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Thundercles

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Everything posted by Thundercles

  1. Slapul said: I have a problem with the answer on "rage on lieutenants" on the first post . Rage says that the monster has 2 attacks and if it has quickshot so it means that it doubles the attacks a monster has advance (move and attack) by default so i think it should double the attacks for the lieutenant as well. In this case the card is obviously meant to double the attacks, if the cards were explicit for every situation than you would have A3 or A2 cards probably The answer is from official sources; I can't imagine anyone in a better situation to state what a card is "obviously" meant to do.
  2. James McMurray said: Agree to disagree? ...with the Twin Titans of Descent rules discussions? You'd better have an unassailable argument, or be talking about a decidedly ambiguous area of the rules. If Antistone and Corbon are both on the opposite side from you in an discussion, you should, at the very least, review your logic.
  3. shnar said: Wait, he has a horn? Crap, I wonder if I threw that away As for the "gap", you need to use some "green stuff" found at any hobby shop to fill it in. It's pretty cheap and easy to use. -shnar I almost threw away mine. The horn looks like a giant piece of flash that broke off, until you realize it has this spiral thing running along it, like a tiny, stylized death mountain road.
  4. glyphs are not obstacles. I'm pretty sure you can move glyphs. Please ignore the FAQ entirely for the complete list, because the answers in question are either A) borked, or B) about Tomb of Ice obstacles and not pre-RtL obstacles. See this thread for the current list of obstacles that James McMurray compiled from the rules.
  5. Or obstacle could just be a commonly used English word that is overloaded in Descent, just like Armor. In that case, boulders are deadly moving [flavor text].
  6. re monsters != figures: First of all, if you're not advocating that they be treated like props, maybe don't include them on the prop list. Second, the matter of their prop status is a completely separate point than the one you're trying to make here. Basically, even though there is "no evidence" that shark fins are figures (aside from "the game doesn't make sense unless they are"; why the destruction of the internal logic of the game isn't a good enough reason is beyond me) there is, in fact, zero evidence that fins are props or terrain. The only thing we can say for sure from the rules is that they represent monsters (also, sharks). If you persist in including them, you'd have to ask if lieutenants are figures, 'cause that's not in the rules or the FAQ either (although I believe that answer already exists in the GLoAQ, so it's probably not necessary). re whirpools: Good catch, I didn't notice that. Would that mean that Acrobats ignore Whirpool death? I know Flying creatures can just ignore terrain altogether unless it blocks movement, but I'm not sure Acrobats get the same luxury if they land on a spot.
  7. Dude, sharks are monsters on page 17 of the SoB rulebook. Monsters are figures. QED sharks don't belong on this list. EDIT: Forgot to mention: Where is the rule that says that Whirlpools are obstacles?
  8. Don't forget that he has a horn: it's a little metal piece floating around in the package that needs to be attached to the hole in his face. I mention it because I didn't see it in your picture.
  9. so anything that lists "Blocks Movement - Yes" (that isn't disqualified by being a figure) is classified as an obstacle by the (completely stupid) FAQ answer that listed Boulders and Crushing Walls as obstacles. This means that Cage Monster Egg Statue Weapon Mount are all obstacles (if you follow my most hated ruling ) Additionally, the entry for Table is wrong: tables don't block Movement or LoS but are still Obstacles. Sharks are listed as monsters on page 17 and have a monster card. This means they are figures and thus block movement and LoS, but mainly it means that they don't belong on your list since they're not in the props list. Tentacles aren't on the props list either, so take them off your list.
  10. James McMurray said: *snip* villagers should also only be considered figures for the purposes of Crushing Block which means, among other things, that they are very easy to spawn behind. Uh, figures don't block line of sight for spawning, according to rules answering persons from ffg. If you want to contest it (again), I can add it to the list.
  11. Where does it say that Fly lets you ignore the Dart Field and Scything Blades props? Is it a post-RtL change?
  12. For the record, the SoB skills are meant to be used outside of the advanced campaign: they replace specific cards, although the 1:1 relationship isn't enumerated. One could try to reverse engineer the relationship and then draw up a new Skill Availability list for RtL based on the Torrue Albes skills. The replacement process is on page 9 of the SoB rulebook.
  13. Parathion said: I would suggest to include the answer for the Crystal of Tival and the other two healing items from the GLoAQ and simply ask to include them in the FAQ, rather than asking the question as a new one. I would love to get some Tahlia clarifications: a) Is she allowed to drink a potion both during her turn and during her interrrupt movement? b) Is she allowed to use a glyph both during her turn and during her interrrupt movement? c) Is another hero with Guard allowed to interrupt Tahlia´s interrupt movement (e.g. possibly using a more favorable attack position for Spiritwalker)? d) RtL encounter location that limits max. movement per turn/round to the hero´s speed (was it called Frozen or Snowy Paths?): Is Tahlia allowed to move her speed both during her turn and during her interrupt movement? e) RtL Level Down the Drain: What happens if Tahlia ends her interrupt movement in the water? f) If Tahlia opens a chest during her interrupt movement and the OL plays a trap card Mimic on that chest , is Tahlia´s interrupt action interrupted by the Mimic´s activation? g) If a Guarding Tahlia is the last hero in a RtL dungeon level sitting next to the portal piece, can she interrupt the OL even before he has the chance to collect threat and draw cards for his turn, which would then be lost because the level ends as soon as Tahlia steps onto the portal? h) Is a Guarding Avatar allowed to interrupt Tahlia´s interrupt movement? If we are talking about a new FAQ: 1. Will all the GLoAQ answers be included? We should ask for that. 2. The clarification regarding the change for Soulbiter from Melee to Ranged in JiTD Quest 7 after breaking the first seal needs to be included. 3. KW´s rule extension for RtL which allows the OL to buy one final upgrade prior to the Final Battle needs to be included. Edit: Almost forgot: Big thanks to Thundercles for his work and patience! Crystal of Tyval thing is a good idea. Then the ruling won't change. a) This is two questions: can she perform movement actions with her guard movement, and, if so, can she drink a potion during the OL's turn if she drank one during her turn. b) Same as a) only the second question is if she can use glyphs during the OL turn after using one on her turn. BTW: feat rules imply that the hero turns and ol turn are separate "turns" and thus things that can be used once "per turn" (excluding exhausted cards) can be used on the hero's turn and then again during the OL's turn. c) That's a good question. d) need the text of the card to post the question. e) I think that card is explicit on what happens when a hero enters the water for whatever reason. f) similar to a) and b), but if the situation is even possible, the answer is yes, she is interrupted as per the RAW. g) this is the question series: "Can guard interrupts be taken before the OL draws cards/collects threat? Before the playing of Spawn/Event/Power cards? Before the first activation of the first monster?" There's a better way to ask this, but yeah, we're looking for the specific timing of Guard. h) I would lean no: you can't discard guard tokens on your own turn. However, the rules were only defined for heroes, not avatars. One would imagine the situation would reverse, but the rules do not explicitly explain what happens. 1-3 will be added to the FAQ Clarifications section
  14. Antistone said: Thundercles said: I found the answer to your treachery question, but it's such a small note in the paragraph that I included it in the answer list. Good find, but it doesn't actually answer the question. The rules say that heroes should do the "A" steps while the overlord does the "B" steps, but doesn't specify their timing relative to each other; there's nothing that prevents the heroes from being on step 6A while the overlord is on 1B or vice versa. And they can't have ever been intended to proceed in lockstep, because there aren't an equal number of substeps for each side in the original rules. That may be true, but the heroes explicitly can't take 6A until the overlord finishes 5B. That doesn't matter for this question: I'll ask if the steps are meant to be taken together. Antistone said: Thundercles said: The large monster clarification you were asking for under the JitD section was redundant given the large monster movement clarification and I didn't really understand what the problem was on the referenced pages, so I didn't add it to the list. There seems to be a misunderstanding here; the questions are very different. The issue with the non-square movement in the JitD section is that, taking the text exactly as written, hellhounds can move forward/backward, diagonally, and rotate, but can't move sideways; however, dragons can move sideways and diagonally, but cannot move forward/backward or rotate. In addition to the fact that this is stupid, the diagram a couple pages later shows a dragon rotating. My guess is that the rules are correct for the hellhound, and the dragon is supposed to move in an analogous fashion, and the person writing didn't even think about dragons while he was writing it. And I think most people play that way. But it has never been confirmed, and it's definitely not RAW. We've also had at least one long thread debating it on this forum while I've been here. The issue of when large monsters (square or not) are affected by terrain is completely separate. Oh, you're talking about how the dragon has two directions along which it can be said to have "halves". Now I get it. I don't understand why you think that three squares can't be divided "in half" or be considered in the terms of "two halves," but I'm guessing it's because we're talking about the rules as being explicit and well-defined instead of their current quotidian-language state. Anyway, that's a good thing to have clarified, because what they really mean is that 2- and 6-square creatures lead with their shortest sides. Antistone said: Thundercles said: Tomb of Ice A5: The Swallow vs Defense Abilities question was already loaded enough without adding a non-existent but theoretically possible corner case. Swallow vs. Defense abilities was A2, and both A2 and A5 appear to have made it into your list unmodified, so I don't know what this is supposed to apply to. I'm talking about the supplemental note for A2 about Fear and Swallow. Since no creature has both at the same time, I left the note out. Antistone said: Thundercles said: WoD A8: I don't believe it's necessary to ask if both spaces of the pit have to be touching the door, since that's essentially what "front" demands. I wasn't asking that. I was asking what happens if there are more than two spaces touching the door (i.e. do you choose which ones to put the pit in? does the pit fill all adjacent spaces on that side of the door? does it have to be the two that are orthogonally touching the door, rather than diagonally touching it?) Right, orthogonal or diagonal. Good question. Antistone said: Thundercles said: Some of your feat card questions are answered on the card itself. Blocked: "The monster's attack against you becomes a miss." Is "against you" just clarifying which attack becomes a miss, or is it supposed to mean that the miss result only affects you? We could argue grammar, but you know as well as I do that what FFG intended (or would answer) will have nothing to do with that. "Evade" just says the monster's attack becomes a miss, but since the feats are so similar, it deserves a mention if we ask about Blocked. Flaming Fury: This card makes up terminology that isn't used elsewhere (an attack "on" a target? WTH?) and I would be shocked if the person writing it even considered area attacks. I'm not going to get up in arms if you really don't want to ask about them, but I've seen multiple people ask about these feats, the wording on the cards is obviously sloppy, and I wouldn't be the slightest bit surprised no matter which way FFG rules them. Blocked, yes, that could go either way and is poor language. Flaming Fury, I could see the references to a single monster being the important ones; both of those cards are ambiguous enough to ask for clarification. Evade is pretty clear as written. Antistone said: Thundercles said: ToI A13: The second part makes no sense, so I removed it. You mean A12, I think (the Beastman Fetish). How does it not make sense? If you can't reroll a die that a different player rolled, then whether you can reroll the Undying die of a monster you kill on your turn depends on whether the roll is made by the owner of the monster or the player making the attack, and the rules don't specify who rolls it. In fact, that is probably the most important part of that question, and it has been asked on this forum before. Yes, A12. Hmm, so who rolls the undying roll is pretty much a separate question...I mean the description implies the POV of the OL, but it's not clear. I think I'll add that as a separate issue.
  15. Notes on the questions list: I didn't ask the quick shot and Lt's/avatars question because I think the fine minds here at the forums have basically answered it. @Antistone: I found the answer to your treachery question, but it's such a small note in the paragraph that I included it in the answer list. The large monster clarification you were asking for under the JitD section was redundant given the large monster movement clarification and I didn't really understand what the problem was on the referenced pages, so I didn't add it to the list. Tomb of Ice A5: The Swallow vs Defense Abilities question was already loaded enough without adding a non-existent but theoretically possible corner case. Tomb of Ice A6: I realized that the question is in two parts: can heroes declare actions (regardless of if they can benefit from them) and can they then Attack and order with a Ready action. I rewrote the question to reflect this. Journeys A14: It's in the GLoAQ. WoD A8: I don't believe it's necessary to ask if both spaces of the pit have to be touching the door, since that's essentially what "front" demands. Some of your feat card questions are answered on the card itself. ToI A13: The second part makes no sense, so I removed it. EDIT: Figured I should double up on this announcement: Anyone who wants to review/copy-edit/point out flaws with the list is totally welcome to do so. You don't even have to tackle the whole list: anything that you notice is fine. Please quote rules, though: I already have enough trouble looking these questions up the first time without having to look them all up again, so I appreciate page numbers. Also, for answers found in the FAQ, just the section is enough, because the page numbers are subject to change and I don't wanna go back and edit this monster for page numbers every time there's an update, so I don't post them.
  16. Big update, thanks to everyone who's been devising so many questions. Good stuff, good stuff. Left in the Crystal of Tyval question because it's been asked repeatedly despite the old Mike Z. answer (mostly because that answer isn't readily accessible, even if it is in the GLoAQ). Removed a few invalid questions and moved at least one question that was out of place. Also noted that trap cards, cautious, and trapmaster all refer to wounds: changed the questions to reflect this. I have further notes on my process (mostly to Antistone since he generated the majority of the questions), which will be in a subsequent post. Please, please feel free to go over this list: it's gotten too large to trust a single person to provide enough editing, especially if they're the ones who compiled it. If you find a problem with a question, a problem with an answer, or a new answer to a question, please post it here. Feel free to contest a categorization: if you feel that a Rules Clarification is a Question or vice-versa, please post which and why. For the record: each question is classified as belonging to the most recent expansion whose components are involved in the question. Any expansions involved beyond the main game get a "+[expansion name]" entry added to the beginning of the question. Questions: Journeys in the Dark The wording on the Crystal of Tyval treasure is unclear: can a hero discard it for health at any time during his/her turn or only at the start of his/her turn immediately after the equip step? Can abilities with a radius that don't require Line of Sight (Command, Word of Vaal, Spiritwalker, etc.) go through walls and/or doors? When checking the distance for these abilities, must the target 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)? Can a monkey perform "movement actions" which cost no MP, like pick up potions, rune keys, or money piles? What happens if a figure jumps over an obstacle that is adjacent to an enemy figure with Grapplecan 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? 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? 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? How is range calculated when attacking through a staircase? Does the radius of a Blast attack, or other area attacks (such as the Word of Vaal, Sweep) extend through a staircase? Do the effects of abilities such as Aura, Spiritwalker, or Command extend through staircases? 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? Does the Word of Vaal affect the hero wielding it when making a Dark Charm attack? Well of Darkness 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? 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? 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? 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? 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.)? 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? 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? 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? Altar of Despair 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? Are Curse Dolls returned to the shop deck when used (allowing them to be purchased again), or are the heroes limited to 2 Curse Dolls for the entire quest? Can a hero equipped with The Black Ring use surges to overcome the Fear ability, or does he automatically miss any figure with Fear? 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? 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? Road to Legend + Well of Darkness: Ironskin in RtL mentions multiple-space attacks: does this affect the Word of Vaal Rune, Sweep, Spirit Spear (Gold Treasure), etc.? 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)? 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? 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? 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? 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? 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? Can figures trace LoS into spaces that block line of sight and target them with attacks (e.g. to hit a flying monster in a Rubble space with a Guard order, attack something in a Tree)? If so, what happens if a Blast attack is centered on a Rubble or Tree space? Can figures trace LoS out of Rubble or Tree spaces in order to make attacks while moving through them (such as with Acrobat, Flying, etc.)? Tomb of Ice + 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? 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? 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), 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? 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.? 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? 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? 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? 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? Killing Blow: How does this work when the attack involves a reroll, such as an aim or dodge? Protect Thyself: If a hero that is close to you when you play this card leaves the radius, do they continue to receive the effect? If a hero that was outside the radius enters the radius, do they gain the effect? How do the weapons that allow one die to be rerolled (Ripper, Bow of the Hawk) work when an attack is aimed or dodged? 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 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? 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 thus theoretically possible for monsters to spawn on the Revenge. Is this intentional? Monsters spawned on the Revenge can easily man its stations and crash it or sail it off the map. 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? FAQ-Specific Clarifications: Sorcery vs. Ironskin: 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, or is this entry supposed to refer solely to the immunity to damage caused by Sorcery? 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 (assuming they can, see JitD A6)? 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? Balance Issues: Journeys in the Dark Well of Darkness 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 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. 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 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? 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. Humanoid Monsters in RtL are almost all melee only with poor speed, making them weak choices. 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. The heroes generate enormous amouts of surges in RtL making treasures like the Staff of Knowledge somewhat overpowered. 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? The Crypt (RtL level 15): there should be a precaution against heroes placing guard tokens while waiting for the leaders to appear. 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... Can Animate Weapons and Dance of the Monkey God be used in lieutenant encounters, which are outdoor and not "in the dungeon"? 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. 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. 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. 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. 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. 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 Possible Rules Clarifications: 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? 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...."). 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? 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? 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? Welcome Mat: Does the "front" of the door refer to the side that the hero opening it is on, or something else (such as the side the heroes originally came from)? 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, ? 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? 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? Answered Questions and Questions with Answers: Journeys in the Dark Does the Ring of Quickness allow a hero with a web token to move one space? - No, it only grants an mp, which you still cannot spend. Precision Skill: Can a hero use this skill to ignore all the squares of a two or three-square Rubble obstacle? - Yes (FAQ under "Miscellaneous"). Rapid Fire, Quick Casting: Does a hero need to make the extra attack granted by these skills immediately when they are activated, or can the hero pay 2 fatigue when the triggering condition is met in order to make an additional attack at a later time during the turn? If the attack can be delayed, how does that work if they are triggered during the overlord's turn with a Guard order, skill, or feat? - It must be immediately used (Gathered List of Answered Questions). Well of Darkness Is it possible to spend sorcery on range to hit a model (or a space containing a model) that is immune to sorcery (Ironskin)? - Yes (FAQ under "Rule Changes and Clarifications", "Sorcery versus Ironskin"). At what point during the set-up process does the overlord customize his deck with treachery? Does he get to know the heroes being used, the skills drawn, the initial items the heroes purchase? - Yes, since this happens during step 6B, a new setup step after 5B (Well of Darkness rules, Page 4). Altar of Despair + Well of Darkness: May a Hero with the Taunt skill force a creature with the Morph abilty to Ranged or Magic as its attack type? Basically, if a monster with the Morph ability is in range of a hero with the Taunt skill but not adjacent to said hero, can the Morph monster make a Melee attack even if said hero uses the Taunt skill on it? - Morph goes off first, so Taunt can't force die choice (FAQ under "Altar of Despair"). When a hero switches spaces with the Shadow Soul familiar, can the Overlord play a Trap - Space card on said hero? - Yes (FAQ under "Altar of Despair"). Leadership Skill card text: Does the "In addition, ..." part allow a hero to place an order on another hero when doing a normal Ready action without spending fatigue? - No, Leadership costs 1 fatigue if you want to use any part of it (FAQ under "Altar of Despair"). Leap: A) When an interrupt attack (for example, thanks to a Guard order) is done during a Leap attack, at what point in the Leap does that interrupt attack happen; can the Hero player choose the point during the Leap or does it happen before or after the Leap itself? If the hero can choose the point during the leap and the interrupt attack has Knockback, how do Leap and Knockback interact, and does the Leap continue after the attack then? - Guard happens before or after the Leap attack (FAQ under "Altar of Despair"). B) Is it possible to Leap without doing a Leap attack? The AoD rules state that doing an attack roll is not mandatory with a Leap; if a figure does not roll attack dice, does it count as not attacking, an can said figure then make a normal attack? - Yes (FAQ under "Altar of Despair"). C) If a Blood Ape makes a Leap without making a Leap attack, do his remaining movement points still get used? - Yes (FAQ under "Altar of Despair"). How does a Leap attack interact with Shadowcloak and Ghost? - Leap attacks are considered adjacent melee (FAQ under "Altar of Despair"). Road to Legend + Well of Darkness: Sorcerer King Overlord Upgrade - Snipers: Can skeletons be forced to use this ability (ignore one obstacle/figure blocking line of sight) to target a Hero using the Taunt skill that they couldn't otherwise target? - Yes (FAQ under "Road to Legend: Miscellany"). + Altar of Despair: Shadowcloak: a better wording may be required. How does it interact with Spiritwalker? - If there is a hero A adjacent to the Shadowcloaked monster, a hero B with Spiritwalker may attack the aforementioned monster from hero A's space. + Altar of Despair: The way Dark Relic interacts with RtL is completely unclear. - Dark Relics are given out as replacements to treasures gained via treasure chest draws as normal. Does a Recuperate/Train action taken to heal to full health and fatigue cleanse a hero of all poison tokens? - Yes, when recovering to full health, all poison tokens are discarded. When an item is bought in Riverwatch, does the market immediatelly refill? Or is the phrase "The market always fills up completely" only related to treasure caches? - Rivenwatch only fills up when drawing the treasures for that week: after that; no extra treasures are drawn when the heroes purchase treasure that week. Do the heroes receive 1 CT when a sarcophagus or Bone Heap is searched, a "treat it like a chest" result is rolled, and no blank for treasures in that chest is rolled ? - Yes, they are treated exactly like Chests for the purposes of obtaining rewards. The city of Dawnsmoor is home to the Orc Market, which says that items can be purchased for 50 coins less. Since some shop items only cost 50 coins, does this mean they are free? - No, discount affects treasures only (FAQ under "Road to Legend: Miscellany"). The "Silent as the Grave" encounter card has a Deep Elf Leader known as Silence. Her ability is "2 Threat: Move one extra space during her activation"; is this a misprint, since all monsters in encounters already have that ability? - Misprint, should be 1 threat (FAQ under "Road to Legend: Miscellany"). Ancient Library (Dungeon 10): Does the leader reappear in his original spot or respawn as per normal spawn rules? If the answer is "normal spawn rules, what happens if the heroes have LoS to the entire level, something which is very easy to do? - Original spot, displacing figures (FAQ under "Road to Legend: Miscellany"). A Mother's Lament (Rumor 8): Can the cub leave through a glyph, fulfilling the victory condition? - No, cannot use movement actions (FAQ under "Road to Legend: Miscellany"). Does the Great Wyrm Avatar receive 1 CT if a "treat it like a chest" result is rolled on a sarcophagus or boneheap? - Yes (FAQ under "Road to Legend: Miscellany"). Can the party land on or move through a dungeon location that has been explored using a week's move action? The rules seem to imply that heroes cannot enter a location once it has been explored. - Yes, map movement is unrestricted (FAQ under "Road to Legend: Miscellany"). If the Heroes have the Staff of the Wild and draw the Lost encounter when rolling for the second encounter on their path, do they return to the original location they started from, or to the interim location they just passed through? - Interim location (FAQ under "Road to Legend: Miscellany"). Can "The Guide" reduce the number of dice rolled to check for an encounter to zero? - Yes (FAQ under "Road to Legend: Miscellany"). In the final battle with the Sorcerer, the heroes can (and will) simply sit in the hallway and snipe at the mirrors, easily destroying them all without ever having to enter the room. This neuters what was otherwise a fun final battle concept. Alternately, if they get locked in the room, 8 mirrors seems a bit much when the Avatar can do a Battle action and attack twice. By way of suggestion, what about forcing the heroes into the room, but only having four mirrors? - Avatars can do Guard orders now (FAQ under "Road to Legend"). If the Leader of a level dies without any hero landing the killing blow, does the party still receive the reward (Conquest, Gold, Red Runekey)? What about Lieutenants: if a Lieutenant dies without any hero landing the killing blow, does the party still receive the reward for "killing" the Lieutenant? - Yes (FAQ under "Altar of Despair"). Tomb of Ice + Altar of Despair: Does the activation of a Dark Glyph (especially the green Sundered glyphs, which negate most glyph benefits) trigger the drawing of a Feat card? - Yes (FAQ under "Tomb of Ice"). + Altar of Despair: Can a hero use the swap ability of his Shadow Soul familiar while he is in the Stomach tile? Subsequently, if the Shadow Soul ends up in the stomach tile, may another hero be swallowed? - No (FAQ under "Tomb of Ice"). + Road to Legend: How do Feat cards interact with the advanced campaign? - Start as normal at start of campaign, draw per glyph as normal, persist during/after quests. Cannot draw Feats that don't match skill set. Discarded at the start of the Final Battle (FAQ under "Tomb of Ice" and "Road to Legend: Feats"). + Road to Legend: Do the props "Sarcophagus", "Table", "Bed", "Fountain", "Throne", "Bone Heap", "Giant Mushrooms", "Tree" and "Ice" count as obstacles (for the effects of Acrobat and others)? - Yes (FAQ under "Tomb of Ice"). If there are multiple creatures with Swallow, can multiple heroes be placed on the Stomach Tile, one for each monster? - Each creature uses its own stomach tile (FAQ under "Tomb of Ice"). Since the OL discards all OL cards for the Final Battle, do heroes also discard all Feat cards? - Yes (FAQ under "Tomb of Ice"). Blocked, Evade: Does the attack miss all of its targets, or only the hero who played the card? (May be different for each feat; they're worded slightly differently.) - The attack becomes a miss ("Blocked" and "Evade" feat cards). Flaming Fury: If played on an area attack, do all affected monsters receive burn tokens, or only one? - Successful attack against one monster is the trigger, one monster is the target ("Flaming Fury" feat card). Balance Issues Addressed Journeys in the Dark Is Rapid Fire intended to be useable multiple times per attack half action? This results in synergy with a copper item, Gauntlets of Power, that restores 1 fatigue per 2 surges spent, which often results in monster number being the only limit to the number of Rapid Fire attacks. - Gauntlets now exhaust (FAQ under "Rule Changes and Clarifications"). Is it possible to have a hero gain a Rest order through the use of Leadership with another hero, and then have him take his turn and immediately gain the benefit of that Rest order already, without possibility for the Overlord player to interfere? - Yes (FAQ under "Rule Changes and Clarifications"). Well of Darkness Altar of Despair Shadow Soul can be used to block an Ogre from attacking if it is placed two spaces ahead from a hero in a corridor as he has insufficient speed to reach a hero, attack, and withdraw from the space held by Shadow Soul. Is this intentional? - Yes (FAQ under "Hero Player's Turn"). Road to Legend + Well of Darkness: The Twins Rumor needs a safeguard against the OL killing Siris before the Heroes have any chance to reach the kids, like, with a Rolling Boulder, which would make the level unfinishable. What happens anyway if one Siris is run over by a Boulder while the other is not? Can a Boulder place in response to a Hero's move kill one of the twins? - Rolling Stone card removed from the advanced campaign (FAQ under "Road to Legend: Changes to Cards"). + Well of Darkness: Arcane Energies: Blast should not be mandatory, otherwise a grappled Sorcerer King cannot attack the hero holding him without hurting himself. Also, it's possible for a hero to obtain Ironskin and other defenses against Blast, resulting in a major disadvantage for the Sorcerer King. - Bear Tattoo removed, Blast optional, Heroes never immune to Avatar attacks (FAQ under "Road to Legend"). +Well of Darkness: The Crushing Blow event treachery card costs very few treachery points and cannot miss, making it far too easy for the heroes to constantly lose equipment in Road to Legend. Is this intentional? - Yes: only one CB allowed in deck in the advanced campaign (FAQ under "Road to Legend: Changes to Cards"). + Altar of Despair: The Poltergeist event treachery card can be used to a) autokill the whole party in levels like Bridge of Death; b) act as a Charge card on all monsters by moving them towards the players and the players towards the monsters; c) as it can be used before spawning to spoil even the best of spawn prevention. It should possibly allow a resistance roll for Heroes to be moved, or cost threat per object moved, or target a limited number of objects. - Poltergeist card removed from the advanced campaign (FAQ under "Road to Legend: Changes to Cards"). Telekinesis vs. The Beastman Lord/Titan/Great Wyrm: A high fatigue hero can use telekinesis to keep these avatars at bay for several turns, resulting in an anticlimatic fight. Specifically, Telekinesis is incredibly powerful against Named and Large monsters, because most heroes can have more fatigue than monsters do speed. Telekinesis can be abused to keep the powerful Large and Named monsters out of the fight, including those with the Unstoppable ability. Proposed rule changes have included Unstoppable and Named monster immunity to telekinesis and Telekinesis costing 1 fatigue for each space a monster's base covers (1, 2, 4, or 6 spaces) to move any monster 1 space. - Telekinesis removed from Advanced Campaign (FAQ under "Road to Legend: Changes to Cards"). Eternal Night and the Titan: Plains of the Ruby Gate are adjacent to his Keep, thus nothing can stop him from casting the sunstone into the deep once he gets it into play. Is this intentional? - Intentional (FAQ under "Road to Legend: Miscellany"). The Prison (RtL Dungeon 9): spawning in closed cells and/or placing the starting monsters there should be prohibited, because it allows the overlord to kill the prisoners before the heroes can react. - Treat cells as Unrevealed for spawning (FAQ under "Road to Legend"). The Fountain of Life (RtL Dungeon 14): dropping a Crushing Block next to Chall within 3 spaces of the Fountain can make the level impassable. - Invulnerable monsters can be moved through if they block paths (FAQ under "Road to Legend"). Ancient Grove (RtL outdoor location): any large monster is unable to navigate this level, breaking some encounters. - Only normal sized creatures treat trees as impassable (FAQ under "Road to Legend"). Tomb of Ice + Road to Legend: The Titan avatar and the Beastman Lord Avatar could possibly be grappled by Zyla with Bear Tattoo, rendering their attacks useless. Is this intentional? - Bear Tattoo removed, Heroes never immune to Avatar attacks (FAQ under "Road to Legend"). Rules Clarified Leadership is a very frequently requested clarification on the Descent forums. It's not clear that you cannot choose the same half-action twice as part of using Leadership. - Clarified in the FAQ under "Rules Changes and Clarifications".
  17. haslo said: Big Remy said: This is somewhat backed up by the FAQ entry that a Leaping figure is immune to Aura. It's also an example in the base rulebook, page 23 ? Not in my page 23. I mean, Aura is on page 22....but there's no aura example on either page. Leap isn't anywhere near the base rulebook.
  18. Jonny WS said: When using the dark glyphs in the advanced campaign, you still spend the two points of treachery and may place that ONE glyph on any ONE level that is drawn. Huh. Where's that rule?
  19. James McMurray said: 3. Lt/Avatar monster with Run/Ready = 1 attack Unless they changed something in SoB, lieutenants and avatars without quick shot don't get any attacks when they run. +1 As far as I know, Quickshot doubles the number of base attacks while the Rage card means that the base number of attacks = 2. So Run + Quickshot = 0 attacks, but Run + Quickshot + Rage = 4 attacks. Pretty sure Rage works as I described since RtL, but anyone feel free to correct me on that.
  20. First, commentary. @Antistone: You're right about the movement action notes: I don't know why I thought otherwise. I'll remove any questions nullified by this correction. JitD: A4: I'd change it to "Given that it's possible to trace LoS into and out of Tree spaces, can you trace LoS into or out of a rubble space (specifically in the case of figures that can move through rubble spaces)?". The LoS is what's important here, not what happens with Blast. A5: Potions from expansions get added to the Town shop explicitly in the expansion rulebooks, so this is going under clarifications. A6: I think I'll combine this with FAQ A2. A7: Wow this is "dumb". You weren't kidding ToI: A1: I don't understand the question. Are you asking after the timing of rolling the stealth die, or if there's some way to avoid the effects of the Stealth ability? A4: Do you have an example of OL Card/ Feat conflict? FAQ: A1: I think I'll excise the subjective bits from this question. @Corbon: Good changes: I'll make them @Parathion: I found the reference you're making: is this issue important enough for us to continue to try to get it into the official FAQ, or is Mike Z.'s answer enough to consider it answered? @haslo: lo hare. Sorry, couldn't resist the spanish pun. Anyway, good questions: they're goin' in.
  21. Jonny WS said: I dont want to disagree because I am a jerk, but you have to look at other things besides just the other cards that were removed. Rolling stone and Poltergeist were removed because they were just too powerful in the dungeon levels, and since SoB does not have outdoor encounters, they are are still viable in said dungeons. On page 2 of the SoB rule book, it states that SoB is an advanced campaign. Thank you for purchasing this advanced campaign expansion for Descent: Journeys in the Dark. Like Descent: Road to Legend, The Sea of Blood includes new game components, new rules, and dozens of new maps for your heroes to explore. This expansion focuses almost entirely on the Advanced Campaign, where heroes will explore new lands, delve into multiple dungeons, and fight multitudes of evil. In this variant, players create heroes and follow them throughout their entire careers, keeping their skills and equipment from one dungeon to the next. Regardless of when the FAQ was printed, it still has rules for the advanced campaign. Like the rules for glyphs for example. I firmly believe that that the FAQ will support some rules in SoB...including the removal of Rolling Stone and Poltergeist. +1
  22. After a long time, an update, mostly because SoB probably needs some answers rendered. And because it's been a long time coming and I like the satisfaction of a job done. Anyways, this is how things stood after the last few questions and the last FAQ. I had to redo it because the FAQ got pulled and reposted, so I rechecked everything. Ask away to add stuff to the list. [EDIT] Remembered the name of "that one spear": the spirit spear. Questions: Journeys in the Dark The wording on the Crystal of Tyval treasure is unclear: can a hero discard it for health at any time or only at the start of his/her turn after the equip step? Can abilities with a radius that don't require Line of Sight (Command, Word of Vaal, Spiritwalker, etc.) go through walls and/or doors? When checking the distance for these abilities, must the target 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)? Does Trapmaster add damage to attacks resulting from traps like Dark Charm and Mimic, which activate creatures instead of doing damage? Does Trapmaster add damage to traps like Scything Blades, which don't have a damage number printed on the card but still deal damage? Can a monkey perform "movement actions" which cost no MP, like activate glyphs, pick up potions, rune keys, money piles? If a monkey or familiar falls into a pit, can they leave the pit, given that climbing out of a pit is listed as a "Movement action", which monkeys and familiars explicitly cannot perform? Well of Darkness If the Overlord plays a trap that does some amount of Poison damage, is the extra damage from the Trapmaster power also Poison damage?Altar of Despair Road to Legend + Well of Darkness: Ironskin in RtL mentions multiple-space attacks: does this affect the Word of Vaal Rune, Sweep, Spirit Spear (Gold Treasure), etc.? 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)? 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? 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? 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? 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? 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? Tomb of Ice + 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? 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? Balance Issues: Journeys in the Dark Well of Darkness 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 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. 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 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? 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. Humanoid Monsters in RtL are almost all melee only with poor speed, making them weak choices. 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. The heroes generate enormous amouts of surges in RtL making treasures like the Staff of Knowledge somewhat overpowered. 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? The Crypt (RtL level 15): there should be a precaution against heroes placing guard tokens while waiting for the leaders to appear. 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... Animate Weapons and Dance of the Monkey God are extremely tough on the party in conjuction with Danger and Merrick Farrow, if the party lacks Wind Pact. Curse of the Ancients and Cursed Treasure are quite pointless, as 1 ct matters little throughout the course of the Advanced Campaign. 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. 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. 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. 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. 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 Possible Rules Clarifications: Answered Questions and Questions with Answers: Journeys in the Dark Does the Ring of Quickness allow a hero with a web token to move one space? - No, it only grants an mp, which you still cannot spend. Precision Skill: Can a hero use this skill to ignore all the squares of a two or three-square Rubble obstacle? - Yes (FAQ under "Miscellaneous"). Well of Darkness Is it possible to spend sorcery on range to hit a model (or a space containing a model) that is immune to sorcery (Ironskin)? - Yes (FAQ under "Rule Changes and Clarifications", "Sorcery versus Ironskin"). Altar of Despair + Well of Darkness: May a Hero with the Taunt skill force a creature with the Morph abilty to Ranged or Magic as its attack type? Basically, if a monster with the Morph ability is in range of a hero with the Taunt skill but not adjacent to said hero, can the Morph monster make a Melee attack even if said hero uses the Taunt skill on it? - Morph goes off first, so Taunt can't force die choice (FAQ under "Altar of Despair"). When a hero switches spaces with the Shadow Soul familiar, can the Overlord play a Trap - Space card on said hero? - Yes (FAQ under "Altar of Despair"). Leadership Skill card text: Does the "In addition, ..." part allow a hero to place an order on another hero when doing a normal Ready action without spending fatigue? - No, Leadership costs 1 fatigue if you want to use any part of it (FAQ under "Altar of Despair"). Leap: A) When an interrupt attack (for example, thanks to a Guard order) is done during a Leap attack, at what point in the Leap does that interrupt attack happen; can the Hero player choose the point during the Leap or does it happen before or after the Leap itself? If the hero can choose the point during the leap and the interrupt attack has Knockback, how do Leap and Knockback interact, and does the Leap continue after the attack then? - Guard happens before or after the Leap attack (FAQ under "Altar of Despair"). B) Is it possible to Leap without doing a Leap attack? The AoD rules state that doing an attack roll is not mandatory with a Leap; if a figure does not roll attack dice, does it count as not attacking, an can said figure then make a normal attack? - Yes (FAQ under "Altar of Despair"). C) If a Blood Ape makes a Leap without making a Leap attack, do his remaining movement points still get used? - Yes (FAQ under "Altar of Despair"). How does a Leap attack interact with Shadowcloak and Ghost? - Leap attacks are considered adjacent melee (FAQ under "Altar of Despair"). Road to Legend + Well of Darkness: Sorcerer King Overlord Upgrade - Snipers: Can skeletons be forced to use this ability (ignore one obstacle/figure blocking line of sight) to target a Hero using the Taunt skill that they couldn't otherwise target? - Yes (FAQ under "Road to Legend: Miscellany"). + Altar of Despair: Shadowcloak: a better wording may be required. How does it interact with Spiritwalker? - If there is a hero A adjacent to the Shadowcloaked monster, a hero B with Spiritwalker may attack the aforementioned monster from hero A's space. + Altar of Despair: The way Dark Relic interacts with RtL is completely unclear. - Dark Relics are given out as replacements to treasures gained via treasure chest draws as normal. Does a Recuperate/Train action taken to heal to full health and fatigue cleanse a hero of all poison tokens? - Yes, when recovering to full health, all poison tokens are discarded. When an item is bought in Riverwatch, does the market immediatelly refill? Or is the phrase "The market always fills up completely" only related to treasure caches? - Rivenwatch only fills up when drawing the treasures for that week: after that; no extra treasures are drawn when the heroes purchase treasure that week. Do the heroes receive 1 CT when a sarcophagus or Bone Heap is searched, a "treat it like a chest" result is rolled, and no blank for treasures in that chest is rolled ? - Yes, they are treated exactly like Chests for the purposes of obtaining rewards. The city of Dawnsmoor is home to the Orc Market, which says that items can be purchased for 50 coins less. Since some shop items only cost 50 coins, does this mean they are free? - No, discount affects treasures only (FAQ under "Road to Legend: Miscellany"). The "Silent as the Grave" encounter card has a Deep Elf Leader known as Silence. Her ability is "2 Threat: Move one extra space during her activation"; is this a misprint, since all monsters in encounters already have that ability? - Misprint, should be 1 threat (FAQ under "Road to Legend: Miscellany"). Ancient Library (Dungeon 10): Does the leader reappear in his original spot or respawn as per normal spawn rules? If the answer is "normal spawn rules, what happens if the heroes have LoS to the entire level, something which is very easy to do? - Original spot, displacing figures (FAQ under "Road to Legend: Miscellany"). A Mother's Lament (Rumor 8): Can the cub leave through a glyph, fulfilling the victory condition? - No, cannot use movement actions (FAQ under "Road to Legend: Miscellany"). Does the Great Wyrm Avatar receive 1 CT if a "treat it like a chest" result is rolled on a sarcophagus or boneheap? - Yes (FAQ under "Road to Legend: Miscellany"). Can the party land on or move through a dungeon location that has been explored using a week's move action? The rules seem to imply that heroes cannot enter a location once it has been explored. - Yes, map movement is unrestricted (FAQ under "Road to Legend: Miscellany"). If the Heroes have the Staff of the Wild and draw the Lost encounter when rolling for the second encounter on their path, do they return to the original location they started from, or to the interim location they just passed through? - Interim location (FAQ under "Road to Legend: Miscellany"). Can "The Guide" reduce the number of dice rolled to check for an encounter to zero? - Yes (FAQ under "Road to Legend: Miscellany"). In the final battle with the Sorcerer, the heroes can (and will) simply sit in the hallway and snipe at the mirrors, easily destroying them all without ever having to enter the room. This neuters what was otherwise a fun final battle concept. Alternately, if they get locked in the room, 8 mirrors seems a bit much when the Avatar can do a Battle action and attack twice. By way of suggestion, what about forcing the heroes into the room, but only having four mirrors? - Avatars can do Guard orders now (FAQ under "Road to Legend"). If the Leader of a level dies without any hero landing the killing blow, does the party still receive the reward (Conquest, Gold, Red Runekey)? What about Lieutenants: if a Lieutenant dies without any hero landing the killing blow, does the party still receive the reward for "killing" the Lieutenant? - Yes (FAQ under "Altar of Despair"). Tomb of Ice + Altar of Despair: Does the activation of a Dark Glyph (especially the green Sundered glyphs, which negate most glyph benefits) trigger the drawing of a Feat card? - Yes (FAQ under "Tomb of Ice"). + Altar of Despair: Can a hero use the swap ability of his Shadow Soul familiar while he is in the Stomach tile? Subsequently, if the Shadow Soul ends up in the stomach tile, may another hero be swallowed? - No (FAQ under "Tomb of Ice"). + Road to Legend: How do Feat cards interact with the advanced campaign? - Start as normal at start of campaign, draw per glyph as normal, persist during/after quests. Cannot draw Feats that don't match skill set. Discarded at the start of the Final Battle (FAQ under "Tomb of Ice" and "Road to Legend: Feats"). + Road to Legend: Do the props "Sarcophagus", "Table", "Bed", "Fountain", "Throne", "Bone Heap", "Giant Mushrooms", "Tree" and "Ice" count as obstacles (for the effects of Acrobat and others)? - Yes (FAQ under "Tomb of Ice"). If there are multiple creatures with Swallow, can multiple heroes be placed on the Stomach Tile, one for each monster? - Each creature uses its own stomach tile (FAQ under "Tomb of Ice"). Since the OL discards all OL cards for the Final Battle, do heroes also discard all Feat cards? - Yes (FAQ under "Tomb of Ice"). Balance Issues Addressed Journeys in the Dark Is Rapid Fire intended to be useable multiple times per attack half action? This results in synergy with a copper item, Gauntlets of Power, that restores 1 fatigue per 2 surges spent, which often results in monster number being the only limit to the number of Rapid Fire attacks. - Gauntlets now exhaust (FAQ under "Rule Changes and Clarifications"). Is it possible to have a hero gain a Rest order through the use of Leadership with another hero, and then have him take his turn and immediately gain the benefit of that Rest order already, without possibility for the Overlord player to interfere? - Yes (FAQ under "Rule Changes and Clarifications"). Well of Darkness Altar of Despair Shadow Soul can be used to block an Ogre from attacking if it is placed two spaces ahead from a hero in a corridor as he has insufficient speed to reach a hero, attack, and withdraw from the space held by Shadow Soul. Is this intentional? - Yes (FAQ under "Hero Player's Turn"). Road to Legend + Well of Darkness: The Twins Rumor needs a safeguard against the OL killing Siris before the Heroes have any chance to reach the kids, like, with a Rolling Boulder, which would make the level unfinishable. What happens anyway if one Siris is run over by a Boulder while the other is not? Can a Boulder place in response to a Hero's move kill one of the twins? - Rolling Stone card removed from the advanced campaign (FAQ under "Road to Legend: Changes to Cards"). + Well of Darkness: Arcane Energies: Blast should not be mandatory, otherwise a grappled Sorcerer King cannot attack the hero holding him without hurting himself. Also, it's possible for a hero to obtain Ironskin and other defenses against Blast, resulting in a major disadvantage for the Sorcerer King. - Bear Tattoo removed, Blast optional, Heroes never immune to Avatar attacks (FAQ under "Road to Legend"). +Well of Darkness: The Crushing Blow event treachery card costs very few treachery points and cannot miss, making it far too easy for the heroes to constantly lose equipment in Road to Legend. Is this intentional? - Yes: only one CB allowed in deck in the advanced campaign (FAQ under "Road to Legend: Changes to Cards"). + Altar of Despair: The Poltergeist event treachery card can be used to a) autokill the whole party in levels like Bridge of Death; b) act as a Charge card on all monsters by moving them towards the players and the players towards the monsters; c) as it can be used before spawning to spoil even the best of spawn prevention. It should possibly allow a resistance roll for Heroes to be moved, or cost threat per object moved, or target a limited number of objects. - Poltergeist card removed from the advanced campaign (FAQ under "Road to Legend: Changes to Cards"). Telekinesis vs. The Beastman Lord/Titan/Great Wyrm: A high fatigue hero can use telekinesis to keep these avatars at bay for several turns, resulting in an anticlimatic fight. Specifically, Telekinesis is incredibly powerful against Named and Large monsters, because most heroes can have more fatigue than monsters do speed. Telekinesis can be abused to keep the powerful Large and Named monsters out of the fight, including those with the Unstoppable ability. Proposed rule changes have included Unstoppable and Named monster immunity to telekinesis and Telekinesis costing 1 fatigue for each space a monster's base covers (1, 2, 4, or 6 spaces) to move any monster 1 space. - Telekinesis removed from Advanced Campaign (FAQ under "Road to Legend: Changes to Cards"). Eternal Night and the Titan: Plains of the Ruby Gate are adjacent to his Keep, thus nothing can stop him from casting the sunstone into the deep once he gets it into play. Is this intentional? - Intentional (FAQ under "Road to Legend: Miscellany"). The Prison (RtL Dungeon 9): spawning in closed cells and/or placing the starting monsters there should be prohibited, because it allows the overlord to kill the prisoners before the heroes can react. - Treat cells as Unrevealed for spawning (FAQ under "Road to Legend"). The Fountain of Life (RtL Dungeon 14): dropping a Crushing Block next to Chall within 3 spaces of the Fountain can make the level impassable. - Invulnerable monsters can be moved through if they block paths (FAQ under "Road to Legend"). Ancient Grove (RtL outdoor location): any large monster is unable to navigate this level, breaking some encounters. - Only normal sized creatures treat trees as impassable (FAQ under "Road to Legend"). Tomb of Ice + Road to Legend: The Titan avatar and the Beastman Lord Avatar could possibly be grappled by Zyla with Bear Tattoo, rendering their attacks useless. Is this intentional? - Bear Tattoo removed, Heroes never immune to Avatar attacks (FAQ under "Road to Legend"). Rules Clarified Leadership is a very frequently requested clarification on the Descent forums. It's not clear that you cannot choose the same half-action twice as part of using Leadership. - Clarified in the FAQ under "Rules Changes and Clarifications".
  23. Turric4n said: at some point you can have maximum dice with all heroes, making pico useless. thalia: dragon scale male = 6 armor, usefull ability, You are immune to Bleed, Burn, and Poison. nanok: nothing = 7 armor, +1 armor, cannot lose his armor(value). not beeing able to lose an equipement however can be a huge advantage. Pico is always useful because the granted die is completely free. There's no training payment, no carrying capacity problems, and no downsides whatsoever. There can't be any situations where Pico is totally useless because, at the very least, you're saving the training cost and time of getting a gold die. Usually, Pico offers weapon flexibility that comes in very useful against soaring monsters. Nanok's ability is always useful, because another hero would require armor. Simple as that. Replace Nanok with Thalia and you have to get her armor: A party with Thalia in Dragon Scale Mail is arguably worse off than one with Nanok at full armor and Another Hero with Dragon Scale Mail. Basically, those are two terrible examples for whatever point you're trying to make about weak character abilities.
  24. Steve-O said: James McMurray said: You are of course free to house rule it however you want, but the errata is clear and non-contradictory. I concur. The one ruling defines what props are considered "obstacles." The other ruling defines what obstacles are considered "obstacles that block movement" for the purposes of the Crushing Block errata. The latter is a subset of the former, but the two rulings are not contradicting one another. I concede the point.
  25. I really have to disagree here, for several reasons. Crushing Block says that the Rubble token cannot be placed next to obstacles. That language has not been changed by errata: the question on page 11 merely attempted to interpret what the word "obstacles" might mean at the time of Road to Legend's release. The FAQ question about "which map items count as obstacles for the Crushing Block trap card" was asked when Road to Legend came out. The answer lists "relevant obstacles current through Road to Legend". In other words, that answer is not current as of the release of Tomb of Ice. Furthermore, if only the props listed as "block movement: yes" count as "obstacles" for Crushing Block, it's completely legal to Crushing Block heroes into bottomless insta-kill pits and other damaging props, which is a significant change in the way the rules worked until Road to Legend. Additionally, it's not even fair, since it lets the overlord kill the heroes quite easily on several maps with a single card even if the trap misses. The FAQ question listing the actual "obstacles" was asked after Tomb of Ice came out. It lists props that count as obstacles for "Acrobat and others". Others, in this case, includes Crushing Block. Honestly, the page 11 answer is, for me, not even relevant. The answer uses language that implies that the rules have not changed at all while still changing the rules significantly, and I really have trouble accepting an erratum that makes the game worse for no apparent reason. When I drafted the question again (Including the Tomb of Ice props), I made specifically sure to list all objects that could count as "obstacle"-type props since the printing of Road to Legend and the discarding of the "obstacle" nomenclature. Granted, I seem to have developed a kind of irrational, emotional reaction to this issue, so I'm biased towards assuming that the original rules from Journeys in the Dark are correct and that this "new" terrain system that doesn't contain the keywords to match the old card set is something to be ignored. However, I'm almost afraid to ask for clarification at this point because of the seemingly crazy answers we've gotten in return--Repeated Re-Clarification of Large Monster movement and the severely reduced list of obstacles are two such examples. If you go by the answer on page 11, then there's two classes of "obstacle" props: obstacles for the purposes of trap cards and obstacles for the purposes of movement. We already have 2 different definitions of empty (one for traps and one for movement) so such a split would not be unprecedented, but split obstacle definitions did not exist in the original rules and adds further complexity to the game without good reason. I think that's as rational as I can be on the subject.
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