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DungeonQuest (third edition)» Forums » General

Subject: Travel markers. rss

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Peter Williams
United Kingdom
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Thinking about getting this game and after reading the rules, I like it even more. Two things I would like to say though;
I haven't found the combat to be as bad as some people have made out. Granted, I am only looking at the rulebook and haven't actually seen it in action but don't think I'd have a problem with it.
Secondly, I wonder if someone could answer this for me; what exactly are the travel tokens for? After looking at the rules I see no reason why you cannot use the figure all the way through the game. Am I missing something?
 
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David Bell
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Eugene
Oregon
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It's just for clarity. Your figure isn't actually in that square, so it doesn't, for example, block other figures from entering that square.

You could just just remember instead, sure. You could also just remember that in Small World mountain spaces count as +1 and leave the cardboard in the box; but you'll still forget.
 
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Brett Schaller
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The travel marker also points in the direction you're travelling in the catacombs. You have to choose your direction immidiately upon entering.
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Read the rulebook, plan for all contingencies, and…read the rulebook again.
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We've also used the travel marker for time-related events for characters, such as the number of turn they are knocked out from a Gas Trap. Put the marker on the Sun Track for the last turn they are out. When their turn arrives, they pick up their marker, end their turn, and can get moving again on the next.

I'm thinking of customizing some Determination markers for the same purpose.
 
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