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  1. Yup! Forgot that it was only for large monsters. Thanks!
  2. Hmm, I believe I am confused. I don't have the errata handy but I believe it says something to the effect of "monsters are only affected by pit spaces if their movement ends or is interrupted such that all the spaces they occupy are pit spaces". Does a monster entering a pit space fulfill the above condition of ending or interrupting movement in (a) pit space (s)? If so, that seems like a catch 22 to me. Your only affected by pit spaces if you end your movement in one. You only end your movement if your affected by a pit space. What am I missing here?
  3. To the point about selecting skill cards: That screen is used solely as a reference for the player to remember which skills he/she has purchased. It has no effect on anything else that will happen within the app so you can select to spend and deselect to refund as much as you like.
  4. I had a feeling this was gonna be a pretty straight port of the co-op ruleset which is fine as I thought they were a pretty clever and fun way to play a fully co-op version of Descent but I have to admit, I'm a little disappointed that FFG couldn't find a solution to Overlord card hiccup. In co-op, skills and abilities that forced the Overlord to discard cards were completely ignored which made certain classes and heroes less effective. I was really hoping they would find a solution to this for the app because it was easily the most annoying part of the co-op experienc for me. Why would anyone take Elder Mok when he effectively has no heroic feat at all in co-op? The preview mentioned that the random bonuses for monster activations were replacing Overlord cards. Maybe whenever a game effect would cause the Overlord to discard a card, the activation bonus for the next monster group to activate is cancelled instead? I have no idea what that would do to balance but it looks like that would have to be a house rule anyway. Overall tho, looks good and I'm looking forward to giving this a try.
  5. As I suspected. The heroes insisted I double check. Thanks!
  6. The Summoned Stone familiar card states that each of your attacks targeting a monster adjacent to a Summoned Stone gains 1 surge. If a Summoned Stone performs an attack on its activation while adjacent to a monster, does the stone also gain a surge or does the extra surge only apply to attacks specifically performed by the hero that summoned the stone?
  7. As I've said before- mechanics are more important to me than narrative. A narrative based explanation is hairy because then you need to determine the justification for each skill- so something like "skills depending on the hero that is KO are not allowed, but skills independent of the hero are" would not be satisfactory. I feel this is somewhat the crux of the issue. Using narrative to justify/explain rule mechanics is a slippery slope indeed. However, I feel dismissing narrative completely in the interest of easier to understand rules or more consistent rules can be just as detrimental to the game. To use the apothecary example from above, if a player asks why they can't use their elixir while the apothecary is down, its very easy and convenient to respond by saying "if you're knocked out, none of your class skills are active". It's short, it's sweet, it's easy to remember. However, in my experience, that almost always gets a response the likes of "are you serious? That can't be right. Get the rulebook and show me because that makes no logical sense". So sometimes the consistent, blanket ruling designed to reduce confusion creates the most confusion and concessions to narrative have to be made for the sake of the overall experience at the table. Zaltyre, on 15 Aug 2015 - 1:40 PM, said: I'm not dead-set against skills working while a hero is KO. Rather, I'm interested in a consistent way to determine which skills are and are not active while a hero is knocked out. It seems to me the simplest way to do that is "if you're knocked out, none of your class skills are active" (as if they were all face down.) This seems a little dismissive to me. It's like going to the HR rep at your work about an issue your having with another employee and the rep responding with "your both fired. There, issue resolved". But this IS just a board game and we're all free to play it whichever way we'd like If it were up to me, I'd errata in the bit about class specific tokens I mentioned earlier and give the familiars the shaft on skill cards while the hero is down. We use this rule at our table and it works 99% of the time. Which i guess is really the key. Finding a balance that works for your playgroup. If your someone who absolutely *must* use official rules and official rules only, this probably becomes a much more frustrating issue for you.
  8. If I'm following this correctly, if FFG were to enter into the errata: Class specific tokens retain all abilities and effects from their corresponding class cards while the hero of said class is knocked out. Would that satisfy everyone? I am also of the opinion that it makes no sense that a hero possessing an elixir can't use it while the apothecary is knocked down. I do however, believe a familiar should lose passive bonuses while it's hero is knocked out. A reanimate exists due to the will and magical power of the necromancer that created it, if the necromancer should be knocked out, it makes thematic sense that the power and fortitude of his creation would decrease. But that's just my narrative preference of course.
  9. So Skye is a falcon that flies over the battlefield to aid with ranged attacks and ignores terrain effects... But can't move through enemy figures? Am I reading that right?
  10. Nice to see an official ruling. For what it's worth, here's my group's interpretation: There is a shopping phase after the interlude so playing Unknown Treasures is technically a legal move. However, that particular card affects shop cards that are DEALT to the heroes. During the shopping phase after the interlude, we ruled, as a group, that zero shop cards are dealt to the heroes and they instead have access to the entire act 1 shop deck. We choose to make a distinction between being dealt cards and having access to the deck and so under the same principle that says Explosive Runes doesn't deal damage to a familiar (no attribute test = no damage), Unknown Treasures doesn't have an affect on the shopping phase after the interlude (no cards dealt = no cards dealt facedown) Just my 2 cents.
  11. This has been asked before and I believe the answer was no as this would allow Alric to continually switch spaces with the same hero infinitely until he either fails a test or the hero is defeated from fatigue. Others on this forum would know better than I though.
  12. This ability raised a few questions amongst our group during our last game and I thought I would post them here for clarification. 1) Do the 2 spaces have to be in a straight line? 2) are lateral moves allowed? (Moving to a space that neither increases or decreases the distance between the hero and the crypt dragon) 3) if no to #2, can one of the spaces moved into be a lateral move as long as the second one increases the distance between the hero and crypt dragon (in other words, does each space moved into need to increase the distance, or is it a legal move as long as the net distance after the ability has been resolved is greater than it was before)
  13. Had an issue myself with my Nerekhall expansion. Opened the box and found that Rendiel's figure was snapped off at the ankle. I didn't know that FFG had such a great track record so I was envisioning nightmares of emailing customer support for weeks, mailing in POP tokens and probably paying some shipping as well. Luckily I found a really great solution. Lapage crazy glue. Comes in gel form and even with such a small surface area to apply to, 10 seconds after applying it was good as new. Can't even tell where it broke. So if going through FFG isnt an option, there are other, very effective, solutions out there.
  14. While the cards mentioned above are probably the overall best, I think the Bearded Axe and the Ring of Power are worth mentioning too. The bearded axe has automatic pierce 1 and can turn that into a total of pierce 3 with a surge. If your victim can't roll at least 4 shields (hard to do in act 1), the attack gets an additional 2 hearts and it rolls a blue and red. That's pretty good damage output for act 1. The Ring of Power grants the wielder (is wielder a word?) 1 additional stamina which is useful for any hero in all kinds of situations. Overall I'd say the Mana Weave is the best tho. Just from the sheer utility of it.
  15. Zaltyre - I'm not sure I understand your position here. Are you specifically talking about Durik moving from a space occupied by a monster into another space occupied by a monster and attempting to use his heroic feat on the first monster? That would ring true to me as I believe the errata says somewhere that when interrupting a move action, a hero/monster must be able to place his figure on the map and while in this instance there is no move action involved, I think it would be fair to assume this rule applies to all action interrupts.
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