Blood rulebook. pg30 says one fatigue for every two points of armor, while pg38 (in the description of Deep Water) says one fatigue for every point of armor. Which is correct? 10. Two of the lieutenants in Sea of Blood call for more monster figures than are supplied with the game. * Soriss has 2 Nagas and 2 Master Nagas. The base game only comes with one Master Naga * Darkwind has 4 Razorwings and 3 Master Razorwings. The base game only comes with two Master Razorwings 11. Are hero abilities and skills applied to attacks made with cannons? For example, does Mad Carthos add +2 damage to the outcome of an attack made with a Magic based cannon? Would the skill Eagle Eye grant +1 range and Pierce 2 when a hero with this skill uses a Ranged based cannon? Does the promotional character Tobin Farslayer add the range to the damage the cannon deals (easily dealing huge amounts of damage)? 12. Conversely, do monster abilities work with cannons? Do Beastmen add +2 damage to cannon attacks, Sorcerers add their Sorcery ability, and Skeletons grant their cannon attacks their bonus Range and Pierce? Would a cannon attack made by a Master Deep Elf give any heroes affected by the attack Frost tokens? 13. Cities of Dallak and Orris: If the heroes return to these cities via fleeing from a dungeon through glyphs or the portal at the end of the dungeon, does this count as "entering" for the purposes of those cities abilities? 14. Ship Upgrades and the Shipyard: For ship upgrades such as Elven Sails that have a experience cost, is this experience cost paid by the entire party (similar to the Tamalir upgrades in Road to Legend) or does only the hero who purchased the upgrade pay the experience cost? If it is only paid by one hero, can multiple ship upgrades be purchased in one game week, one per hero training in the shipyard? 15. The city of Dallak is an overland city. Is it possible for the Overlord to move one of his lieutenants onto Dallak using the Transport Gem to siege the city? If so, can the heroes still encounter the Lieutenant given that there are no overland encounters in the Game? 16. Can shallow Water and deep Water penalties be ignored by figures with Fly or heroes with Acrobat? 17. In the final battle with the Master of the Hunt, all he has to do declare a Run action, use 7 movement points to go past the heroes, turn sideways (blocking the corridor off), and wait for the Wild Hunt to off all the heroes: there is no way for the heroes to avoid this fate. Should the Master of the Hunt and his Wild Hunt be edited to start farther away from the heroes, or are the heroes supposed to be able to move through the Master or destroy the Wild Hunt somehow? 18. When moving ships during Encounters, do they move simultaneously (one space at a time) or do they take turns moving?
1. Sorcery vs. Ironskin: It is stated that the "damage immunity from Ironskin" is extended to all figures; is the general immunity to damage from "attacks affecting more than one space" granted by Ironskin really supposed to extend to all figures affected by an area attack (essentially a departure from how every other immunity in the Ironskin ability functions), or is this entry supposed to refer solely to the immunity to damage caused by Sorcery? Additionally, is the extension of any of Ironskin's immunities a deliberate rule change? 2. The same entry also appears to have a mistake in the second sentence: "It may add range to the attack, but not Sorcery" Is Sorcery here supposed to be "damage"? 3. The current FAQ entry on "Large Monsters and Terrain" (p.2) is confusing for a variety of reasons: a) Exactly what terrain does this rule apply to? If it applies to pits, how does that work? Does it apply to other hazardous effects, like Aura or Grapple? b) It claims to be intended to make large monsters suffer negative effects less often, but in some of the examples it has the opposite effect (for example, mud and lava previously only affected large monsters if every square they occupied was filled with that obstacle). Which part is correct? c) What does "front half" mean for 2x2 figures moving diagonally, non-square figures that are side-stepping, and 2x3 figures moving orthogonally on their long axis? d) How does this interact with the answer on page 7 indicating that figures suffer effects for terrain they start on if they don't move? Essentially, if, at the end of the figure's movement, the "rear" half of a figure occupies dangerous terrain that the "front half" was occupying at the start of the turn, does the figure incurr any ill effects? 4. Now that Avatars can place Guard tokens (page 8-9), can a player use a Guard token to interrupt an opposing player's guard token? 5. The Soulbiter Relic grows in power during the Journeys in the Dark Quest 7; could you add the clarification that it changes from a Melee to a Ranged weapon after the first seal is broken? 6. For Road to Legend, Kevin Wilson noted that the Overlord is allowed to purchase one last upgrade when the campaign proceeds to the Final Battle. This is included in the Sea of Blood rulebook but no the Road to Legend FAQ section as of yet. 7. For Road to Legend, the Dawnsmoor "Orc Market" ability was only noted to not work on Town Deck items, only "Market Items". Are Market Items explicitly the Treasure Items that are drawn when visiting the market? Do Treasure Items in the Party's possession also count as "Market Items"? 8. In the first question about Leap in the Altar of Despair Section (page 7), it says "yes on most counts" and then goes on to rule out both guard attacks and aura. Do attacks granted by the Alertness skill affect a figure mid-leap, or does the figure have to have "landed" adjacent to the hero with the skill for Alertness to trigger?
Journeys in the Dark
Well of Darkness
1. The Lone Golem card costs too much Treachery for how weak a Golem is compared to other Treachery spawn cards, such as Lone Troll and Lone Assassin.
Altar of Despair
1. The Lone Troll card could stand to go up to 2 Treachery, or at least higher threat cost, because it is far too powerful at 1 Treachery, especially in comparison to other Spawn Treachery cards. 2. Currently, the Overlord can use Poltergeist to move heroes across 2 spaces of damaging terrain (taking damage for both) or possibly move them 1 space, play a Trap - Space card on them, then move them another space and play another Trap - Space card. Was this the intent?
Road to Legend
1. In the ‘Down a Hole’ rumor, is there anything stopping the dungeon leader from simply moving into position to be crushed by the boulder so that other monsters in the dungeon are free to kill your objective? 2. Fatigue ugrades result in excessive use of Fatigue and Fatigue potions at higher RtL campaign levels becoming an issue, especially with heroes like Silhouette, who can replenish it every turn without risk. 3. Humanoid Monsters in RtL are almost all melee only with poor speed, making them weak choices. 4. The Golem in RtL is far too weak; does less damage than most other creatures in the game, and Blood Apes are similarly resilient to damage for a much lower cost to put them in play. 5. The heroes generate enormous amouts of surges in RtL making treasures like the Staff of Knowledge somewhat overpowered. 6. What happens if a figure is hit with a web token during its move, such as in the level "Stuck in the Middle" (RtL level 30)? Does its movement end? Also, the replayability of this level is an issue: perhaps the OL can draw up which spaces are webbed on a small map, and a path must exist, or he simply chooses whether white or black tiles are trapped? 7. The Crypt (RtL level 15): there should be a precaution against heroes placing guard tokens while waiting for the leaders to appear. 8. Lawlessness is useless as it stands, as it actually helps Heroes, especially when they have the Staff of the Wilds because most encounters heavily favor silver and gold level heroes. If it added let's say 0-2 Beastmen, Skeletons or Spiders to any non-lieutenant encounter, though... 9. Can Animate Weapons and Dance of the Monkey God be used in lieutenant encounters, which are outdoor and not "in the dungeon"? 10. Curse of the Ancients and Cursed Treasure are considered quite pointless and are rarely chosen, as 1 ct matters little throughout the course of the Advanced Campaign. 11. The Dark Shard Rumor: the shard prevents the boss demon Orz from going anywhere, thus heroes can stay behind the corner and snipe at the shard and/or demon without fear of retaliation. 12. The Valley of Souls: the special rule giving monsters the Undying trait is worthless for most, as only two of the critters here are not Undying by default. 13. Down the Drain (RtL dungeon 33): the water fails to accomplish anything, as a Hero has next to no chance of being swept into the drain because the movement from water is too low. Since the heroes know how far the water will move them, they know that they just have to enter the stream at more than 3 spaces from the pit. Thus, the water seems to only serve to prevent the passage of the Overlord's monsters. 14. Protective Magic should protect the avatar, which +1 Armor at gold level (versus Gold Level Hero damage) somewhat fails to achieve. It could possibly be also to defend against lingering effects, or the use of some Hero skills. 15. The Lodestone is the most powerful Dark Relic in Road to Legend, despite being the least expensive. In Road to Legend, since heroes will often have several pack items and a full complement of Other items, the Lodestone can do significant damage.
Tomb of Ice
Sea of Blood 1. Promo Figures
1. Truthseer Kel: Does her ability to ignore obstacles when drawing line of sight apply only to attacks or does it apply to any time she is required to draw line of sight? This becomes an extremely unbalancing ability as there are several dungeon levels where she makes it impossible for the Overlord to spawn monsters. This is especially true in Sea of Blood, where Truthseer Kel makes it impossible for the Overlord to spawn on Island levels.
Possible Rules Clarifications:
1. During step 5A of setup, when heroes are purchasing their initial equipment, can they sell items (for example, in a quest where they are allowed to purchase treasures at this time)? Can they trade items among themselves? 2. As written, the Knight skill card grants an extra attack when the owner declares a Battle action, whether they spend fatigue or not ("you may immediately spend 2 fatigue ... and may make 3 attacks...."). 3. In "Vanilla" Descent, potions from expansions are added to the town shop, but the setup steps in Journeys in the Dark only specify that Vitality and Healing potions are available. During setup, are all potions available for purchase, similar to the Advanced Campaign? 4. As a general rule, does "drinking" a potion discard it? In the specific case of the Invisibility potion, is the potion discarded once it is removed from the Hero sheet? 5. Ambush: Considering that cards that trigger "before a hero's turn" can be played any time before he declares his action, are the effects of this card considered to take place during the turn of the hero it preempts, or should the hero "rewind" anything he's done so far? 6. Drugged Darts: What counts as an "empty section of corridor" for purposes of this card? For example, can it be placed at a turn or intersection? Must it be placed on a 2 space wide tile? Can it overlap figures, Glyphs, Treasure Chests, ? 7. Fire Runes: Is the small end of the breath template supposed to overlap the chest, only touch one edge of it, or is it the overlord's choice? If it only touches an edge of the chest, is the hero opening the chest affected? 8. Alarm: Does "it is now your turn" mean that all heroes who haven't taken their turn yet lose their turn, or does it mean that you get an extra turn before the round continues? 9. When a weapon grants an non-surge ability that affects attacks, such as Bleed or Reach, does a hero with that weapon equipped still have that ability when attacking with a different weapon?