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dante42

Rules, Rules, Rules!!!

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The answer is D: None of the above.

 

If Daisy successfully evades the Ghoul Minion this will trigger two separate steps:

1) the Ghoul Minion is exhausted.

2) the engagement is broken: the Ghoul Minion moves back to the location (in this case the hallway)

 

At the end of the round the Ghoul Minion will ready. At this time if there is one or more investigators in the hallway it will then engage one of them and move to that investigators threat area.

 

The ghoul is in the hallway, the investigators are in the attic. So the ghoul readys then goes to the attic and engages one of the investigators?

 

 

No.

 

Here is how this works.

 

Daisy is engaged with a Ghoul, spends her first action evading.  She is successful!  The ghoul is now exhausted and taken out of Daisy's threat area and put into the location area for "The Hallway" (where Daisy currently is).

Daisy takes her second action and goes to the Attic, and then does anything with her third action.

Now Skids (or whoever) goes.  He is also in the Hallway, he takes his first action and moves to the Attic.  He does whatever he wants with his other two actions, but stays in the Attic.

Now we enter the Enemy Phase.

(Ready, Unenaged) Hunter enemies will move one step closer to investigators.  This Ghoul Minion is not a Hunter, so he doesn't move.

Ready, Engaged monsters attack the investigator they are engaged with.  The Ghoul Minion is not engaged (nor is he Ready) with anyone anymore, so does nothing.

During the Upkeep Phase, exhausted cards "Ready", which includes the Ghoul Minion who will now be Ready at the Hallway.

If both Daisy and Skids stay in the Attic, never leaving, during this whole next Investigator Phase, we will once again enter the Enemy Phase:

Where the Ghoul Minion does nothing at all.

When someone finally leaves the Attic and goes back to the Hallway, the Ghoul Minion, who is ready, will engage that investigator, putting you back in the state we began this example in.

 

Edit:  I skipped the phases that weren't relevant for this example.  I urge you to go look at the back of the Rules Reference, the timing charts are pretty clear about the order and sequence.  If you have questions, let us know so we can help.  I also added two comments about "Ready" above.

Edited by SuperMarino

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The answer is D: None of the above.

If Daisy successfully evades the Ghoul Minion this will trigger two separate steps:

1) the Ghoul Minion is exhausted.

2) the engagement is broken: the Ghoul Minion moves back to the location (in this case the hallway)

At the end of the round the Ghoul Minion will ready. At this time if there is one or more investigators in the hallway it will then engage one of them and move to that investigators threat area.

A minor point of clarification: an engaged Enemy is still considered to be at the location that the Investigator is at. However, once they are evaded, place them next to the Location card to indicate they are not engaged.

So even if the enemy is exhausted we can't leave and go to the attic?
Not in the least. You're always free to move, regardless of enemies. Just note that any enemy engaged with you will move with you AND make an Attack of Opportunity. Any unengaged, exhausted, enemy will ignore you and let you move unimpeded.

During the Enemy Phase, all ready Enemies with the a Hunter keyword will move one location towards the closest Investigator. Any non-Hunter enemy that is ready, unengaged, and not at the same location as any Investigator just sits there.

Edited by Network57

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Long story short, if a non-hunter enemy is exhausted he readies at the end of the round during the refresh/ready step. If there is nobody in the location at that point, he remains readied and unengaged. 

 

Exhausted enemies never move during the enemy phase (regardless of whether they are hunters or not), and only hunter enemies move during the enemy phase. All other enemies simply deal damage to whoever they're engaged with.

 

As long as an enemy isn't engaged with you when you move, it does not move to your new location or take an attack of opportunity.

 

NOTE: an enemy with an indicated prey still does NOT move unless it has the Hunter trait. Prey simply tells you who it will target if it has a choice between multiple investigators.

Edited by Soakman

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That's what I thought. We go, he stays. Rule book does not cover monsters left unattended. I'm also assuming if we tried to go from the attic to the cellar who ever moved from the attic to the hallway first, would be engaged by the monster in wait? In other words we can't run through the hallway going to the cellar and not engage him (overrun).  

Edited by buzard

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That's what I thought. We go, he stays. Rule book does not cover monsters left unattended. I'm also assuming if we tried to go from the attic to the cellar who ever moved from the attic to the hallway first, would be engaged by the monster in wait? In other words we can't run through the hallway going to the cellar and not engage him (overrun).

You've got it!

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Yep, monsters left unattended stay where they are unless they have the Hunter keyword. And even Hunters cannot move in the enemy phase if they are exhausted(which is what happens if someone has Evaded them). Which is why Evade is a powerful tactic, it basically shuts down that enemy for the entire rest of the turn.

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Yeah, as long as a enemy is ready, if any investigator enters a location with it, it will automatically engage with him/her. Unless it is Aloof or has a prey trait with the ONLY keyword (such as Prey - Agnes Only. In this latter case, it will only ever engage with Agnes.

Edited by Soakman

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One question regarding dissonant voices which forbids us to play assets and events. What about test icons on these cards? For example:

If dissonant voices card is in play, may I use the flashlight only for intellect skill check? Actually the card isn't used as an asset, so what is the right answer?

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One question regarding dissonant voices which forbids us to play assets and events. What about test icons on these cards? For example:

If dissonant voices card is in play, may I use the flashlight only for intellect skill check? Actually the card isn't used as an asset, so what is the right answer?

You don't play cards for their skill icons, and it's specifically the playing of cards that is forbidden. When using skill icons you are just removing them from your hand to indicate a modification to a skill test -- the game makes a distinction and specifically calls this 'committing' the card, rather than playing it.

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If you evade an enemy they disengage and are exhausted.  When you move - only engaged enemies follow you, so they do not follow with your move action.  If they are not Hunter they do not move during the enemy phase, so they stay put.  They do ready and will engage back with the next investigator to enter the hallway.

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Fighting monsters:

 

1) when u failed a fight test against monsters, does it deal dmg to u? how much?

 

2) When u failed a fight test against monsters engaged with another friend investigator, the friend is the one who will received dmg right? how much?

 

 

 

Thx.

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Fighting monsters:

 

1) when u failed a fight test against monsters, does it deal dmg to u? how much?

 

2) When u failed a fight test against monsters engaged with another friend investigator, the friend is the one who will received dmg right? how much?

 

1) No, unless it has the Retaliate keyword (in which case it performs its normal attack, but does not exhaust).

2) You use exactly the same damage modifiers whether you succeed or fail. For instance, the .45 Automatic ("This attack deals +1 damage") deals 2 damage to an enemy if you hit or 2 damage to a fellow investigator if you miss. Note that individual cards may override this (eg, the Vicious Blow skill card only adds damage to a successful attack).

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I was struggling a little bit with "Double or nothing" card, cause I wasn't aware that the "trigger abilities" aren't doubled after the test. However I'm still not sure regarding for example "Liquid courage" and this card. In this case we make a test after healing one horror. Depending on the test result, we have a positive or negative effect. Is it possible to use "Double or nothing" and take a risk here? I found the explanations, that it can't be applied when there is a condition "if" (if you succeed). Anyway we just start the test with two various effects depending on result. Should I treat them still like trigger abilities?

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3 hours ago, Notturno81 said:

I was struggling a little bit with "Double or nothing" card, cause I wasn't aware that the "trigger abilities" aren't doubled after the test. However I'm still not sure regarding for example "Liquid courage" and this card. In this case we make a test after healing one horror. Depending on the test result, we have a positive or negative effect. Is it possible to use "Double or nothing" and take a risk here? I found the explanations, that it can't be applied when there is a condition "if" (if you succeed). Anyway we just start the test with two various effects depending on result. Should I treat them still like trigger abilities?

So you spend one supply on Liquid Courage and heal one horror.

Now you do the test.

You play Double or Nothing, making the test against a 4.

You pass!  -  Heal 2 additional horror.  (Double or Nothing resolves the effects of the successful test twice)

You fail!  - Discard 1 card at random from your hand.  (Double or Nothing doesn't resolve when the test is unsuccessful.)

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Rules Question:

The Barrier card: if the card is in play in a room the investigators are in, it says that a non-elite creature can't move into the room, how about if a creature is drawn from the encounter deck?  Is that also considered a move?

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6 hours ago, Pete_Steel said:

Rules Question:

The Barrier card: if the card is in play in a room the investigators are in, it says that a non-elite creature can't move into the room, how about if a creature is drawn from the encounter deck?  Is that also considered a move?

Unfortunately, this is not considered a move and hence the enemy would be engaged with you. Only barricade lvl 3 (From Return to: The night of the zealot) also prevents spawning enemies at your location

Edited by Raahk

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6 hours ago, Raahk said:

Unfortunately, this is not considered a move and hence the enemy would be engaged with you. Only barricade lvl 3 (From Return to: The night of the zealot) also prevents spawning enemies at your location

Yeah, I love the thematic reading: You've just scrambled to pile furniture in front of a door so that the monsters can't get inside, and then you realize there's one already in there with you!

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1 hour ago, Carthoris said:

Yeah, I love the thematic reading: You've just scrambled to pile furniture in front of a door so that the monsters can't get inside, and then you realize there's one already in there with you!

"There we go, son. Now no evil murderers can get in... or out!"

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2 hours ago, Carthoris said:

Yeah, I love the thematic reading: You've just scrambled to pile furniture in front of a door so that the monsters can't get inside, and then you realize there's one already in there with you! 

It was part of the rubble you were piling up!

Oh my, this doll surely is hideous and grotesquely large

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