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Shadows of Brimstone: City of the Ancients» Forums » Rules

Subject: Flee from the mine rss

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Barbapapa Barbapou
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Hello,

If we want run away from mines.

we say p13 :

At the start of any turn... Not any activation?

Correct?

And what can the Heroes posse keep? (XP/Gold/items ?)

Thank you
 
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Jee Fu
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Barbapapa2014 wrote:
Hello,

If we want run away from mines.

we say p13 :

At the start of any turn... Not any activation?

Correct?
Correct. You must decide before the Hold Back the Darkness roll (which must be the first roll of any Turn) is made.

Barbapapa2014 wrote:
And what can the Heroes posse keep? (XP/Gold/items ?)
You keep everything. The downside to losing is that you don't get the Reward listed in the Mission Book AND, instead, you get what's listed under Failure (its always bad). In addition, you'll miss out on any Loot that you might have gotten from the current Fight if you flee during it.

- Jee
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Gaist Heidegger
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Is there really any upside at all to fleeing rather than playing out a losing battle besides saving the time it would take to run out certain defeat?
 
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John M
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If you flee, you don't have to roll on the injury/madness charts. If you die in combat, you must roll on the appropriate chart. Life becomes just a little harder until you can cure your malady.
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Jee Fu
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Homeless105 wrote:
If you flee, you don't have to roll on the injury/madness charts. If you die in combat, you must roll on the appropriate chart. Life becomes just a little harder until you can cure your malady.
Yep ^ this. Fleeing means no TPK (Total Posse Kill), which can be extra punishing if the "Failure" text has the Heroes taking Injuries just for losing. If you wait until you're all KO'ed in these cases, you would get each two cry

- Jee
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Barbapapa Barbapou
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Thank you All!
 
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