City Kitty
United Kingdom
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So we were using the music box in haunt 33 to slow down the traitor.
On the card it says: Once per turn, you can open or close the music box. While the music box is open, any explorer or monster with a Sanity trait that enters or starts its turn in the same room must make a Sanity roll of 4+. If the roll fails, the explorer or monster ends its turn as it is mesmerised by the music.
So my question is, what happens when a hero who passes his sanity roll attacks the traitor who is mesmerised? Does the traitor still get a full quota of might roll, or is he unable to defend himself?
We didn't know how to play this, so in the end I house ruled that the defense to the attack would be at minus 2 dice, but that the traitor would become immediately unmesmerised by the attack.
I'd be interested to hear how other people dealt with this.
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Wade Nelson
United States Saint Louis Park Minnesota
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Good question... I don't know if there's an official ruling, but I think you handled it well.
One thing you might want to check though, is the Haunt section of the rule book. The traitor gets to ignore a lot of negative effects, though I can't remember if the Music Box is one of them. Also, in the Traitor's Tome Haunt Book: sometimes the traitor is an explorer/hero/monster, sometimes not.
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City Kitty
United Kingdom
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Ok, so looking in the rules, the traitor ceases to be an explorer. The traitor can ignore the bite omen and all events. But not items (else items would be of no use).
The music box item card says 'explorer or monster', so it looks like it doesn't work on traitors unfortunately.
I suppose the question remains as to might rolls against mesmerised monsters though.
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malibu_babe_28 wrote: Ok, so looking in the rules, the traitor ceases to be an explorer.
Really? Which version do you have? I only have the first edition, but that is very clear: "The herors and traitor are all still explorers." (Page 11. Rulebook emphasis.)
malibu_babe_28 wrote: I suppose the question remains as to might rolls against mesmerised monsters though.
On this question, I don't see the problem. The music box simply makes you end your turn. That's it. There is no rule saying you don't get to roll to defend yourself, and there is no reason to make up such a rule.
(There is also no rule saying that you get to take all their items, or push them into another room, or any other effect you could think would be thematic. You're still not allowed to do those things.)
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Unless they made some weird changes in 2nd edition that I didn't catch...
Anyone who has one of those pentagonal character cards is an explorer. When the rules want to refer only to the good guys, they use the term "hero". For example, the Blessing token from the Moment of Hope event affects heroes but not the traitor.
There are some scenarios where the traitor's character is removed and he doesn't get to control an explorer, but if he's still using his stat card, he's an explorer. And if he's not an explorer but he's still moving around, he's almost certainly a monster, so even then he'd still be affected by the Music Box.
The Traitor can choose to ignore a card and discard it without effect when he draws it. But if he chooses not to discard it, he has to follow all of the effects, not just the positive ones--and he doesn't get to change his mind after he rolls dice.
For example, if he draws an event that requires a trait roll and can have either a good or bad outcome, he can choose to discard the event and not roll at all, but once he rolls he's stuck with the result.
And under NO circumstances does he get to ignore someone else's card.
You always get to roll to defend yourself against attacks. Even stunned monsters get a defense roll.
In any case, the effects of failing your Sanity roll for the Music Box is that your turn ends. Nothing else.
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