GNK Questions

By voidreturn, in Descent: Journeys in the Dark

So I played Nature's Ire a few times and I have a few questions about some of the exploration cards.

  1. Does Desmond count as a hero on the Loot/Doom track?
  2. When Desmond enters an empty space on Rocky Channel, does he automatically pass?
  3. Consuming Falls peril wording is strange. "Move each sack one space away from the entrance of the Consuming Falls." That could mean that they could technically move at a diagonal and maybe get a space or two to buy time. Why wouldn't it just say move the sacks straight forward towards the nearest water space? (that's how I've been playing, seemed too cheesy to diagonally move them)
  4. Hoarder's Land doesn't say which hero is snagged. Is it the hero that explored?
  5. Choke Point: can the civilians move under the merriods? Do they block movement to the merriods? I've been playing that they don't block movement but they cannot be placed on the same tile as a merriod. I'm not sure if that's right though as that seems to buy us an extra turn or two.
  6. In Cabin of the Lost, you resolve 1 peril card every turn, no matter what? I have been doing so because there was no hourglass.

So I played Nature's Ire a few times and I have a few questions about some of the exploration cards.

  1. Does Desmond count as a hero on the Loot/Doom track?
  2. When Desmond enters an empty space on Rocky Channel, does he automatically pass?
  3. Consuming Falls peril wording is strange. "Move each sack one space away from the entrance of the Consuming Falls." That could mean that they could technically move at a diagonal and maybe get a space or two to buy time. Why wouldn't it just say move the sacks straight forward towards the nearest water space? (that's how I've been playing, seemed too cheesy to diagonally move them)
  4. Hoarder's Land doesn't say which hero is snagged. Is it the hero that explored?
  5. Choke Point: can the civilians move under the merriods? Do they block movement to the merriods? I've been playing that they don't block movement but they cannot be placed on the same tile as a merriod. I'm not sure if that's right though as that seems to buy us an extra turn or two.
  6. In Cabin of the Lost, you resolve 1 peril card every turn, no matter what? I have been doing so because there was no hourglass.

1. Yes.

2. Yes.

3. They move straight.

4. Yes.

5. They can occupy the same space as a merriod and do not block movement or line of sight.

6. Yes.

Edited by Madmartigan

So I played Nature's Ire a few times and I have a few questions about some of the exploration cards.

  1. Does Desmond count as a hero on the Loot/Doom track?

1. Yes.

I'm not sure I agree with this answer. First, there's no 5 hero markers on either the loot or the doom track. Plus, 4 heroes is hard enough, but 5 means you're only given 3 spaces between doom and fate to start.

Oh, sorry. You mean:

  1. Does Fate move down when Desmond is knocked out in addition to Doom moving up?

1. No.

I was answering fast and I said yes first because for all other intents and purposes Desmond is treated as a hero figure. Your reasoning is correct.

Edited by Madmartigan

It says for Desmond:

"When activated, he may perform 2 actions, but can only perform a move action or the special action located on his card (one hero within 2 spaces recovers 1 heart)."

Does that mean he can double move? Can he explore? Can he use his special action twice?

Where are you finding Nature's Ire? I don't see it as available as a POD on the FFG site.. Thanks.

Nature's Ire is the new game night kit and isn't available for purchase, if you want to play it you need to find a FLGS which is getting a copy and show up for Descent Game Night. They're supposed to give it away after, so if you're lucky you might walk home owning it.

Thanks Whitewing. I live in Milwaukee and none of the local game stores have offered that opportunity, for some reason. Go figure.

You can always try asking if they would consider running it in the future, best of luck.

Thanks Whitewing. I live in Milwaukee and none of the local game stores have offered that opportunity, for some reason. Go figure.

I got mine by volunteering to run the game night. Me and one other customer tag teamed running it and we both got to go home with a game night kit.

It says for Desmond:

"When activated, he may perform 2 actions, but can only perform a move action or the special action located on his card (one hero within 2 spaces recovers 1 heart)."

Does that mean he can double move? Can he explore? Can he use his special action twice?

Desmond can perform two actions. And his available actions are:

  1. Move.
  2. Special healing action.

Any action Desmond performs can be either of the two options. So, yes he can move twice, or even heal twice if the controlling player wishes, but no he cannot attack, explore, etc. Note that there are sometimes other actions Desmond can perform, but those actions are only available during a specific encounter, as listed in the encounter rules.

Madmartigan, thanks for the thought (volunteering to run the game night), that's a good idea. I may try it.