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I don't think I would let tahlia glyph twice per round, once per turn. Why would she do anything but hang out by glyps all the time? She could always be going to and from town, letting other heroes activate glyphs, and then keep coming back at whatever glyph with movement and a guard order on the ols turn. It would be very boring. At this point, the only thing that says you can do something both on the heroes' turn and the OL's turn are feats, but...that's because so many feats activate during the OL's turn...and there aren't any feats that effectively allow you to never be in the dungeon when monsters are being activated...which this would allow tahlia to do.
Then there's the fact that in KW's post he says "remember, you can only use one glyph per turn" or whatever implies that you can't have already used the glyph "that turn" which really means that round. It's a simple wording mistake that FFG is reknowned for, and that a reading of context clearly indicates means no glyph out guard and then glyph in as your guard. One glyph. One round. That's my .02 dollars.
Spirit of Fire
The first entry for the Gathered List has been changed to reflect the new FAQ.
As far this question:
Q: The rulebook states that a lieutenant or hero must end their movement in the same location to attack each other?
A: Heroes and Lieutenants must declare a move action if in the same location and wish to attack each other, but do not have to move a trail away from their current location during the move action.
Thank you all for your patience,
JeR
Love Many
Trust Few
Always Paddle Your Own Canoe
JeR said:
The first entry for the Gathered List has been changed to reflect the new FAQ.
As far this question:
Q: The rulebook states that a lieutenant or hero must end their movement in the same location to attack each other?
A: Heroes and Lieutenants do not need to declare a move action if in the same location and wish to attack each other.
Thank you all for your patience,
JeR
Wow...so...I guess that means you could siege and/or train on the same turn you attack (with) a Lieutenant. I would assume given the faq ruling that shopping, etc. have to happen after battles, that training and/or placing of siege tokens have to occur after battles are resolved. Still, being able to attack heroes to try to chase them away from a city before they can train in it (tpk required, I suppose) or go after a lt. knowing that as long as at least one of you escapes you can still train is pretty handy.
Spirit of Fire
Yeah, that might cause some confusion due to the way its written:
If they had left the word "action" out of that sentence it would worked a lot better.
EDIT: Holy shoot, that didn't take long to get fixed!
READ THE FAQ!!!!!!!!
Big Remy said:
Yeah, that might cause some confusion due to the way its written:
If they had left the word "action" out of that sentence it would worked a lot better.
EDIT: Holy shoot, that didn't take long to get fixed!
More evidence that the FFG staff are paying attention to our questions...or at least mine. I must be special (hehe).
Spirit of Fire
Three answers from the old wiki I think are worth to be preserved:
Q: "Stairwell. Let's say I have a character who can attack with a blast weapon. She is standing on a stairwell and has line of sight to the corresponding stairwell as well as the adjacent spaces. If she fires at one of the adjacent spaces, and gives it a total of Blast 4, does the blast travel back through the strairwell?"
A: Yes
Related Rulebook Paragraphs: ??
Source: Mike Z, http://www.fantasyflightgames.com/cgi-bin/yabb/YaBB.cgi?num=1132764726
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Q: "Gust of Wind makes the hero's LOS 5 spaces. Does this count for Boggs as well? I guess so, but I'm not sure......"
A: Gust of Wind only effects the Heroes. Boggs is a familar and not a Hero and thus is not effected. Besides, rats can see in the dark.
Related Rulebook Paragraphs: ??
Source: Mike Z, http://www.fantasyflightgames.com/cgi-bin/yabb/YaBB.cgi?num=1131543107
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Q: "There are three treasures that offer one-time healing to a hero: Jinn's Lamp, Amulet of Healing, and Crystal of Tival. All three say "Discard after equipping at the start of your turn..."... Should "at the start of your turn" just be ignored, or does it have some other significance?"
A: It can only be used at the start of your turn after Step 2: Equip Items. The result is that you will have only 1 Other item (if any) equipped.
Related Rulebook Paragraphs: ??
Source: Mike Z, http://www.fantasyflightgames.com/cgi-bin/yabb/YaBB.cgi?num=1131406170
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Parathion said:
A: It can only be used at the start of your turn after Step 2: Equip Items. The result is that you will have only 1 Other item (if any) equipped.
Wait, so "at the start of your turn" includes times after Step 2: Equip Items? Which means that either Steps 1 and 2 are "before" the start of your turn (which would be pretty hard to justify), or they occur during the start of your turn. And by another official ruling, heroes can choose what order to resolve "start of turn" effects in. Which means they can actually do step 2 before step 1, and they can do either or both before or after other "start of turn" effects, like using a rest order and rolling for effect tokens.
Crap. I'm not sure if that actively sucks in the official game or if I'm just going to have to add it to the list of changes for my mod (where it leads to obvious abuses with several custom items and skills), but that can't possibly be a good idea.
The Enduring Evil - Descent, Rebalanced
Antistone said:
Parathion said:
A: It can only be used at the start of your turn after Step 2: Equip Items. The result is that you will have only 1 Other item (if any) equipped.
Wait, so "at the start of your turn" includes times after Step 2: Equip Items? Which means that either Steps 1 and 2 are "before" the start of your turn (which would be pretty hard to justify), or they occur during the start of your turn. And by another official ruling, heroes can choose what order to resolve "start of turn" effects in. Which means they can actually do step 2 before step 1, and they can do either or both before or after other "start of turn" effects, like using a rest order and rolling for effect tokens.
Crap. I'm not sure if that actively sucks in the official game or if I'm just going to have to add it to the list of changes for my mod (where it leads to obvious abuses with several custom items and skills), but that can't possibly be a good idea.
I can´t see anything where this can be exploited. I always thought "at the start of your turn" was anything a hero does before declaring his action, giving him free choice of the order by the FAQ answer.
Now the answer above merely says that you can´t use the healing item and re-equip a fresh Other item for free, and that you can´t use the healing item after declaring an action (which was heatedly debated a couple of weeks ago).
Useful. But don´t let us start another discussion here...
Without signature
Hey everyone;
New to the forums and the board game, I play as the Overlord for a group of locals in my hometown here in Canada. I own the Main boxset "starter" game. "Journeys in the Dark".
My friends and I have some questions.
While Inside a Pit:
If a player is in a terrain alteration [Fell/hopped into a spiked pit] and a monster with the "breath" ability attacks during the overlords turn, does the player in the pit still get hit by the breath? that would normally blow harmlessly overtop of the pit.
Does Blast damage hurt a character in a pit space?
Can a Monster fall inside of a pit if the overlord moves it onto a pit square?
LEVELING UP:
My friends finished the first mission and successfully defeated Narthak, However, by the time they made it to the chamber and killed him 7 hours had gone by, and they all had silver/gold items. By the end of the game, they could mow through the bad guys i placed in front of them effortlessly, doing 10+ Damage with their rolls. When they level up, do they get to keep all of their stats and items and such before moving on to the next mission? Or do you do a new set up for each mission?
How Can the overlord keep the game balanced and fun when the characters are becoming too powerful too quickly and find themselves unchallenged.
My friends found that they reached the full potential of their characters in the first mission, and they were running out of ways to improve upon their characters. I was considering "getting creative" Now and then and having a weapon "break" due to wear, which would have them starting over with a new weapon and such....is that feesable?
Trading items.
Characters standing adjacent to each other can item swap....does it cost movement point to do this?
CanadianCole said:
Hey everyone;
New to the forums and the board game, I play as the Overlord for a group of locals in my hometown here in Canada. I own the Main boxset "starter" game. "Journeys in the Dark".
My friends and I have some questions.
While Inside a Pit:
If a player is in a terrain alteration [Fell/hopped into a spiked pit] and a monster with the "breath" ability attacks during the overlords turn, does the player in the pit still get hit by the breath? that would normally blow harmlessly overtop of the pit.
Does Blast damage hurt a character in a pit space?
Can a Monster fall inside of a pit if the overlord moves it onto a pit square?
LEVELING UP:
My friends finished the first mission and successfully defeated Narthak, However, by the time they made it to the chamber and killed him 7 hours had gone by, and they all had silver/gold items. By the end of the game, they could mow through the bad guys i placed in front of them effortlessly, doing 10+ Damage with their rolls. When they level up, do they get to keep all of their stats and items and such before moving on to the next mission? Or do you do a new set up for each mission?
How Can the overlord keep the game balanced and fun when the characters are becoming too powerful too quickly and find themselves unchallenged.
My friends found that they reached the full potential of their characters in the first mission, and they were running out of ways to improve upon their characters. I was considering "getting creative" Now and then and having a weapon "break" due to wear, which would have them starting over with a new weapon and such....is that feesable?
Trading items.
Characters standing adjacent to each other can item swap....does it cost movement point to do this?
Welcome.
Sorry to start off sounding like a jerk, put try and post questions like this in the regular section of the forum instead of here. We try to keep this thread as free of discussion as we can and just have it be rules answers from the FFG staff.
That being said, let me see if I can help (as always, answers are to the best of my knowledge)
Yes, heroes and figures in pits are still hit by the Breath template. Breath attacks ignore range and obstacles, so it will hit the figure in the pit. Same thing for Blast. And yes a monster who is moved into a pit will suffer one wound ignoring armor.
Heroes do not keep equipment or upgrades going on into the next Quest. The Heroes basically start out fresh for each Quest, however if you play by the campaign rules, the Heroes and OL both get some bonus for the next Quest.
Descent is partly a race to see if the Heroes can collect Conquest tokens faster than the OL can take them away. Trap and Power cards are your best allies in maintaining balance. Especially Evil Genius. Getting that card out fast will help, as the Heroes lose 3CT when you cycle through the deck. Trap cards will help damage those hard to hit melee heroes. Being OL is hard, and sometimes needs a lot of bluffing on your part. There is a good article on being a strong OL on the FFG site.
As for the breakage, not only is it feasible but in one of the expansions there is a card that does exactly that. Buying either Alter of Depair or Well of Darkness will help balance things if you think the Heroes are having an easy time, as the OL gets Treachery will allows him to modify the deck.
Trading items: during his turn, a hero can give another hero an item for 1MP per item. They don't swap as the receiving hero can't give anything back until his turn.
READ THE FAQ!!!!!!!!
IF I BYE A SKILL CARD FROM TOWN AND WE COMPLETE ONE DUNGEON AT THE NEXT DUNGEON I KEEP THIS SKILL OR NOT?
geogard said:
IF I BUY A SKILL CARD FROM TOWN AND WE COMPLETE ONE DUNGEON AT THE NEXT DUNGEON I KEEP THIS SKILL OR NOT?
geogard said:
IF I BYE A SKILL CARD FROM TOWN AND WE COMPLETE ONE DUNGEON AT THE NEXT DUNGEON I KEEP THIS SKILL OR NOT?
Are you talking about normal Descent (ie not Road to Legend)? No, if you buy a skill during the Quest it does not carry over into the next Quest.
READ THE FAQ!!!!!!!!
Did anyone save KWs answer regarding the option for the OL to buy one upgrade before the Final Battle in RtL ? I couldn´t find it here or in the FAQ, yet I am 100% certain that ruling was official.
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One for the record:
> If a hero plays the Subterfuge Feat Card "Disarm" against an
> "Animate Weapons" trap card and succeeds with the necessary die
> roll, does the Feat Card cancel the Trap Card completely for all
> heros, or just for the hero who played "Disarm" ?
It cancels the entire effect of the Trap card.
-Kevin Wilson
Fantasy Flight Games
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