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Subject: Did we play Scenario 2 correctly? rss

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Ben Ackland
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Obvious spoiler for Scenario 2.

The Special ability of the Bandit Commander is to "jump" to the next door and unlock it, revealing the living corpses on the other side.

We played it so that every time Special 1 came up, he teleported to the next door, no matter where he was on the map. We ended up winning, but barely (3/4 exhausted, 2nd last possible play by the last character).

Afterwards, it occurred to me that the ability could be interpreted as the Bandit Commander moves his base movement with a jump in the direction of the next door. That would certainly have been a lot easier.

Which is the correct interpretation?
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Moose Detective
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Is it a moose that became a detective ? Or a detective who searches for moose?
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You played it correctly. He's a boss. Bosses are cool.
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Greg
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Yes, that's correct. My daughters and I just finished that one last night as well. 2 of us exhausted and the last possible turn for my daughter playing the Scoundrel and she was able to kill the last enemy. Doesn't get any closer than that.
 
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Bård Holst
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I was unsure of this one as well and wondered whether he maybe just Moved with Jump. I think I actually also played that way.
 
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Ben Baker
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We just played this yesterday, and we finished the scenario on the last possible turn, although, we could have finished a bit earlier but we made sure to get the chest. 1 player was exhausted, and the other two of us were literally on our last turn when we won. It made for such an exciting ending.
 
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Steve Jakab

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I played it the second way. Given "jump" has a specific meaning in the game, I assume that if he was supposed to teleport to the door it would have said so.
 
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Greg
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That makes it a bit easier
 
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David Stevens
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It's most def supposed to be a teleport action it's a special move for crying out loud

Maybe jump should be changed to hops or shifts. I think the distinction is supposed to be made that the boss has to move on top of the door to open it and doesn't just magically open doors from across the map without jumping to the door tile

Another way to make this easy is how it happened in our game I.e. Pulling two Scenerio 2 re-shuffle cards early then having all the Scenerio 1 cards end up on the bottom after a majestic shuffle. Got thru without him opening a single door ninja sent a prayer up to the gods of Gloomhaven after that one
 
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Guti
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stevejreg wrote:
I played it the second way. Given "jump" has a specific meaning in the game, I assume that if he was supposed to teleport to the door it would have said so.


I played it that he teleports (which has been stated by Isaac to be correct), but I agree it is a poor choice of words to use a term with an already in-game meaning for something completely different. In my opinion it should be changed to "teleports" in the second printing.
 
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Frank Pelkofer
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Guti_ wrote:
stevejreg wrote:
I played it the second way. Given "jump" has a specific meaning in the game, I assume that if he was supposed to teleport to the door it would have said so.


I played it that he teleports (which has been stated by Isaac to be correct), but I agree it is a poor choice of words to use a term with an already in-game meaning for something completely different. In my opinion it should be changed to "teleports" in the second printing.


The only real confusion is that it says Jump without giving a number. If it said Move 12 Jump, no one would be confused (I would hope). There's no reason to invent a new mechanic when Jump works just fine.
 
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zhi liao
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another question about scenario 2, what do the icons on the corner of the bandit boss mean? I assume that it meant on his attacks, he stuns, curses and immoblizes you, don't i couldn't find anywhere in the book that tells you.
 
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Ben Ackland
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technomagez wrote:
another question about scenario 2, what do the icons on the corner of the bandit boss mean? I assume that it meant on his attacks, he stuns, curses and immoblizes you, don't i couldn't find anywhere in the book that tells you.


Immune to those effects.
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Frank Pelkofer
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technomagez wrote:
another question about scenario 2, what do the icons on the corner of the bandit boss mean? I assume that it meant on his attacks, he stuns, curses and immoblizes you, don't i couldn't find anywhere in the book that tells you.


Rules P32:
Quote:
Lastly, bosses are immune to certain negative conditions. The conditions to which they are immune are listed on their stat card .


It's the bold text in the section titled Bosses.
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Nathan Stiles
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stevejreg wrote:
I played it the second way. Given "jump" has a specific meaning in the game, I assume that if he was supposed to teleport to the door it would have said so.


Everytime jump is used as the mechanic, the symbol for it accompanies the wording.
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So technically you cant push the bandit captain into a room he just opened, and then stand in the door way to keep him from getting out?
 
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toeknee n
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zakner wrote:
So technically you cant push the bandit captain into a room he just opened, and then stand in the door way to keep him from getting out?


Aye, can't stop him from using his special to open the next room.
 
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Jeremy C
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You can stand in the doorway to the next room, making that hex an invalid target for his teleport/jump.

Obviously you can only do this after he's opened all the doors and let all the monsters out, so we did not feel that this was an exploit, let alone cheating.

I.e., we still had to deal with all the monsters and the boss simultaneously in one room.

You can also surround him and then he no longer has any valid hexes in which to summon an ally.
His allies will also block adjacent hexes, so it doesn't have to be players exclusively.
(This is probably easier in 4 player.)
 
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Frank Pelkofer
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zakner wrote:
So technically you cant push the bandit captain into a room he just opened, and then stand in the door way to keep him from getting out?


Monsters can jump through players, just like players can jump through monsters.
 
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GAF Blizzard
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eris23 wrote:
You can stand in the doorway to the next room, making that hex an invalid target for his teleport/jump.

Obviously you can only do this after he's opened all the doors and let all the monsters out, so we did not feel that this was an exploit, let alone cheating.

I.e., we still had to deal with all the monsters and the boss simultaneously in one room.

You can also surround him and then he no longer has any valid hexes in which to summon an ally.
His allies will also block adjacent hexes, so it doesn't have to be players exclusively.
(This is probably easier in 4 player.)

I believe the FAQ still says he will teleport nearby if an open door is blocked.
 
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Jerold Wallis

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Also the commanders "summons" of a living bones is ambiguous.

We played it as a "regular monster" appears of that type, with its own initiative value (since we were using the appropriate monster deck with initiative values), and it lives after the commander dies, though we did say no action on the turn it appears similar to other summons.

We did not play it as a character summons (initiative just before that of the summoner, and vanishes upon death of the summoner).

Not sure which is correct.

JW
 
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toeknee n
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jerold_wallis wrote:
Also the commanders "summons" of a living bones is ambiguous.

We played it as a "regular monster" appears of that type, with its own initiative value (since we were using the appropriate monster deck with initiative values), and it lives after the commander dies, though we did say no action on the turn it appears similar to other summons.

We did not play it as a character summons (initiative just before that of the summoner, and vanishes upon death of the summoner).

Not sure which is correct.

JW


Character summons (pg. 26 of the rules) and monster summons (pg. 31 of rules) are slightly different. The way you're playing it is exactly how the rules on pg. 31 tell you to play it.
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warwick walker
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stevejreg wrote:
I played it the second way. Given "jump" has a specific meaning in the game, I assume that if he was supposed to teleport to the door it would have said so.


It did."immediately jumps into a door hex, regardless of how far away it is, and opens it.whistle
 
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