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Q.

Can I play a storage item card which gives my hero more storage when my hero is already
carrying his or her maximum number of items?
Yes, you may play the storage item when your slots are filled; a card takes effect the moment it is
played.
Q. When can I initiate a challenge on a monster that has already attacked me?
Hold back a movement to challenge a monster after it attacks you, just as the rules say under "Special
Actions." This is rare, and may cause you unnecessary complication, so it's not an essential rule.
Q. What point does it serve to hold back a movement for your opponent's turn(s)?
See above.
Q. Why can't I choose to discard one of my Boons that's already in play for another one I want to
play?
Treasures can be dropped because it is logical. Think of Boons as things your hero has learned (like
skills and spells). It would be odd to "unlearn what you've learned." Besides, when designing Treasures
and Boons we keep in mind that Treasures may be dropped and may not be "stacked" (you can't wear
two cloaks, for example), but Boons may be stocked (you may learn Improved Aim again and again).
Q. Who chooses the passages at the beginning of the game?
It doesn't matter since the passages are chosen randomly. The dealer is a good choice. The only reason
for this is to make sure rooms are farther away from the Entrance at the beginning of the game, which
creates a more equal playing board.
Q. The rules don't specify that completing a quest ends my turn.
Look under the "Hero Phase" heading. Beneath "Complete Quest," it reads: "When you complete a
Quest, collect the Quest completion reward and go immediately to your Discard/Draw Phase. You may
not complete more than 1 Quest on your turn." This means your turn ends. It would be a little odd to
just say "your turn ends," though, because you still perform your Discard/Draw Phase. That, of course,
is what ends your turn.
Q. Mighty Strike, Fiery Blast and Axe of Weeping Wounds each allow you to do an additional hit
if opponent fails a roll. Do you first have to score a wound to use this ability?
As on Axe of Weeping Wounds, abilities that have a starburst symbol indicate that "on a hit some
variable effect occurs, as described on the card." So, yes, you must make a successful hit to trigger this
ability.
Q. What if they have a card that let's them ignore a wound, would you still be able to harm them
with one of those three cards?
Again, "on a hit" ... the glossary further defines a hit as a "successful attack." Since a card that lets a
player ignore a wound would make the attack unsuccessful, the ability wouldn't be triggered.

Q. Teleporting cards. When you teleport to a new room do you gain peril and glory?
You generate Glory and Peril "for each space you enter on your turn that's new for this turn." So, if the
card affects you on your turn, then yes, you gain Glory and Peril. If it affects you but it's not your turn,
then no.
Q. Do you have to face threats in a room just as you would had you entered normally?
You don't have to deal with locked or trapped doors since you didn't enter through them. However, pits
and spikes are activated "anytime you enter a space with [the pit or spikes] in it on your turn." So again,
if you're transported there on your turn, you have to face them. If you're transported but it's not your
turn, then no.
Q. If you fall in a pit and are tipped and then use transference to switch places with another
player, are you still tipped? Do they become tipped while you untip?
From the glossary: "Certain card effects may cause your hero to become immobilized. Tip your hero
token on its side to indicate this. Untipping your hero costs 1 Movement, and you may also be required
to overcome the Threat that caused your hero to become immobilized." According to this, tipping can
represent a more general "immobilization" rather than having to be an actual physical entrapment. I'd
say that the player transported to the room with the obstacle in it does NOT become tipped in your
place, and you still stay tipped. However, you likely don't have to "overcome the Threat that caused
[you] to become immobilized" since you're not in the same room anymore. And if it's the other player's
turn he'd have to try to overcome the Threat you already failed at, since he's now in that room.
Q. The dark altar lets you target another hero or monster with a magic attack as part of using it.
What monster is this referring to? The dark altar lets you target another hero or monster with a
magic attack as part of using it. What monster is this referring to?
If you're attacked and have a movement point you could use the Dark Alter. (monsters are only "on the
board" when they are played, before they go to a pack/hand/discard - there is a window immediately
after combat when you can attack a monster)
Q. Why would a player want to send monsters back to his/her hand rather than to the pack?
I can't think of any specific moments you'd want to. I'm sure there are so the option is there. Maybe you
want to keep a certain monster around but already have 3 good ones in your pack.
Q. The gating ability of the bloodstained gate: this looks like a "must use" ability.
No. It is not a must use. I suppose it should say "you may...". This is the first time I've heard confusion
about this one though.
Q. In search quests is searching for the monster mandatory? (e.g. Heinous Creature in the Vault
game). In essence is it stalking me whether I like it or not? I understand that I can only search
once per a turn ... but the question is whether that search is required if I have the quest.
No it is not required. Most things like this in the game are "by choice."

Q. Do warps trigger "When you enter this room" type effects?


Are you entering the room? If the answer is yes, then yes.
Q. When placing down Map Cards, the rules say "The first one has to be connecting and they
have to be places consecutively" but do the 3 pieces have to connect to one another?
Yes, that is the reason the word "consecutively" is used. Follow this rule unless it is impossible to do
so.
Q. Does my pack "occupy" spaces?
Generally no: a pack does not occupy a space, and monsters do not stay on the board. A pack only
occupies a space if you are playing with the wandering pack optional rule so that there's a wandering
pack token on the board.
Q. When does Dodge have to be played?
Like the card says: anytime. It could be a waste to play it before dice are rolled though - you may not
even get hit, so wait to see whether or not the attack was successful. Note that this does not conflict
with the "play cards that affect dice rolls before dice are rolled" rule, because it is not affecting a dice
roll.
Q. For items like Sword of fiendslaying, does it add +1 Melee AND +2 melee against fiends?
(Providing a total bonus of +3)
No.
Q. Cloak of Phasing: How many times may this ability be used?
Unfortunately the phrase "limit once per turn" was left off, so there is no limit. The card is slightly
more powerful than it should be for its cost, but it doesn't break the game.
Q. If a hero gains more speed (from Leveling, or a Potion of Speed for example), does he
retroactively gain more movement?
This is a nuance in the rules. Technically movement points are reset at the Reset phase, so the answer is
no. However a very common house rule is that Treasures and Boons that boost Speed give a movement
point too.
Q. Do attachments take up space in your inventory? Technically they are (according to the
updated rules) Readied because they are in effect, but I don't know if they count toward your
treasure limit.
No. The updated rules say that Boon/Treasure limits apply to "permanents", not attachments or
instants.

Q. When Ramalith uses his magic attack, it says "Gains 1 HP". Does this mean he can get to any
number of HP or did you mean to say "Recover 1 HP"?
It means what it says. He can infinitely gain Life. He cannot, however, gain HP. Ever.
Q. Are there negative hit points in the game?
Yes you can have a negative score (this applies to melee/magic/speed as well). The rule you are
referring to specifically applies to the Glory/Peril reward limit for inflicting wounds, not whether your
actual score can be negative.
Q. Can you use Diversion against another Monster?
Yes, that is the point of the card!
Q. The hero-cards show a column for Level 4 - what is this for? I mean, as far as I have seen, a
hero can only gain one level by completing a quest. So, from my point of view, as soon as a hero
has completed the third quest he would indeed become Level 4, but on the other hand the game
ends immediately.
You're right that the Level 4 column isn't immediately useful. The idea is that eventually we'll have an
expansion that introduced "epic levels" on beyond Level 3, and this is just preparation for that.

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