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Sadgit

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  1. The Community Rules Reference Guide (CRRG) is a comprehensive resource for all Descent: Journeys in the Dark Second Edition rules. In its current form it features: Rules from the base game and all released expansion boxes (except the print-on-demand expansions) Rules for Road to Legend including The Delve in separate text boxes Official Errata and FAQ published by FFG (oFAQ, version 1.6) and approximately 400 unoffical FAQs (uFAQs) to specific player questions integrated into the text. Visual examples for “Movement”, “Line of Sight” and “Special Situations in Combat” Tables with overviews on the content of Descent expansions An index with hyperlinks and page numbers When I started this project (in an over-enthusiastic and fairly naive way), I never imagined the time and effort it would cost. I also never imagined what I would learn on the way. And I definitely never imagined the help and the encouragement I would receive from friendly, dedicated and generally fantastic people who I would get to know. I cannot thank you guys and gals enough for this. For me personally, this project is as much about the journey and the things that I experienced on the way, as it is about the final product. And, in my opinion, this is exactly as it should be. Download: http://crrg.descent-community.org Support: I am planning to update and improve the CRRG. I need the help of the community for this. Please use this thread to report errors, typos and additional uFAQs not yet included in the CRRG. Other comments are highly appreciated as well. Many thanks to Zaltyre, any2cards and Atom4geVampire for their continuous support.
  2. Thanks, will make it into the October version of the CRRG.
  3. Sadgit

    The Shadow Rune Project

    Recently, Delphi and I started a project to adapt the regular The Shadow Rune campaign to be playable without the need of an overlord. We will be using the fantastic Valkyrie software under development by BGG user BruceLGL to provide a look and feel very similar to the official Road to Legend app. To showcase what it will look like and evaluate how many people are interested in this, we adapted the introduction quest First Blood. Give it a try, but beware, Mauler and his Goblins learned a few new tricks! We think it is quite fun to play. Here are some screenshots: Features: step-by-step exploration of maps new quest-dependent activation instructions for monsters groups quest mechanics similar to the regular campaign but adapted to Road to Legend play-style. travel and campaign phases at the start and at the end of each quest reward system based on gold and number of available Shop Item cards uses the Road to Legend rule set, no additional rules other than provided within the quest itself Download: http://descent-community.org/index.php/the-shadow-rune-project/ Installation: install the official Road to Legend app download and unpack the current Valkyrie release from here start Valkyrie from the folder you unpacked it to select "Import Road to Legend content", click on the Descent button when import done select Start Quest and download First Blood (it will be saved in your windows user directory (%appdata%\Valkyrie\) Start the quest Support Requests: Obviously, this is a big project that cannot be completed by two people alone. We will need a lot of help from you guys to get this done. We need people to with ideas how to adapt each quest for app-play and put those ideas into our quest design template available for our download page. We need people to create the quest.ini files based on the quest design templates (using the Valkyrie Quest Editor GUI or very simple code). We need people to play test quests providing detailed feedback on bugs and balancing. If this sparks enough interest, we will continue to get a full campaign adapted. Contribute and make this project happen!
  4. Your are right, of course. Dan to decide if he wants that small benefit if Elaria attacks with melee weapons against Stealthy targets.
  5. Here are my suggested changes for the remaining heroes: Saka and Kuto A: "Each of your attacks has SURGE: X HEART, where X is equal to the number of other heroes adjacent to the target." F: "Choose an empty space within 3 spaces of your figure. Then perform an attack or a search action as if you occupied that space. Did I get the Hero ability right? Or do you want to add a separate SURGE: 1 HEART abilty for each other hero adjacent to the target? As it is the hero ability might be a bit too strong. Mirala Goodtide A: "When receiving gold for search cards during the campaign phase, each faceup search card is worth an additional 5 gold." F: "Use when you defeat a master monster. Draw a search card." I agree with Zaltyre's comment above and modified the card accordingly. Jaena of Sharuun A: "If you are not adjacent to any other hero, each attack that targets you must roll 3 additional range beyond the normally required amount or the attack is a miss." F: "When a monster enter a space withing two spaces of your figure, you may remove your figure from the map and place a hero token in your space. At the start of your next turn, place your figure in any empty space within 2 spaces of your hero token." Wording changed for consistency with Stealthy and Tomble's feat. Elaria A: "Each of your attacks gains +2 Range." F: "Action: Perform an attack with a ranged weapon and choose 1 targeted monster. The attack gains SURE SURGE: Defeat the chosen monster. You cannot choose lieutenants, agents, unique monsters or monsters with special rules in the quest description." As range is irrelevant for melee attacks the Hero ability can be shortened. Wording changed for consistency with Stealthy and Tomble's feat. I changed the feat to prevent that multiple targets can be defeated in multiple target attacks. Annen the Trailblazer A: "Each time another hero enters your space, that hero gains 1 movement point." F: "Action: Each other hero may move up to 2 spaces. During this movement the number of spaces between you and the other hero may not be increased." Incooperated the uFAQ on the Geomancer's Gravity Spike skill that is somewhat similar.
  6. Rune Mastery is one of those older cards that do not include explicit timing conditions. You need to refer to the FAQs (or the CRRG) to get these cards right. Luckily, there are only very few of them. Staff of Shadows / Rune Mastery The FAQ clarified that both cards have the same timing condition. Thus, it is s game of chicken: The overlord can wait until Rune Mastery is used before activating the Staff of Shadows. The hero player can wait until Staff of Shadows is used before using Rune Mastery. In your situation, just ask your hero player after rolling dice if he wants to do something else in the "roll dice" step. If he does not, continue to step 3 and the window for using Rune Mastery is closed.
  7. I really like those ideas. Some suggestions for the text on hero abilities and feats to get more consistency with the official cards: Kala A: "Action: Choose any empty space within 3 spaces of your figure. Remove your figure from the map and place it in the chosen space." F: Place a hero token on the base of a monster in your line of sight. Each time immediately after the monster with your hero token moves 1 space, you may move your figure 1 space. Remove your hero token if you are not in line of sight of the monster or at the start of your next turn. Gyruk Kinslayer A: "When you suffer any amount of fatigue, you may choose to spend some or all of that amount as movement points from your movement point pool instead." F: Use when you perform an attack with a melee weapon before dice are rolled. This attack gains heart equal to your might value. Telvan And Orcbane A: "At the start of your turn, you gain 4 movement points." F: Use when a monster enters a space adjacent to you. Test Awareness, if you pass, all adjacent monsters are stunned. Then you may move up to your speed. Needed to change the sequence a bit to clarify which monsters are stunned. Maliki The Claw A: "Each time your are attacked by a monster adjacent to you, you may choose to replace 1 gray defense die with a red attack die. The monster immediately suffers Heart equal to the amount of Heart rolled on the red attack die." F: "Use at the start of your turn to recover 4 fatigue. Each other hero within 3 spaces of you recovers 2 fatigue." Harthan Axe Caster A: "Each of your attacks gains: Surge: +2 Heart." F: "Use during your turn to perform an attack with an equipped melee weapon as if it were a ranged weapon. This attack is in addition to your 2 actions on your turn." Kael Son Of Gurin A: "Each time you perform a rest action, you immediately recover all fatigue instead at the end of your turn." F: "Use during your turn. Until the start of your next turn, each hero adjacent to you adds 1 gray defense die to his defense pool." Maybe a native speaker can look into the wording for the hero ability. Spiritspeaker Elga A: "Each time you perform an attack that is not a miss, you or a hero adjacent to you may recover 1 Heart." F: "Use when you or a hero adjacent to you would suffer Heart equal to his Health from an attack, before being knocked out. You or the hero adjacent to you suffer no Heart from the attack." Cirdin A: "Each time a hero performs an attribute test, before dice are rolled, you may suffer 1 fatigue to subtract 1 Shield from the result." F: "Action: Test Willpower. If you pass, choose a monster in your line of sight. You may immediately perform 1 move action and and 1 attack action with that monster as if it were a hero. You cannot choose lieutenants, agents, unique monsters or monsters with special rules in the quest description." "Named monster" seems to be ambiguous. Not sure how to shorten and clarify this. Runemaker Tara A: "Before performing an attack, you may spend X fatigue to convert up to X range to Heart, or up to X Heart to range after rolling dice." F: "Action: Choose an adjacent space that shares an edge with your space to define a direction. Trace a straight path of 10 spaces in that direction. Perform an attack with a Magic weapon that ignores range and line of sight. All figures on the traced path are affected by the attack. This attack cannot be affected by Blast. As Sorcery works differently I think it is better to drop this term here. Great idea but difficult to implement with the "counting spaces" routine of the Descent rule set. Here is my try. Not completely happy with it, though. Maybe someone else can have another look to iron out any loopholes?
  8. Thank you for sharing these. I really like the variety those heroes represent and hope to find the time to test them. The quickest option to give them a more official look is this neat little tool: http://dataflux.nl/descent/hero/
  9. Yes. The immobilized condition is discarded at the end of the hero's turn. If not dealt with in any other way, hero A stays immobilized until the end of his next turn which would be in the next round.
  10. This is indeed a mistake in the CRRG. Monsters never get movement points from No Rest from the Wicked, they are allowed to move 1 space directly after the hero spends the movement point gained from suffering fatigue. Thanks for pointing it out, it will be corrected in the next version. I agree with Delphi and Zaltyre on how NRFTW works and that moving off the map requires movement points. If you are interested in a more detailed discussion on "moving off the map" and related questions look into this thread.
  11. I like Delphi's suggestion. It will be included in the next version of the CRRG.
  12. I always forget to correct this ... sorry. Will update in a minute.
  13. CRRG Version 1.11. (07/2018) added uFAQ to entry Terrain/Elevation added µFAQ to entry Encounters added µFAQ to entry Baron Zachareth added entry Dominion, Errata (GER) modified entry Movement/Types of movement/Remove and place and place added uFAQ to entry Mists of Bilehall/Hallowing Fire added uFAQ to entry Labyrinth of Ruin/Fortune and Glory added uFAQ to Quick Casting added uFAQ to Inscribe Rune corrected Augur Grisom's name
  14. Finally. I managed to play the Mists of Bilehall campaign and just finished the last quest Hallowing Fire. Usually I play Descent in a competitive way and often in the Play-by-Forum format 1 vs. 1 player (OL vs. 4 heroes) . In PBF games, most turns tend to end up highly optimized as competitive players have more or less unlimited amounts of time to think about possible moves, consequences and possible reactions of the opponent. From this perspective, I have to say that the MoB campaign left me disappointed. Why is that? Sorry for wall of text/rant that is going to follow. When I started MoB I was really excited and there already were several posts here and at BGG claiming that this campaign is difficult for heroes and meant for "expert players". I consider myself as a fairly experienced Descent player although I am into the game only for 2,5 years. My opponent (Pompompidou37 at BGG) usually likes to crush OLs but is playing the OL in this campaign. I consider both of us playing at the same skill level. Knowing that it will be a difficult campaign especially with the Tainted card mechanic punishing hero deaths harshly, I spent some hours putting together a party that I felt should be capable to tackle this beast. Yes, I even went through all quests and counted which attribute tests my heroes would encounter most frequently. The only concession I made was to take Marshall as a Warrior class as I had never played or encountered that class before and reports indicated that it's a fairly strong class overall. Here is the set up of the team with skills acquired in the course of the campaign. The following heroes were banned as I have seen them far too frequently: Mok, Logan, One Fist, Lindel, and Astarra. Jaes the Exile (Battlemage-Marshal) I am the Law, Just Reward, Runic Weave As this party does not have a Warrior archetype naturally I was concerned about Web Trap. Therefore I chose a high strength mage with good knowledge and health. The plan was to boost his health and stamina and acquiring runes as soon as possible. Ravaella Lightfoot (Runemaster) Exploding Rune, Rune Mastery, Iron Will Reliable AOE is critically needed in this campaign as the reinforcements the OL gets are crazy. Often full groups for Reanimates etc. are reinforced each round. Ravaella is the tankiest Mage around which should help with those Tainted cards. Avric Albright (Bard) Rehearsal, Concentration In my opinion bard is the strongest Healer class due to just one skill: Rehearsal. It's unbelievably powerful and versatile. The lack of burst healing of this class is nicely remedied by Concentration which allows heroes to recover up to 6 HP in a single turn. I choose Avric mostly due to his high Health and Heroic feat which allows the revival of multiple tainted heroes even when Avric himself is tainted. Arvel Worldwalker (Treasure Hunter) Survey, Dungeoneer, Gold Rush, Sleight of Hand Treasure Hunter is by far the best Scout class. Survey should allow heroes to acquire a significant amounts of additional gold and treasure chests. Sleight of Hand and Delver puts a lot of damage on the table. Arvel was chosen as a poor mans substitute for Lindel. Her stat distribution and hero ability allows her to tackle all attribute tests making her less vulnerable to Web Trap and many Basic II cards. Her Heroic feat is not that strong but allows for surprising plays and efficient use of XP as skills can be redistributed and XP do not need to be "saved". Taken together I was fairly confident that this hero team is well suited and would stand up to the challenge MoB presents. I was wrong. Setup of the OL Basic II In general I was happy that Basic II was chosen. Blinding Speed is not nearly as good as Dash without a Warrior. Basic II depends on attribute tests a lot and does not have the raw power of Basic I. Uncontrolled Power is a little better with two Mages but I was not overly concerned. Plot Deck: Kyndrithul Killer plot deck which I had not encountered before. But I was expecting either Zachareth, Tristayne or Kyndrithul. It's a highly competitive environment after all. OL cards acquired over the course of the campaign Call of Ravens, Ties that Bind, Airborne, Adaptive Contagion, Virulent Infection, Contaminated, Outbreak The best of the best here. Double servants, Airborne to easily get infection tokens (from ranged attacks that cannot hit) and damage mitigation, Outbreak to kill heroes with high defense once infection tokens stack up. Course of the Campaign Quest 1: Strange Awakening I knew that this is a difficult quest for the heroes. I focused on getting treasure and getting out as many heroes as possible. I managed to get 3/4 search tokens (100 gold and treasure chest) and two heroes off the map. Treasure got me Jinn's lamp which did not give me anything useful in this quest. I was happy with this outcome. Campaign Phase Really lucky shopping phase. Trident (Arvel) and Crossbow (Avric) bought. OL gets his second servant. Quest 2: Sanguine Lord Heroes need to kill Kyndrithul who is at the other end of the map and can call heaps of reinforcements. Reinforcing Bone Horrors can easily disrupt any protective formation of heroes. OL chose Demon Lords as open group. I am not sure how heroes can win this. All heroes died before even scratching Kyn. Even if the heroes were in a position to endanger this lieutenant, the OL could have just double moved him to safety behind his troops. Heroes got only 2/4 search tokens but Jinn's Lamp finally turned out to be a Rune Plate! Easily the best act 1 item for this campaign. Happiness. Campaign Phase Again good shopping phase with heroes buying more defensive items to counteract tainted cards: Leather Armor and Blessed Shield. OL gets Adaptive Contagion and Contaminated. Quest 3: Fear Unshackled OL chose Bandits as open group. Heroes need to kill Zarihell, who has an aura that terrifies all heroes within 3 spaces thus negating any surge damage. Although heroes managed to wipe out Meriods in the first turn, all heroes were killed subsequently by bandits and reinforced Merriods without even endangering Zari. Heroes managed to get 3 search tokens and the Secret Room Lorekeeper's Vault finished with Arvel. The secret room reward turned out to be the rune weapon Immolation. Again pretty much exactly what I needed to further boost Jaes. Campaign Phase Mana Weaves comes up. Auto-buy. Just WOW. Jaes has now 20 Health and 5 stamina. OL gets Outbreak. Quest 4: Juliden's Keep This quest features the Shadowkeeper, a monster that cannot suffer damage and constantly spawns zombies (and the Raven Flock). Double servants mean two red-blue attacking monsters for free every OL turn. My opponent decided that this is not balanced and dropped Ties that Bind for the rest of the campaign. He chose Kobolds as open group for endless reinforcements. In this quest all monsters have a shadow-like ability causing a miss when no surge is spend. With the really defensive hero team that I had now, I tried a turtle tactic planning to thin the herd of not-reinforcing monsters and maybe getting rid of Ardus from the relative safety of the entrance. I put Ravaella and Jaes as impenetrable walls to the front with Avric healing from behind. I managed to keep up for some turns, was even close to killing Ardus once but was constantly caged in by reinforcing monsters. After several rounds of killing and reinforcing monsters, we became bored and called this quest a tie. No search cards, 50 gold for heroes. At some point after 15 turns the OL would have worn heroes down, I guess. Note, that to this point of the campaign the OL had not used any plot card! Campaign Phase Elven Boots come up. Auto-buy. OL buys nothing. Quest 5: Hallowing Fire In this quest all heroes start tainted. As soon as one is killed he can only be revived with Avric's Heroic feat unless one hero managed to "cleanse" himself by performing a special (and fairly difficult) task located at the outskirts of the map. At the same time heroes need to prevent constantly reinforcing Barghests and Reanimates to reach some objective tokens in the middle of the map. Result: Although I was lucky in not drawing the worst tainted cards and Ravaella was blasting monsters left and right recovering crazy amounts of fatigue from Iron Will, only Jaes managed to cleanse himself. The other heroes were not even close to their objectives before everyone was killed. The OL finally used his plot card Broken to increase fatigue costs of Concentration and Exploding Rune, and Survey for encounter 2. Encounter 2b features both Kyn and Zari. The goal is to defeat Kyn but he can only be defeated if Zari is killed first. Due to quest rules, Zari can recover 2 damage every round and monsters can spend a surge to get her recover 1 more. In addition, the OL can just completely shut down hero class cards by "possessing" heroes. Although this is not permanent, with clever positioning the OL can effectively shut down heroes. Together with Zari's terrifying aura, the effect from Broken, and only 1 hero cleansed in encounter 1, in my opinion, this encounter was again not winnable for the heroes. I went for search tokens and got 3/4. Final thoughts I prepared this campaign very well. Although some of you might have changed things here and there, I think most of the more experienced players would agree that the hero team should have been up to challenge this. I was INCREDIBLY lucky with search tokens, secret rooms, and items. I managed to get EXACTLY the skill/item setup that I was aiming for when I planned this. Yes, I made some mistakes in my turns. So did the OL. But taken together, I would say be both played this a a fairly high level. The OL even dropped Ties that Bind and did not use his plot deck much. And still, heroes did not only lose each and every quest, no, I was never even close to winning one. Overall I am really disappointed by this campaign. The quests mechanics are complex and really interesting but just balanced so badly that I would actually say this campaign cannot be played in a competitive way by experienced players. On the other hand, the complexity makes the campaign unsuitable for inexperienced players. If your group is thinking about starting this campaign (and playing it competitively), my suggestion would be to severely gimp the OL: 1. The least experienced player takes the role of the OL. 2. No plot deck allowed for the OL 3. No servants allowed for the OL 4. Only top tier heroes and classes. If you are interested, check out this thread for the entire PBF to this point. We will be continuing the PBF with the same setup playing the The Chains That Rust quests next.
  15. Someone in the Descent FB group just posted that he visited the FFG headquarters in St. Paul and asked a FFG representative if there will be a big box expansion to Descent in the future. The answer was "Stay tuned". If this post is legit, there is hope that we will get more physical content for Descent. Could be an expansion to 2nd edition or 3rd edition. Here is the link to the source: https://www.facebook.com/groups/descentfans/permalink/468042560315138/
  16. Shameless self plagiarism from the CRRG: "Conditions are inflicted through surge abilities, if at least 1 damage is dealt in step 5 (Deal damage) of the attack. Conditions are usually inflicted in this step." In your example you totally could inflict a condition when you use that surge for additional damage. Pierce in calculated in step 5, before a condition is inflicted. It might therefore be a deciding factor if conditions can be inflicted or not.
  17. I am playing the LoR in a PBF at the moment and encountered a quest rule that is most likely incorrect as written. In this quest heroes have to find a prisoner (objective token, not treated as figure) that can be picked up by a hero and attacked by monsters (when not carried by a hero). In encounter 1, the prisoner is represented by a green objective token, in encounter 2, the prisoner is represented by a villager token (quest description: Replace the green objective token with a villager token). The quest rules of encounter 2 also state that "The prisoner follows the same rules as Encounter 1. If the prisoner is ever defeated, place the objective tokens from the OL's play area on the map as indicated." The heroes can win this encounter only if they carry either the prisoner or one of the objective tokens. Interestingly, according to the quest rules as written the prisoner cannot be picked up again in encounter 2: Her token is replaced by a villager token and according to the rules in encounter 1 (which are also relevant for encounter 2), the prisoner can only be picked up "while a hero is adjacent or in the space of the green objective token". I guess it is an oversight by FFG and the prisoner can also be picked up by heroes in encounter 2. Otherwise the OL could just kill the hero carrying the prisoner and then never attack her, preventing the objective tokens to be placed. Thus, the heroes cannot fulfill the win condition anymore.
  18. Sadgit

    Web

    Alright. Will look into this.
  19. Sadgit

    Web

    No. Remove and place effects do not trigger the web. Check the CRRG entry "movement": When a figure changes its position due to an effect explicitly including the keyword “move“, it is moving out of its current space and moving into another space. A figure being “placed” is not moving into a space.
  20. I agree with Charmy on both points.
  21. My impression is that moving off the map is not really moving. It's spending a movement point to trigger an effect to take a figure off the map. This effect is usually part of the quest description. In some quest there are doors or tunnels that can be passed by spending a movement point. Moving off the map seems similar in this respect. Thus, if Grease Trap is triggered when a hero enters the last space of an exit tile, he would hit the wall. Interestingly, this interpretation would also mean that a hero cannot move off the map with effects such as "move up to you speed" or "move X spaces". However, if this is true, is spending that last movement point considered to be an interrupt? Does that mean that you cannot leave the map if the exit tile is occupied by friendly figures as you cannot interrupt movement on an occupied space? Thoughts?
  22. I am sorry if I came across as if I was implying that I think that your view is wrong. I am actually not sure. I was just hoping that someone would come up with a rule or FFG-backed example that would have clarified this question. As we all know that FFG is not regularly answering support questions on Descent anymore, I felt that this would we our only chance. Unfortunately, it seems that this (very basic) question is not appropriately addressed by the current rule set. As is the question if spending movement point to do other things than actually moving to an adjacent space is considered an interrupt. Too bad.
  23. Thanks for all responses. To summarize: Moving off the map is possible with abilities and effects that do not grant movement points. Yes: Any2Cards No: Zaltyre, Sadgit, Ispher, Lightingclaw Spending a movement point to trigger an effect other than moving into an adjacent space is considered an interrupt. Yes: Zaltyre (except when moving off the map), Ispher No: Sadgit, Any2Cards, Ispher @Zaltyre: I understand that in your opinion spending a movement point to move off the map is different from other abilities and effects that cost one movement point. Could you please elaborate? It would be great to work out a common (hopefully) simple rule, that allows players to quickly resolve any issues with these effects. I admit I am a bit obsessed with it. But what is to be expected of someone who did spend virtually hundreds of hours on the CRRG . So I complied a list of quest rules that allow players to use a movement point to do something. I think I got most, OCR for the win. Sorry for wall of text that follows, but it might give us some basis for further discussion. 1. Quest rules that allow figures to "move off the map". Dozens of examples, starting with with First Blood (TSR). Maybe this quest rule is interesting as it is not standard "moving off the map": Respected Citizen (SoN): "Bertram cannot move onto a rile containing a monster figure but may move through spaces occupied by heroes by spending 1 additional movement point. Bertram may spend 1 movement point while adjacent to one of the unique spaces on the map marked with an "X" to move off the map. 2. Quest rules that allow figures to spend a movement point to move to another space "as if spaces were adjacent". The Shadow Vault (TSR): "A figure may spend 1 movement point while on a staircase to move to the other staircase as if they were adjacent spaces." Siege of Skytower (HoB): " While the door on the waterfull is open, a figure on a waterfall runnel may spend 2 movement points to move to another waterfall runnel as if they were adjacent spaces." Blood and Betrayal (HoB): "A figure on a unique space may spend 1 movement point to move to another empty unique space as if they were adjacent spaces." Rude Awakening (LotW): "During his activation, the Innkeeper may spend 1 movement point while adjacent to the locked door to open it." Spreading Affliction (TT): "After the hidden passage has been opened, a figure may spend 1 movement point while on a hidden passage to move to the other hidden passage as if they were adjacent spaces." Local Politics (SoN): "A hero may spend 1 movement point while on a ladder to move to the ocher ladder as if they were adjacent spaces." Overdue Demise (SoN): "After the tunnel has been opened, a figure may spend 1 movement point while on a runnel to move to the other tunnel as if they were adjacent spaces." Arise my Friends (SoN): "A monster may spend l movement point while on a rift to move to the corresponding rift as if they were adjacent spaces. A hero may spend 1 movement point while on a rift associated with the red objective token to move to the corresponding rife as if they were adjacent spaces. Without Mercy: "A figure may spend l movement point while on a passageway to move to another passageway as if they were adjacent spaces." The Black Realm (SoN): "Verminous may spend 1 movement point while on a sewer rift to move to the other sewer rift as if they were adjacent spaces." 3. Quest rules that allow figures to spend movement points to be placed in another, non-adjacent space. Caladen's Crossing (HoB): "While on the Bridge, heroes may spend 1 movement point to jump. Each time a hero does, place chat hero figure adjacent to the vantage point." Saradyn in Flames (HoB): "A figure adjacent to a puzzle-cut edge that is not connected to another rile may spend 1 movement point to fall off the edge." Rite of the Red Dawn (HoB): A figure on the Entrance may spend 1 movement point to place their figure on the Secret Path. A figure on the Secret Path may spend 1 movement point to place their figure on the Entrance. Army of Dal'Zhunm (HoB): "Tyrus may spend movement points to do the following: 1 movement point: Reveal 1 adjacent objective token. 2 movement points: Place 1 adjacent faceup objective token on the Hero sheet of a hero within 3 spaces of Tyrus. 2 movement points: If Tyrus is on a unique space, place him on the other unique space of the same color. Pilgrimage (LoR): "In addition, while this guardian is active, a hero adjacent co chis guardian can spend 2 movement points to place his figure on the Entrance." Shattered Schemes (MoB): "A figure on a glass tunnel may spend 1 movement point to place his figure in the closest empty space to any other glass tunnel." Juliden's Keep (MoB): "Shadowkeeper Juliden may spend 1 movement point while on any facedown objective token or the faceup green objective token to place her token in any empty space on the Upper Stair. Shadowkeeper Juliden may spend 1 movement point on the Upper Stair to place her token on a facedown objective token or the revealed green objective token. In either case, if there is no empty space, place her token in the closest empty space." 4. Quest rules that allow figures to move to another space "as if spaces were adjacent". Monster's Hoard (TSR): "The objective tokens are glyphs of transport. A figure standing on a glyph of transport may move to any other glyph in his line of sight as if it were adjacent." I guess there are more of those, but difficult to search for. 5. Quest rules that allow figures to spend movement points to do something special. Shadowfall Mountain (TSR): "A champion may spend I movement point to pick up an adjacent scone slab." Archive of Arrizon (HoB): "Rolok may spend 2 movement points while adjacent to the boulder to move the boulder 1 space." Rise of Urthko (HoB): "Lord Merrick may spend 1 movement point to throw the captive into the pit" Dead or Drowning (HoB): "A zombie may spend 1 movement point to contaminate an adjacent refugee." Army of Dal'Zhunm (HoB): "Tyrus may spend movement points to do the following: 1 movement point: Reveal 1 adjacent objective token. 2 movement points: Place 1 adjacent faceup objective token on the Hero sheet of a hero within 3 spaces of Tyrus. 2 movement points: If Tyrus is on a unique space, place him on the other unique space of the same color. Fortune and Glory (LoR): "ln addition, a hero may spend 1 movement point to drop the prisoner in his space." My House, my Rules (MoR): "While adjacent to a door chat is not locked, a hero may spend 1 movement point to test an attribute of the overlord's choice. Prey (SoN): "While adjacent to an iron snare, a hero may spend 1 movement point to pick it up."
  24. Here is the uFAQ: https://boardgamegeek.com/article/23782631#23782631
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