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Paul Grogan

New list of unanswered questions

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Hey, new FAQ is up, so it's time to update ye olde list.

BTW: sweeping clarifications and changes are afoot.  Answered questions and addressed balance issues (!) at the end.  Also, wow, I need to make sure I double check the spelling next time, the few mistakes that made it past me were sent right on through...a little embarrassed...sonrojado.gif

Added the rest of the questions that have been posted since the last update.

 

Questions:

Journeys in the Dark

  1. 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?
  2. 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 size 2xradius + 1 centered on the figure)?
  3. 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 them but still deal damage?
  4. Can a monkey perform "movement actions" which cost no MP, like activate glyphs, pick up potions, rune keys, money piles?
  5. If a monkey or familiar falls into a pit, can they leave the pit, given that climbing out of a pit is a Movement action?

Well of Darkness

  1. 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

  1. How does a Leap attack interact with Shadowcloak and Ghost?

Road to Legend

  1. 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)?
  2. RtL: 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?
  3. 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?
  4. What happens with a shop-item that has to be discarded to gain its effect (i.e. curse doll): Is the card returned to the appropriate stack or is it lost for the remainder of the game?
  5. Dark Charm says heroes 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?
  6. 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?
  7. 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

  1. 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:

  1. 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?
  2. 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?
  3. Road to Legend: 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?
  4. 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.
  5. Humanoid Monsters in RtL are almost all melee only with poor speed, making them weak choices.
  6. 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.
  7. 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.
  8. The heroes generate enormous amouts of surges in RtL making treasures like the Staff of Knowledge somewhat overpowered.
  9. 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?
  10. The Crypt (RtL level 15): there should be a precaution against heroes placing guard tokens while waiting for the leaders to appear.
  11. 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...
  12. The Lone Troll card should go up to 2 Treachery, or at least higher casting cost, because it is far too powerful at 1 Treachery, especially in comparison to other Spawn Treachery cards.
  13. 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.
  14. Curse of the Ancients and Cursed Treasure ae quite pointless, as 1 ct matters little throughout the course of the Advanced Campaign.
  15. 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?
  16. 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.
  17. 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.
  18. 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.
  19. Road to Legend: 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.
  20. 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

Possible Rules Clarifications:

  1.  

 

 

Answered Questions and Questions with Answers:

  1. 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.
  2. 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").
  3. May a Hero with the Taunt skill force a creature with the Morph abilty to select 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")
  4. 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")
  5. 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, you have to spend Fatigue to use any part of Leadership (FAQ under "Altar of Despair")
  6. 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 can interrupt Leap mid-move, and Knockback will stop further leaping: already affected figures may still be attacked (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")
  7. Road to Legend: Does a Recupertae/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.
  8. 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.
  9. 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.
  10. RTL: 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.
  11. RTL: 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.
  12. 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")
  13. 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? Only treasure deck items receive the discount (FAQ under "Road to Legend")
  14. 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? Ability should cost 1 threat (FAQ under "Road to Legend")
  15. 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 (FAQ under "Road to Legend")
  16. A Mother's Lament (Rumor 8): Can the cub leave through a glyph, fulfilling the victory condition? No, cub can't do movement actions (FAQ under "Road to Legend")
  17. 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")
  18. 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. Overworld map movement is not restricted by explored dungeon locations (FAQ under "Road to Legend")
  19. f 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")
  20. Can "The Guide" reduce the number of dice rolled to check for an encounter to zero? Yes (FAQ under "Road to Legend")
  21. 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")
  22. 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")
  23. Can a hero use the swap ability of his Shadow Soul familiar while he is in the Stomach tile? No (FAQ under "Tomb of Ice")
  24. How do Feat cards from interact with the advanced campaign? Start with normal mix and draw 1 per glyph: feats carry over from dungeon to dungeon (FAQ under "Tomb of Ice").
  25. 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")
  26. If there are multiple creatures with Swallow, can multiple heroes be placed on the Stomach Tile, one for each monster? Multiple creatures with swallow each get their own stomach tile (FAQ under "Tomb of Ice")

Balance Issues Addressed:

  1. Is Rapid Fire combo 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 of power now exhaust when used (FAQ under "Card Revisions")
  2. 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 little possibility for the Overlord player to interfere? Yes (FAQ under "Rule Changes and Clarifications")
  3. 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")
  4. 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. Blast now optional (FAQ under "Rule Changes and Clarifications")
  5. 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 from Advanced Campaign (FAQ under "Road to Legend")
  6. 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")
  7. 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? Intentional (FAQ under "Road to Legend")
  8. 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 prisons as unrevealed for purposes of Spawning (FAQ under "Road to Legend")
  9. 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. Heroes can move through Chall if the OL tries this (FAQ under "Road to Legend")
  10. Ancient Grove (RtL outdoor location): any large monster is unable to navigate this level, breaking some encounters. Ancient Grove trees now impassable for small figures only (FAQ under "Road to Legend")
  11. 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 removed from Advanced Campaign (FAQ under "Road to Legend")
  12. 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? Crushing Blow removed from Advanced Campaign (FAQ under "Road to Legend").

Rules Clarified:

  1. 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".

 

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I haven't found these ToI related questions elsewhere and they weren't addressed in the latest FAQ.

What happens with area of effect attacks (breath, blast) and Stealth? 

Does it affect all figures in the AoE (similar to Dodge)  or only those figures that have the Stealth ability?  (The other creatures would get hit & take full damage, but the Stealth figure may get a miss.)

Is the Stealth die part of the attack roll?

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Dave DuJour said:

I haven't found these ToI related questions elsewhere and they weren't addressed in the latest FAQ.

What happens with area of effect attacks (breath, blast) and Stealth? 

Does it affect all figures in the AoE (similar to Dodge)  or only those figures that have the Stealth ability?  (The other creatures would get hit & take full damage, but the Stealth figure may get a miss.)

Is the Stealth die part of the attack roll?

All of this is answered in the TOI rulebook on page 7:

"When a single attack roll would affect multiple figures (for example, an attack using Blast, Breath, or Sweep), and any of those figures have Stealth, a single stealth die is included in the attack roll, but the stealth die’s result is used only for the figures that currently have Stealth.
Multiple sources of the Stealth ability do not stack. A maximum of only one stealth die is rolled for any given attack."

 

Looking for this brought up another question though: Why is the online TOI rulebook (~25MB) 5 times the size of all the other pdfs (~5MB)? Even the first online TOI rulebook (which was 32 pages as it had all the quests in it as well, oops) is under 5MB.

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An addtion to my Feat Card question:

Tomb of Ice

 

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?
 

 

 

--> What happens to the Spawn Marker in RtL, if it was flipped to play a Spawn card, which was then cancelled by "Preventing Evil" ?

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One from another thread:

Q: Is it possible to spend sorcery on range to hit a model (or a space containing a model) that is immune to sorcery (Ironskin)?

This is important because if a figure with ironskin is being attacked, the attacker can bypass the immunity by spending sorcery on range and using power enhancements for damage (also there is a character that can convert extra range to damage by spending a fatigue). The thread on the topic posts convincing arguments for both sides. I have my own opinion, and we've house-ruled it until there is an official response to the question.

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Thanks for updating this thing - it's very helpful. 

 

While I'm glad we got an update to the FAQ, I'm disapointed that FFG seems to have ignored most of the questions forum members spent a long time putting together for them. 

 

Yes, I'm happy for what we've got - but I think we should have got more.

 

Nevertheless, thanks a lot for keeping this thing alive!

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I would be very happy to see an official ruling on One Fist's melee ability (i.e. can he use Green+Red for any Melee attack, or only for his special "free" attack?).

-shnar

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shnar said:

I would be very happy to see an official ruling on One Fist's melee ability (i.e. can he use Green+Red for any Melee attack, or only for his special "free" attack?).

-shnar

Just to double-check:  do you have any mechanical reason to think One Fist would get a green die on unarmed attacks, or are you hoping to sail through on purely thematic grounds?  Because I recall a couple discussions on this topic, but I'm not aware of any textual grounds for this idea.

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Thematically is a big one of course (for example, he's doing a Battle and is holding a shield in his one good hand. Why would he not use his claw for the two attacks?), though knowing about the "unarmed" attack (i.e. 1 red die) there's an implication that One-Fist's unarmed attack is Green+Red. I guess I'm just curious to know what Kevin had in mind for One-Fist, you know, have an "official" word (which is what a FAQ is for, right?).

-shnar

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I have to agree with Antistone's end point of why One Fist would be granted an extra green die to his Unarmed attack based on the game mechanics.  But its also a discussion for a separate thread.

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In general, there's 3 reasons we might ask FFG about a rule:

1)  We don't understand how the rule works.

As in the Sorcery vs. Ironskin debate:  a reasonable and intelligent person could read the rules and still easily be uncertain as to whether Ironskin negates bonus range from Sorcery, and exactly what happens if it does.  Therefore, we want clarification of the current rule.

2)  We think the rule contains an error.

Errors can range from simple typographical mistakes to the failure to foresee some subtle interaction with another rule, as in the case of Grapple vs. Breath making it impossible for hellhounds to fight back.  We clearly understand what the rules say, but we think that the final effect is probably not what was intended.  Therefore, we want confirmation of the current rule if it's working as intended and correction if it's not.

3)  We wish the rules said something different than they do.

There's no particular reason to think that the authors made a mistake, we just have an idea for a new rule that we like better than the current rule.  Whether we're hoping to address some perceived balance problem (crushing blow) or just appease our thematic instincts (One Fist), there's no real reason to think that the rule say or even intended to say what we want it to say, we're just hoping that FFG will see the superiority of the proposed new rule.  Therefore, we want changes to the current rules.

 

I think that all of these issues are reasonable things to send in (though it's possible to have stronger or weaker reasons in any category), but I also think we should clearly distinguish between them.  I don't think (though I could be wrong) that anyone is genuinely confused about what the rules say One Fist can do, they just think that the game would be better overall if he got an extra green die on his unarmed attacks, too--and therefore it should be listed in category #3, not category #1.

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So, if we have an "unanswered question" that falls in category 3, can we not ask it here? Because honestly, I think One-Fist's ability falls in the same category as the Leadership question. How the FAQ clarified Leadership really *changed* how Leadership worked as written, which IMHO would fall under category 3. Thus my question about One-Fist, desiring the creator's intention with this particular ability...

-shnar

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One-fist's abilities are quite simple to understand.  I guess asking about using his hook for the unarmed attack is a valid "Balance Question", but it's quite obviously a request for a Rule Change and not a request for further clarification.

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Can a hero affected by the Dark Relic Lodestone discard it by using a Remove Curse Rune or a curse doll? If yes, how does it interact with the card and the Step 2) Equip items of the hero turn?

As I currently see it, the Lodestone is broken as it can not be gotten rid of without dying.

Please follow my argument through to the end, then tell me, if I am wrong, and where:
Argument begins:
The lodestone card states: 'Discard all of your equipped potions and all items in your pack. You cannot receive potions or put items in your pack.
In addition you cannot receive coins.'

The 'Remove curse rune' has to be equipped at the start of your turn.

Problem a) the hero cannot receive coins; thus he cannot receive coins from the party treasury, either. Thus the hero cannot get coins to pay with coins for the 'Remove curse rune'. Thus he cannot buy the rune. He also cannot have the rune in his pack as his pack was just discarded completely.
Problem b) The lodestone card states he cannot put items in his pack. Even if another hero bought the rune and handed the rune to the lodestoned hero, he could receive but still not use it. Because of
Problem c) The rune has to be equipped 'at the start of your turn' so where is it stored to 'not be equipped' until then? Right, in your pack. But the lodestone states that 'you cannot put items in your pack'. Thus the lodestoned hero could not store the rune as an unequipped item in his pack, thus it could not be 'unequipped' on the character.
Problem d) Any items in his hands, or in the active slots (armor, other) of the hero are already counted as 'equipped' (see page 8 of the 'vanilla' rulebook, Hero turn, Step 2 Equip items. But the rune has to be 'equipped at the start of your turn' to be able to be discarded together with the dark relic. But as soon as the rune is equipped it is discarded, even if it is received outside the hero's turn.
Thus
Problem e) as such a hero could never have 'equipped the rune at the start of his turn' (but he already had it equipped previously to the start of his turn when it would have instantly been discarded for no effect), so the hero could never use the rune to discard the lodestone. Thus a lodestoned character could only loose a lodestone through dying.

Even special hero abilities that allow the removal of an effect token do not work here as this is not an effect token but a (horribly evil) treasure card.
Argument finished.

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Someone can hand you the Remove Curse rune, you equip it then. At the start of your next turn you discard the Remove Curse rune to get rid of the Lodestone. Remove Curse doesn't say that you have to equip it at the start of your turn, it says you have to discard it after equipping (i.e. after your equip step).

IMO it's the Remove Curse rune that's broken, as it completely negates the viability of dark relics in Road to Legend. They were already very expensive and easy to get rid of by choosing to give the a little XP. Making them removable with just 500gp makes them way too expensive.

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I think you misunderstood (or I did). I'm saying that Remove Curse can get rid of Lodestone. How does that make the Dark Relics broken?

Also, that's just my interpretation of how Remove Curse works. I'm sure someone will come along shortly and argue the opposite. :)

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RustyDust said:

 

Can a hero affected by the Dark Relic Lodestone discard it by using a Remove Curse Rune or a curse doll? If yes, how does it interact with the card and the Step 2) Equip items of the hero turn?

As I currently see it, the Lodestone is broken as it can not be gotten rid of without dying.

Please follow my argument through to the end, then tell me, if I am wrong, and where:
Argument begins:
The lodestone card states: 'Discard all of your equipped potions and all items in your pack. You cannot receive potions or put items in your pack.
In addition you cannot receive coins.'

The 'Remove curse rune' has to be equipped at the start of your turn.

Problem a) the hero cannot receive coins; thus he cannot receive coins from the party treasury, either. Thus the hero cannot get coins to pay with coins for the 'Remove curse rune'. Thus he cannot buy the rune. He also cannot have the rune in his pack as his pack was just discarded completely.
Problem b) The lodestone card states he cannot put items in his pack. Even if another hero bought the rune and handed the rune to the lodestoned hero, he could receive but still not use it. Because of
Problem c) The rune has to be equipped 'at the start of your turn' so where is it stored to 'not be equipped' until then? Right, in your pack. But the lodestone states that 'you cannot put items in your pack'. Thus the lodestoned hero could not store the rune as an unequipped item in his pack, thus it could not be 'unequipped' on the character.
Problem d) Any items in his hands, or in the active slots (armor, other) of the hero are already counted as 'equipped' (see page 8 of the 'vanilla' rulebook, Hero turn, Step 2 Equip items. But the rune has to be 'equipped at the start of your turn' to be able to be discarded together with the dark relic. But as soon as the rune is equipped it is discarded, even if it is received outside the hero's turn.
Thus
Problem e) as such a hero could never have 'equipped the rune at the start of his turn' (but he already had it equipped previously to the start of his turn when it would have instantly been discarded for no effect), so the hero could never use the rune to discard the lodestone. Thus a lodestoned character could only loose a lodestone through dying.

Even special hero abilities that allow the removal of an effect token do not work here as this is not an effect token but a (horribly evil) treasure card.
Argument finished.

 

 

a) The hero does not need to receive coins from the party treasury in order to buy the rune. Heroes do not have individual treasuries in RtL, not even for buying stuff. Stuff they buy is simply paid for out of party treasury. Problem a) does not exist.

b) As James already indicated, when you receive an item you are allowed to immediately equip it. Problem b) does not exist.

c)-e) The word 'equipped' can be used in two ways. It is both a state of being, and part of an action. All three of these problem are entirely created by mistakenly thinking that 'equipped' must be the action version of the word. It is entirely possible (and indeed, most common) to have an item equipped for several turns before discarding it.
c) is not a problem because it is not necessary to have the item unequipped before using it. It can be equipped, in it's 'other' slot, waiting for use at the appropriate time.
You do not have to immediately discard such items when you equip them to gain the effect. You are instead restricted from discarding them for effect (and of course they must be equipped to get effects when you discard them) until certain times, usually after the equip step at the start of turn (actually step 2 - 'start of turn' is a specific game term that covers several steps and is not  the time before you do step 1). So d) is not a problem. The rune is not discarded as soon as it is equipped. It is simply stored in it's other slot.
Problem e) is merely a continuation of the non-existant problem e).

It goes like this;
1. Hero suffers Dark Relic, equips lodestone, dropping his potions and emptying his pack.
2. Hero goes to town and uses party treasury to buy a Remove Curse rune, immediately equipping it in an other slot (or another hero buys it and passes it to the first hero who can immediately equip it in his other slot)
3. At the start of the next hero turn, after step 2 equip items, the hero discards the Remove Curse rune and the Lodestone falls off.

Note: I don't have access to the cards to check but I am 95% sure the lodestone says more or less the same thing as the Crystal of Tival and similar items - something along the lines of "Discard after equipping at the start of your turn to..." This means that you cannot discard it (for effect) until after the Step 2 Equip items part of your turn ('equipping' being an obvious shorthand for this), which forces you to use up an 'other' slot on your character for that turn (ie, no free re-equip to fill that now empty 'other' slot).
If it is worded significantly differently than I may be completely wrong and I apologise in advance if that is the case.

Dark Relic (in this case lodestone) is still incredibly effective if timed right as it gets rid of the original item the hero would have received and forces the hero to empty his pack (probably removing some useful back-up items) and lose his potions (a limited resource).

 

Edit: General apology. This is the wrong thread to reply, sorry.

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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

  1. 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?
  2. 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)?
  3. 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?
  4. Can a monkey perform "movement actions" which cost no MP, like activate glyphs, pick up potions, rune keys, money piles?
  5. 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

  1. 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

  1.  

Road to Legend

  1. + Well of Darkness: Ironskin in RtL mentions multiple-space attacks: does this affect the Word of Vaal Rune, Sweep, Spirit Spear (Gold Treasure), etc.?
  2. 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)?
  3. 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?
  4. 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?
  5. 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?
  6. 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?
  7. 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

  1. + Road to Legend: If a spawn card is canceled by the Feat card "Preventing Evil", is the Spawn Marker still flipped to its blank side?
  2. 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

  1.  

Well of Darkness

  1. The Lone Golem card costs too much Treachery for how weak a Golem is compared to other Treachery spawn cards, such as Lone Troll and Lone Assassin.

Altar of Despair

  1. The Lone Troll card could stand to go up to 2 Treachery, or at least higher threat cost, because it is far too powerful at 1 Treachery, especially in comparison to other Spawn Treachery cards.
  2. Currently, the Overlord can use Poltergeist to move heroes across 2 spaces of damaging terrain (taking damage for both) or possibly move them 1 space, play a Trap - Space card on them, then move them another space and play another Trap - Space card. Was this the intent?

Road to Legend

  1. In the ‘Down a Hole’ rumor, is there anything stopping the dungeon leader from simply moving into position to be crushed by the boulder so that other monsters in the dungeon are free to kill your objective?
  2. Fatigue ugrades result in excessive use of Fatigue and Fatigue potions at higher RtL campaign levels becoming an issue, especially with heroes like Silhouette, who can replenish it every turn without risk.
  3. Humanoid Monsters in RtL are almost all melee only with poor speed, making them weak choices.
  4. The Golem in RtL is far too weak; does less damage than most other creatures in the game, and Blood Apes are similarly resilient to damage for a much lower cost to put them in play.
  5. The heroes generate enormous amouts of surges in RtL making treasures like the Staff of Knowledge somewhat overpowered.
  6. What happens if a figure is hit with a web token during its move, such as in the level "Stuck in the Middle" (RtL level 30)? Does its movement end? Also, the replayability of this level is an issue: perhaps the OL can draw up which spaces are webbed on a small map, and a path must exist, or he simply chooses whether white or black tiles are trapped?
  7. The Crypt (RtL level 15): there should be a precaution against heroes placing guard tokens while waiting for the leaders to appear.
  8. Lawlessness is useless as it stands, as it actually helps Heroes, especially when they have the Staff of the Wilds because most encounters heavily favor silver and gold level heroes. If it added let's say 0-2 Beastmen, Skeletons or Spiders to any non-lieutenant encounter, though...
  9. 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.
  10. Curse of the Ancients and Cursed Treasure are quite pointless, as 1 ct matters little throughout the course of the Advanced Campaign.
  11. The Dark Shard Rumor: the shard prevents the boss demon Orz from going anywhere, thus heroes can stay behind the corner and snipe at the shard and/or demon without fear of retaliation.
  12. The Valley of Souls: the special rule giving monsters the Undying trait is worthless for most, as only two of the critters here are not Undying by default.
  13. Down the Drain (RtL dungeon 33): the water fails to accomplish anything, as a Hero has next to no chance of being swept into the drain because the movement from water is too low.  Since the heroes know how far the water will move them, they know that they just have to enter the stream at more than 3 spaces from the pit.  Thus, the water seems to only serve to prevent the passage of the Overlord's monsters.
  14. Protective Magic should protect the avatar, which +1 Armor at gold level (versus Gold Level Hero damage) somewhat fails to achieve. It could possibly be also to defend against lingering effects, or the use of some Hero skills.
  15. The Lodestone is the most powerful Dark Relic in Road to Legend, despite being the least expensive. In Road to Legend, since heroes will often have several pack items and a full complement of Other items, the Lodestone can do significant damage.

Tomb of Ice

  1.  

 

Possible Rules Clarifications:

  1.  

 

Answered Questions and Questions with Answers:

Journeys in the Dark

  1. 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.
  2. 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

  1. 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

  1. + 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").
  2. 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").
  3. 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").
  4. 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").
  5. How does a Leap attack interact with Shadowcloak and Ghost? - Leap attacks are considered adjacent melee (FAQ under "Altar of Despair").

Road to Legend

  1. + 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").
  2. + 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.
  3. + 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.
  4. 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.
  5. 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.
  6. 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.
  7. 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").
  8. 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").
  9. 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").
  10. 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").
  11. 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").
  12. 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").
  13. 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").
  14. Can "The Guide" reduce the number of dice rolled to check for an encounter to zero? - Yes (FAQ under "Road to Legend: Miscellany").
  15. 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").
  16. 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

  1. + 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").
  2. + 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").
  3. + 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").
  4. + 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").
  5. 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").
  6. 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

  1. 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").
  2. 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

  1.  

Altar of Despair

  1. 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

  1. + 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").
  2. + 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").
  3. +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").
  4. + 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").
  5. 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").
  6. 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").
  7. 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").
  8. 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").
  9. 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

  1. + 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

  1. 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".

 

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Rules

JitD 4.  I don't think activating a glyph is listed anywhere as a movement action (it's an involuntary effect of a hero moving into a glyph space, you don't get a choice about it), so it should probably be removed from your list of examples.

JitD 5.  Where is climbing out of a pit listed as a movement action?  Jumping over a pit is listed as a movement action in the table on page 16, and the FAQ specifically says familiars can't do that (p.4), but AFAICT climbing out is just a regular movement that costs extra.

 

There was a thread a long while back (I think Big Remy started it) with a bunch of other questions listed, but I can't seem to locate it.  Will post questions as I think of/remember them.

I'm just going to go ahead and include some "dumb" questions; I think there's pretty solid consensus on the answers, but I've seen the questions asked, and there isn't an official or clear RAW answer that I know of.  You can drop them if you want.  I'll mark the ones I'm particularly thinking of with a star.

New Questions

Journeys into the Dark

A1.  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?

A2.  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?

A3.  Several effects say they are resolved at the start of an affected figure's turn (e.g. Burn, Web).  Since figures do not have turns, does this mean the start of the figure's owner's turn, or the start of the figure's activation?  Can the overlord avoid these effects on a monster by choosing not to activate that monster during his turn?

A4.  Can figures trace LoS into rubble spaces and target them with attacks (e.g. to hit a flying monster with a Guard order)?  If so, what happens if a Blast attack is centered on a rubble space?  Can figures trace LoS out of rubble spaces in order to make attacks while flying through them?

A5.  Durring 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?  *Can they purchase potions from expansions? (strict reading says no on the last one, but I don't think anyone would seriously argue that)

A6.  Read strictly, the rules for moving non-square figures on page 15 contradict the diagram on page 17, possibly due to non-standard use of the word "half".  Can you clarify exactly how non-square figures are permitted to move?

*A7.  What happens to potion markers when a potion is drunk?  Is it returned to the shop, removed from the game, or does the hero retain the potion so that he can drink it again the next turn?
(I swear, I've looked half a dozen times, and I can't find any rule rule that actually says potions get discarded when drunk.)

*A8.  As written, the Knight skill card grants an extra attack when the owner declares a Battle action, whether they spend fatigue or not (only the extra movement is contingent on spending 2 fatigue).  Is this intended?

Well of Darkness

A1.  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?

A2.  When attacking with the Spirit Spear, do all three affected spaces need to be adjacent to each other (forming an "L" shape), or do they just need to be connected (so they could form a line or a crescent)?  Does the attacker need LoS to all spaces, only the center space, or only to any one of the spaces?  Which space is used for determining the required range?

Tomb of Ice

A1.  Does a player roll the stealth die when making an attack that may or may not include figures with Stealth in the affected area, such as a Blast attack that might be expanded by surges, or Tetherys using her ability?

A2.  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 or Ghost?

A3.  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?

A4.  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?

FAQ

A1.  The Sorcery vs. Ironskin ruling seems to have surprised everybody.  Is there possibly supposed to be a "not" somewhere in the sentence that says damage immunity extends to all figures affected by an area attack?

A2.  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?

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Thundercles said:

Questions:

Journeys in the Dark

  1. 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?

Balance issues:

       9.    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.

1. More accurately: can a hero discard any time during his turn (after the equip step), or only (immediately) at the start of turn (after the equip step).

9. Can Animate Weapons and DotMG be used outside dungeons?

 

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