Aaron Bergman
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Everything in here is in the rulebook, it's just... jumbled a little. So here is a step-by-step of what the phases of each round are, and what gets done during them.


PHASES OF A ROUND

1) SPAWN PHASE
2) INITIATIVE PHASE
3) ACTIVATION PHASE
4) END PHASE

SPAWN PHASE
The Consul spawns monsters. He may spawn 4 Skulls worth of monsters from each Spawn Point, placing them in any of the eight squares adjacent to the Spawn Point. If he has any Skull Tokens from the previous round he may use those to spawn additional monsters; if they are not used, they are lost. If the Consul has no monsters to spawn or there are no free adjacent spaces around the Spawn Points, then he cannot - better urge those lazy heroes to get to work!

The Consul may spawn 1 Mini-Boss and 16-Bit monsters if the Power Gauge has passed 16-Bit, and may spawn up to 2 Mini-Bosses and Overcharge monsters if the Power Gauge is in Overcharge.

INITIATIVE PHASE
Each side rolls a number of dice equal to the highest Will on one of their models in play. Whoever gets a higher number of stars may choose to take the first turn or let the other side take it. Ties go to the Hero side.

ACTIVATION PHASE
During each side's respective turns, the Consul activates a monster for the Skull amount listed on its card up to 4 Skulls worth of monsters, and the Heroes activate one Hero. Each side alternates turns until all Hero models have been activated. If there are any models that have not been activated on the Consul's side, they are then activated as normal.

During a given model's activation, it may either move up to its Speed and spend its Action Points, or it may run up to twice its Speed and do nothing else. Models may move into any of the eight squares adjacent to it unless there is an obstacle or a model of the opposing side.

All models may use its Attack dice to assault an adjacent model, and may use any of its Special Actions or Special Attacks for a number of Action Points equal to what it requires. In addition, some models may perform the following for one Action Point:

Missile X - Assault a model within X squares using its Dex dice. Models may not use any abilities with Missile on an adjacent model.

Magic X - Assault a model within X squares using its Will dice.

Range X - Assault a model within X squares using its Attack dice.

Chest - A Hero may open an adjacent Treasure Chest and draw from the Treasure Deck.

If a model is assaulted, it rolls its Armor dice, if any, and compares the result to the assaulter's roll - if the defender scores equal or higher, the assault is deflected, if it rolls lower the model suffers a Wound.

Whenever the Heroes inflict a Wound, move both the Loot-o-Meter and the Power Gauge one square. When the Consul inflicts a Wound, move only the Power Gauge one square. If the Loot-o-Meter lands on or passes a Loot! spot the Heroes draw a Loot card and take one of the following actions:

1) Equip it to any hero immediately (or at the end of the model's activation, rules contradiction gives you the choice until clarified); any equipment already in that model's slot is lost

2) Equip it to any hero during the End Phase of the turn; any equipment already in that model's slot is lost

3) Exchange it for a Heart or removal of a Status Effect on any Hero model. Treasure cards drawn may also be exchanged for a Potion counter given to any Hero model.

If a Hero successfully causes at least one Wound and any Potions or Hearts were also rolled on their dice, they may give a Potion token for each Potion rolled to any Hero in play who does not already have their full amount of Potions, and each Heart may be used to remove either a Wound or a Status Effect on any Hero in play. A Green dice gives a Heart AND a Potion. Hearts and Potions rolled by Heroes on defense rolls, as well as any rolled by the Consul at any time, count as blank faces.

If a Hero slays a Mini-Boss, that player draws one card from the Treasure deck.

Whenever the Power Gauge passes a Skull, the Consul gets one Skull Token that can be used to spawn additional monsters next round.

END PHASE
If 16-Bit or Overcharge has been reached, the Consul draws one Loot card for each spawn point still in play and chooses one, shuffling the remainder back into the deck. All of his Denizens and Minions gain the benefit of that Loot card for the remainder of the game.

If the "Super" platform in a 16-Bit game, or the Overcharged "Super" platform in a Super game, has been reached the Dungeon Boss is spawned.

The Heroes may choose to equip any Loot or Treasure not already equipped.

SPECIAL ABILITIES, ACTIONS, ATTACKS, & POTIONS

Special Abilities, Actions, Attacks, and Potions are what distinguish one model from another besides the dice rolls, and are what adds a truly tactical element to the game. Using them effectively is what leads to victory - and ignoring them leads to defeat. Because the specifics of each of them are explained on a given model's card (with few exceptions), make sure to read each model's card carefully before using it!

SPECIAL ABILITIES
Any Special Abilities a model may have are listed in the bar below the model's image on its card and above the box with any Special Attacks/Actions/Potions. A model's Special Abilities are always on, whether or not the model has activated already, is active, or has not yet activated. A model's Special Attributes are usually explained on the back of the card, but some (such as the Kobold Knucklehead) also print them on the front.

Any Status Effects caused by the model (such as Knockdown or Fire) are also listed in this box as Special Abilities. The Status Effects are explained on page 30 of the rulebook.

If the model has any ranged Special Abilities (such as Missile), they will be listed here, as well as the range of that ability listed in squares. Explanations for those abilities can be found on page 31, as well as in the Activation Phase rules.

SPECIAL ACTIONS
Special Actions are denoted by a BLUE button on a model's card. The number printed on top of the button is the number of Action Points (AP) required to use the Special Action; if a model does not have enough AP it cannot use the Special Action. Special Actions require no rolls to activate; once the AP is spent it comes into effect, and Special Actions cause no Wounds.

If a Special Action does not list a Range or area of effect, it only affects the model using the Special Action. Any dice granted by the Special Action are in addition to the model's usual Attribute, plus any granted by Loot or Treasure.

The effects of the Special Action remain in play until the model's next activation, unless it is an immediate effect (such as Remedy or Heal), or causes a Status Effect that lasts until removed (such as Fire).

SPECIAL ATTACKS
Special Attacks are denoted by a RED button on a model's card. The number printed on the button is the amount of AP required to activate the Special Attack.

If the model has no ranged Special Abilities and the Special Attack lists no range or area of effect, it may only affect a single enemy model adjacent to the model using the Special Attack.

Any dice granted by the Special Attack are in addition to the model's usual Attribute, plus any granted by Loot or Treasure. The extra dice granted by a Special Attack only last for the duration of that Special Attack.

If a model has a Special Ability that gives a Status Effect (such as Poison), any Special Attacks used by that model also cause that Status Effect if they successfully deal damage.

POTIONS
Heroes have additional, limited-use Special Actions denoted by an image of a Potion. The details for each Potion are listed on a Hero's card, below the Special Actions and Attributes.

Potions follow most of the same rules as Special Actions - unless its text describes an area of effect it only affects one model, any effects granted last until the model's next activation, all dice granted are in addition to the model's normal Attribute - but the following special rules apply.

Potions do not cost AP to use; instead, they cost Potion Tokens. If no cost is listed on the Potion, it costs one token to use. If a Hero has multiple Potion types, it may use any of them at any time, but each costs at least one token to use.

Any Hero model may use any of its Potions on any other Hero, no matter how far the Heroes may be apart in the dungeon. A Hero may use its Potions at almost any time, even after the Consul rolls an attack, with the following two exceptions:

1) A Potion may not be used in order to pick up another Potion from either a successful attack roll or one obtained by sacrificing a Treasure card.

2) A Potion may not be used in response to a Hero taking a mortal Wound and being removed from play.


TILES

Tiles are the components of the game playing board, also called the dungeon. At the start of each game, the Consul picks the first tile and places it, then the Hero side picks another tile and places it adjacent to the first. Each side alternates choosing and placing tiles until the game board size has been reached - 2 tiles for an 8-bit game, 3 for a 16-bit game, and 5 for a Super! game.

Every tile has a grid of squares on it that are where models are placed and through which distances and ranged are measured. Each tile is divided into three separate categories:

HALLWAY
A hallway is wherever a tile can connect to another tile without a wall interfering. It is represented by a set of arrows pointing away from the center of the tile. If the hallway is contiguous with another tile's hallway, the squares on each tile are considered adjacent to each other - the hallway arrows themselves are not considered squares! If a hallway has no other hallway connected to it, that hallway is considered an entrance.

WALL
If an area on a tile does not have a square outlining it, it is a wall. Walls are obstacles through which models cannot be moved, and line of sight cannot be traced.

ROOM
A room is an area of squares on a tile which is separated by a wall from other areas on the tile. For example, the crystal tile with four separated rooms is actually FIVE rooms; the four rooms and the central chamber in a cross shape across the center of the tile.

TILE EFFECTS
Certain tiles also have squares with special effects, such as Difficult Terrain or lava that causes Fire. Each Tile Effect comes with its own card which explains what those squares cause.


CONSUL MONSTER TYPES AND RULES

The Consul has four types of monsters at his command: Minions, Denizens, Mini-Bosses, and Bosses. Unless they are a Boss or have rules that state otherwise, monsters enter play from spawning points. Loot cards drawn by the Consul ONLY affect Denizens and Minions; Bosses and Mini-Bosses do not benefit from them.

MINIONS
Minions are the weakest of the Consul's monsters, but their numberless hordes can drag even the mightiest of heroes down.

DENIZEN
Denizens are stronger monsters than Minions and are often closely aligned with a Boss.

MINI-BOSS
Mini-Bosses are solitary and stronger monsters, though they may be related to either a group of Denizens or Minions. When 16-bit is reached on the Power Gauge, the Consul may spawn and have in play a single Mini-Boss; if the Power Gauge is in Overcharge, then two Mini-Bosses may be spawned. When Mini-Bosses are slain, the Hero player may immediately draw a card from the Treasure Deck, and the Consul may respawn the Mini-Boss next turn as normal.


BOSSES IN ALL THEIR TERRIBLE MIGHT

Bosses are (rightfully so!) the most powerful monsters in the Consul's army. The Heroes' goal in a 16-bit or Super! game is to destroy the Boss after it spawns.

SPAWNING
Bosses spawn in one of two conditions: When all the Spawn Points have been destroyed, or when Super! is reached in a 16-Bit game (or Overcharged Super! in a Super! game). When the Boss spawns, place it on a tile in a room with no Heroes present at the start of the round after the spawning condition is reached.

When the Boss is present, any Spawn Points still in play cannot spawn additional monsters, as their energies are devoted towards empowering the Boss.

ACTIVATING
Bosses can be activated as normal during the Consul's turn for the cost listed on its card. If there are any Spawn Points still in play, the Boss may be activated once more during a Consul's turn, for a total of two activations.

If there are any other monsters still in play, the Consul may of course activate them as normal.

TIMEOUT
Immediately after a Boss has a number of Wound counters equal to half their total number of Hearts, a timeout is triggered. Before any further actions are carried out, the Consul performs the following actions:

1) Remove all Status Effect counters from the Boss's card
2) Move the boss to any room on the dungeon that does not contain a Hero
3) Resolve any Timeout Effects listed on the Boss's Adventure Effects card.

Any summoned monsters listed under the Timeout Effects are placed in the squares that the Boss occupied before the Timeout or in adjacent squares. If the monsters are still in play somewhere else on the board, remove them from that square and place it as per this paragraph's rules.

ADVENTURE EFFECTS
Every Boss brings to a dungeon unique effects, making that dungeon more truly their own. These effects are listed on the card, and divide into three categories:

Dungeon Effects are in play the moment the game starts; for example, if Starfire is the boss then all Spawn Points inflict Fire on adjacent Heroes and all Heroes have access to the Dragon's Blood potion from the start of the game.

Boss Fight Effects start from when the Boss spawns.

Timeout Effects take place when the Boss times out (as explained above).



...There we go. All the little bits scattered throughout the rulebook compiled into one step-by-step explanation. I hope it helps. Note that I didn't use the words 'attack' and 'attacker' because it might be confused with the Attack stat; instead I used 'assault' and 'assaulter' for clarity.
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Emil Vincent Alonzo
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Re: Rulebook clarified, part 1: Phases
Awesome! Thanks for putting this together. I was just thinking that I should put a cheat sheet together for teaching new people how to play, but this pretty much does the trick! Just to be nit-picky I have a few tiny suggestions just for things that I personally would ask clarification about, but again, great list!

iamfanboy wrote:


If the Consul has no monsters to spawn or there are no free adjacent spaces around the spawn point , then he cannot - better urge those lazy heroes to get to work!



iamfanboy wrote:


Each side alternates activation; the Heroes, then Consul, then Heroes, than Consul, and so on until all Hero models have been activated. If there are any models that have not been activated on the Consul's side, they are then activated.




iamfanboy wrote:

If the Loot-o-Meter lands on or passes a Loot! spot the Heroes draw a Loot card, they take one of the following actions:

1) Equip it to any hero at the end of the model's activation; any equipment already in that model's slot is lost

2) Equip it to any hero during the End Phase of the turn; any equipment already in that model's slot is lost

3) Exchange it for either a Potion, Heart, or removal of a Status Effect



iamfanboy wrote:


If the "Super" platform in a 16-Bit game, or the Overcharged "Super" platform in a Super game, has been reached the Dungeon Boss is spawned.

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Peter Jackson
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Re: Rulebook clarified, part 1: Phases
Many thanks for putting this together, it's really helped clarify that stages of a round. The book tries to do something similar at the end, but this far supersedes it. thumbsup
 
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Scott Rogerson
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Re: Rulebook clarified, part 1: Phases
this is really great thanks for making this i do have one question though

in regards to activating and initiative
when it says "models" for the consul, is it for just one individual figure (say a gouger, worth 1 skull) or is it for all of that type (i.e. gouger again) only say there are 3 on the board, do they all activate for 1 skull or would it cost 3?
 
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Aaron Bergman
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Re: Rulebook clarified, part 1: Phases
Thanks, roboraygun! Already put those suggested edits into the main text of the first post. Proper editing is ALL about nitpickiness; there are things that just shouldn't be let slide in written documents that are supposed to be clear and concise.

Me and my friends used to refer to editing a story as 'throwing it to a pit filled with ravenous dogs' - being friendly isn't in the equation.

I'll forgive the SDE creators because it's fairly obvious they're game designers first and writers/editors second (and created an awesome game with truly amazing minis); however, it doesn't mean we should just muddle about without trying to clarify their rules a bit for the benefit of us all.


And Pete, anything that helps people play this great game is something I am ALL for.

Should I take my editor's chainsaw to the Special Abilities area next? Hrum-thrum...
 
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Aaron Bergman
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Re: Rulebook clarified, part 1: Phases
Scottism wrote:
this is really great thanks for making this i do have one question though

in regards to activating and initiative
when it says "models" for the consul, is it for just one individual figure (say a gouger, worth 1 skull) or is it for all of that type (i.e. gouger again) only say there are 3 on the board, do they all activate for 1 skull or would it cost 3?

Activating is done per model, so it would be 1 Skull for 1 Gouger, or 3 Skulls for 3 Gougers.


EDIT: Clarified it on the actual document, the re-edited version of the paragraph reads,

iamfanboy wrote:
During each of their respective alternations, the Consul activates monsters for the Skull amount listed on their card up to 4 Skull's total, or the Heroes activates one Hero.


Does that make it clearer?
 
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S Marstiller
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Re: Rulebook clarified, part 1: Phases
Nitpick...the combat phase should perhaps be changed to the action phase as combat isn't necessary (though unless you crave quick death it is wise).
 
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Aaron Bergman
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Re: Rulebook clarified, part 1: Phases
marstiller wrote:
Nitpick...the combat phase should perhaps be changed to the action phase as combat isn't necessary (though unless you crave quick death it is wise).

How about 'Activation Phase' to keep the same lingo as used during the main text of the description? *edit edit change change change* Busy as beaver, I am....
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Scott Rogerson
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Re: Rulebook clarified, part 1: Phases
that is perfect thank you!
 
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Greg Lott
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Re: Rulebook clarified, part 1: Phases
Man oh man! Please keep this going. I'm printing this up once the whole thing is completed. The rulebook is a mess.
 
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Matt Barnes
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Re: Rulebook clarified, part 1: Phases
I don't really understand why games try to split up the rulebook like this. Some games do it right, like Agricola and Galaxy Trucker. They have a base explanation for the game, then there is the "full rules" parts you can read later.

SDE requires that you read the whole thing anyways. You can't just jump in and play without first reading about AoE abilities, or the tons of other special things all monsters/heroes have. The very first attack you do, will have you sitting their scratching your head if all you read is the first 2-3 pages of the rule book.

There is no simplified version of the game, so why split it all up and make is massively confusing? Half the time when I go to look something up, I can't find it, because it is in the other redundant section in another place in the book. It just gets silly.

It would probably also make it easier to write yourself if it was all in one place, as there are definitely somethings that are simply not explained or worded well.

Like Backlash, I have only seen this on melee characters, but it uses the phrase "when they are attacked". That is in melee combat? Or can they somehow "lash out" and smack ranged/magic assaultants as well if they roll the defensive die high enough? We have been playing with it as melee only, as it simply doesn't make sense to have a Berserker smacking things 8 squares away.

There is also a lot of confusion to me with the different game types. All the boss and mini-boss terminology, paired with some 8-bit games not having a "real boss" make it pretty confusing what the goal of the game is. Do you have to kill the mini-boss to win in the 8-bit game? Can the Consul still spawn minions in the 8-bit game after the "boss" (which is a mini boss in the rules) comes out?

Hopefully, the first expansion will come with a brand new rulebook that is a little more explained and laid out. I never really found the phases of turns to be complicated, so I am not sure why this is detailed here.It is pretty straight forward with how you spawn monsters, roll for initiative, take turns activating heroes/4 skulls and move the power/loot meter accordingly. It is the details of skills/gameplay that is lacking explanation.
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Aaron Bergman
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Re: Rulebook clarified, part 1: Phases
Well, Backlash comes on several pieces of gear, as well as the Barbarian's potion, so it may not just be on melee characters (and the Druid has a nice AOE ranged attack too). Whether or not it's supposed to only affect adjacent models is definitely an FAQ question, but by Read As Written rules it HAS to affect any model that assaults another model with Backlash, regardless of whether it was melee or ranged.

And one thing that does DEFINITELY need to be FAQ'ed is the goal of an 8-bit game. Kill the Mini-Boss? Kill the second spawn point after the Mini-Boss spawns? Does the Mini-Boss get the additional activation once he spawns, as if it were a Boss, or does the Consul spawn additional monsters?

And it's fairly obvious there was some confusion amongst folks about turn sequence, otherwise there wouldn't've been questions about it. Plus, this brings rules that spring directly from the turn sequence (the Skull tokens, when you an spawn 16-bit and Super monsters, equipping Loot, attacking and defending) into one concise package. So I feel it necessary, even if you don't.


But this is just part 1; I do believe I'll tackle as much as I can in clarifying their rulebook (so much text that just doesn't matter!), but that's something to be continued on later. What I've done so far needed to be done; I had no idea (for example) in my first few games that running is possible, and the only place it says multiples of the same Aura don't stack is in an example, not the actual text of the rules.
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Emil Vincent Alonzo
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Re: Rulebook clarified, part 1: Phases

Yeh Backlash I think was one of those items they didnt realize needed to be worded more specifically I think... and definitely from a "thematic" direction would for sure cause some confusion.

Oh! Sidebar to that, maybe another attribute called "Feedback" would have been better... trying to make sense how a Magic ranged attacker could receive damage.


In regards to the 8bit boss/mini boss thing, again I totally agree that it needs an official ruling from the company.

The way we played it though was that we just cut out the part with the boss after the Mini Boss... but still kept playing the game with all the rules of the Mini Boss staying the same as if it were a 16bit game and we made the goal to destroy all the spawning points. It may not be the official correct way but it worked pretty well in setting us up to play the 16bit game and above and had the least amount of questions arise during the game.
 
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Aaron Bergman
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Re: Rulebook clarified, part 1: Phases
And another thing I just read in there: You can only sacrifice Relics drawn from the Treasure Deck to get potions. Ugh. *fix fix fix*
 
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Emil Vincent Alonzo
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Re: Rulebook clarified, part 1: Phases
iamfanboy wrote:
And another thing I just read in there: You can only sacrifice Relics drawn from the Treasure Deck to get potions. Ugh. *fix fix fix*


O_O This is actually a pretty significant thing we missed in our game! No wonder there so many potions in our game >=/...
 
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Matt Barnes
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Re: Rulebook clarified, part 1: Phases
iamfanboy wrote:
And another thing I just read in there: You can only sacrifice Relics drawn from the Treasure Deck to get potions. Ugh. *fix fix fix*

So it is heart/ailments for Loot and potions for Relics/Treasures? Or are Relics and treasures different? We were not playing that right I don't think either I think I just read the treasure/loot cards all being the same thing.
 
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Emil Vincent Alonzo
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Re: Rulebook clarified, part 1: Phases
MattVid wrote:
iamfanboy wrote:
And another thing I just read in there: You can only sacrifice Relics drawn from the Treasure Deck to get potions. Ugh. *fix fix fix*

So it is heart/ailments for Loot and potions for Relics/Treasures? Or are Relics and treasures different? We were not playing that right I don't think either I think I just read the treasure/loot cards all being the same thing.


Yeh I had to look back on this too to check but I think iamfanboy is actually right... Loot from the Loot deck can become hearts (to heal wounds or remove an ailment)... Relics from the Treasure deck can become potions. We've just been playing it as "all excess equipment cards become whichever you want" but I think this might balance the game play a little.
 
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Emil Vincent Alonzo
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Re: Rulebook clarified, part 1: Phases
jwreschnig wrote:


iamfanboy wrote:
1) Equip it to any hero at the end of the model's activation; any equipment already in that model's slot is lost


This does not seem to be correct. According to page 21, they must either be equipped immediately or at the end of the round. At the end of the activation (i.e. end of the turn) is not an option.



Yeh no this is one of those those "discrepancies in the rulebook" issues that people have been asking about. On pg 14 it say end of model activation and on pg 21 it says immediately so for now most ppl have been playing it as a "house decides" rule.
 
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Matt Barnes
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Re: Rulebook clarified, part 1: Phases
jwreschnig wrote:
This does not seem to be correct. According to page 21, they must either be equipped immediately or at the end of the round. At the end of the activation (i.e. end of the turn) is not an option.

This also is a silly mechanic. Why would a hero ever choose to equip something at the end of activation instead of immediately? There is more bonus for the heroes to equip something right then and there than after they are done attacking and moving for the turn. If they get a +1 attack dice and can use it on their next 2 attacks that turn? Yes, you would equip it then. I can't think of a circumstance where you wouldn't want to do this immediately.

And if you have to sacrifice loot/treasure immediately to get hearts/potions/cures ... why not just make that the "immediately" is the only rule to begin with? All the extra wording and choices just makes it more confusing.

We have played it as "immediately", as soon as the loot marker hits the loot space on the tracker, I give the heroes their loot card.
 
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Sergio Mateos Maroto
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Re: Rulebook clarified, part 1: Phases
About the Barbarian, the "Backlash" ability and the "rage".

I found great only apply the it "Backlash" versus Adjacent-Melee: ranged, magic and Extended-melee are free of Backlash response.

In the same way... it's ok that the Barbarian could gain potion/heart in every atack of a "rage"?.

The only malus by this attack it's a -1 Blue dice, that could be hard in the early party, but in the last turns -with a few loot cards in- it's a minor detail!.
 
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Matt Barnes
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Re: Rulebook clarified, part 1: Phases
jwreschnig wrote:
This is correct. In all interpretations, they get to see the loot card right away. Then they can choose to wear or sacrifice (or ignore) it immediately, or hold onto it until the end of the round (p.21) or turn (p.14).

That would be a strategic thing that might help. So if they choose not to sacrifice it for a potion/heart right away, then they can't at the end of the round/turn? So they would HAVE to equip it if there was equipment in that slot already?

It still seems like you would be better off dealing with it immediately. Especially if you would get those bonuses RIGHT AWAY, on the attacks THAT turn for THAT hero.
 
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Aaron Bergman
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Re: Rulebook clarified, part 1: Phases
piteas wrote:
About the Barbarian, the "Backlash" ability and the "rage".

I found great only apply the it "Backlash" versus Adjacent-Melee: ranged, magic and Extended-melee are free of Backlash response.

In the same way... it's ok that the Barbarian could gain potion/heart in every atack of a "rage"?.

The only malus by this attack it's a -1 Blue dice, that could be hard in the early party, but in the last turns -with a few loot cards in- it's a minor detail!.

The designers MIGHT have intended that 'Backlash' only affect adjacent models, but until we get it straight from them I can only state what the rules say, as written: that it affects anyone who attacks a model with Backlash.

Of course you can house-rule it, as you and several others have, but by RAW (Read As Written) the harsher interpretation has to apply. I (personally) think it should only affect melee, otherwise why would the Boo Booty have Sturdy (that ignores everything BUT melee attacks) and Backlash?

On a Berserk attack, of COURSE the Barbarian can gain Hearts/Potions for every attack made. Nothing on the ability says that she does not, therefore it works just like a normal attack roll.



As far as Loot equipped immediately/at the end of the model's activation -

That seems to be the only outright contradiction I've found in the rules-set. Still, not as bad as some rules-sets I've read ("Half of the rules contradict the others, so we spend half the game fighting about them!" "For the record, only 37% of the rules are contradictory..."), but yet another FAQ-issue. There are good reasons to wait til the end of the turn to do it, but whether or not they can equip immediately or at the end of an activation could make the difference in that Hero's chance of damaging something, so very important to get cleared up.

Me, I also do it immediately too, but I thought that was a house rule rather than being stated in the book elsewhere, so I just had the one interpretation in my actual post.


@Joe: Thanks. I was looking for the right word so that I could eliminate some of the verbiage, and calling the whole thing the 'phases of a round' lets me use the word 'turns' instead of 'alternations'.

First rule of rules-writing: never, ever, ever use the same word to describe two different things, even if one is Capitalized and one is not.
 
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Aaron Bergman
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Re: Rulebook clarified, part 2: Special Abilities, Attacks, Actions, & Potions.
SPECIAL ABILITIES, ACTIONS, ATTACKS, & POTIONS

Special Abilities, Actions, Attacks, and Potions are what distinguish one model from another besides the dice rolls, and are what adds a truly tactical element to the game. Using them effectively is what leads to victory - and ignoring them leads to defeat. Because the specifics of each of them are explained on a given model's card (with few exceptions), make sure to read each model's card carefully before using it!

SPECIAL ABILITIES
Any Special Abilities a model may have are listed in the bar below the model's image on its card and above the box with any Special Attacks/Actions/Potions. A model's Special Abilities are always on, whether or not the model has activated already, is active, or has not yet activated. A model's Special Attributes are usually explained on the back of the card, but some (such as the Kobold Knucklehead) also print them on the front.

Any Status Effects caused by the model (such as Knockdown or Fire) are also listed in this box as Special Abilities. The Status Effects are explained on page 30 of the rulebook.

If the model has any ranged Special Abilities (such as Missile), they will be listed here, as well as the range of that ability listed in squares. Explanations for those abilities can be found on page 31, as well as in the Activation Phase rules.

SPECIAL ACTIONS
Special Actions are denoted by a BLUE button on a model's card. The number printed on top of the button is the number of Action Points (AP) required to use the Special Action; if a model does not have enough AP it cannot use the Special Action. Special Actions require no rolls to activate; once the AP is spent it comes into effect, and Special Actions cause no Wounds.

If a Special Action does not list a Range or area of effect, it only affects the model using the Special Action. Any dice granted by the Special Action are in addition to the model's usual Attribute, plus any granted by Loot or Treasure.

The effects of the Special Action remain in play until the model's next activation, unless it is an immediate effect (such as Remedy or Heal), or causes a Status Effect that lasts until removed (such as Fire).

SPECIAL ATTACKS
Special Attacks are denoted by a RED button on a model's card. The number printed on the button is the amount of AP required to activate the Special Attack.

If the Special Attack lists no range or area of effect, it may only affect a single enemy model adjacent to the model using the Special Attack.

Any dice granted by the Special Attack are in addition to the model's usual Attribute, plus any granted by Loot or Treasure. The extra dice granted by a Special Attack only last for the duration of that Special Attack.

If a model has a Special Ability that gives a Status Effect (such as Poison), any Special Attacks used by that model also cause that Status Effect if they successfully deal damage.

POTIONS
Heroes have additional, limited-use Special Actions denoted by an image of a Potion. The details for each Potion are listed on a Hero's card, below the Special Actions and Attributes.

Potions follow most of the same rules as Special Actions - unless its text describes an area of effect it only affects one model, any effects granted last until the model's next activation, all dice granted are in addition to the model's normal Attribute - but the following special rules apply.

Potions do not cost AP to use; instead, they cost Potion Tokens. If no cost is listed on the Potion, it costs one token to use. If a Hero has multiple Potion types, it may use any of them at any time, but each costs at least one token to use.

Any Hero model may use any of its Potions on any other Hero, no matter how far the Heroes may be apart in the dungeon. A Hero may use its Potions at almost any time, even after the Consul rolls an attack, with the following two exceptions:

1) A Potion may not be used in order to pick up another Potion from either a successful attack roll or one obtained by sacrificing a Treasure card.

2) A Potion may not be used in response to a Hero taking a mortal Wound and being removed from the table.



Any thoughts, folks, or things that need to be clarified? This is also in the first post of the thread, but here in a new post it's easier to read over the 'new' parts of it.

Next up I think I'll tackle the area of effects and attacks.
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Aaron Bergman
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Re: Rulebook clarified, part 2: Special Abilities, Attacks, Actions, & Potions.
I also added a new paragraph to the end of the Activation Phase explaining hearts and potions rolled, and when you get them on dice.

If a Hero successfully causes at least one Wound and any Potions or Hearts were also rolled on their dice, they may give a Potion token for each Potion rolled to any Hero in play who does not already have their full amount of Potions, and each Heart may be used to remove either a Wound or a Status Effect on any Hero in play. A Green dice gives a Heart AND a Potion. Hearts and Potions rolled by Heroes on defense rolls, as well as any rolled by the Consul at any time, count as blank faces.

Sound good?
 
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Antonio P
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Re: Rulebook clarified, part 2: Special Abilities, Attacks, Actions, & Potions.
jwreschnig wrote:
This is correct. In all interpretations, they get to see the loot card right away. Then they can choose to wear or sacrifice (or ignore) it immediately, or hold onto it until the end of the round (p.21) or turn (p.14).


In the spanish edition of the rules, the p.21 says: "El Botín y las Reliquias pueden equiparse o sacrificarse al final de la activación o pueden guardarse hasta el final de la ronda para luego equipar todo a la vez."
The loot and the Relics may be equipped or sacrificed at the end of the activation or keep it until the end of the round to equip all of them at the same time.

Sorry for my english ^^U
 
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