More Rule Clarifications
Yay! Another Rule Clarification thread. Was playing a game the other day and some of these issues came up, so I wanted to get them checked out.
1) Aura. Had some fun with Shiver in my last game (who picked up a Bottle Imp, too!), which of course spawned a ton of Aura-related questions.
a) Aura inflicts damage each time you move into a space that is Aura-ed, yes? i.e., if I move adjacent to Shiver, my baddie takes four wounds. If I then move AGAIN, such that I'm still adjacent to Shiver, I take ANOTHER four wounds, yes? The OL I was playing with thought otherwise (i.e., he interpreted it that since his monster was already inside the Aura, he did not take extra damage for moving around within the aura - similar to pits. Damage was only dealt when you moved into aura from a non-aura location). I advocated for the former, as it was obviously more advantageous to me. But I'd like some official clarification on this. (the specific situation was that I put a bottle imp in a 2-space-wide corridor, thus forcing all monsters chasing after me to take three damage whilst running through it. The OL argued that it should only do 1 damage to each baddie, since they only "enter" the Aura once).
b) Large monsters. Some hazard rules indicate that Large Monsters are only affected if the entirety of them reside in the hazard (i.e., Pits, Ice, et cetera). I'm assuming this is NOT the case with Aura, since, aside from certain Bottle Imp placements, they wouldn't be able to get all the way inside of it. Can someone verify? i.e., any part of the monster can reside in the Aura in order to take damage. Secondly, when a Large Baddie moves next a person with Aura, does he take the damage for every space he occupies (I'm assuming no? Again need more official word), or will he only take damage as if he were only in one square?
c) Not moving. If a baddie starts his turn inside an Aura, and doesn't move OUT of it by the end of his turn, does he take damage? (According to FFG's FAQ, players take damage in this way from monsters' auras, so I just wanted to check that it was the same the other way around). Specifically, in my last game, Shiver and a Naga were battling to the death. The Naga had herself backed up into a corner and could easily hit Shiver with her magic attack from anywhere in the room. Knowing I couldn't protect Shiver from the Naga's attacks anyways, I simply ran right next to the Naga, which would force it to move out of the corner lest it wanted to get hit by 'Aura'. Oh ho! Shiver was even more clever -- he positioned himself such that it prevented the Naga from moving at all, since the Naga was so large and couldn't get around Shiver! Therefore, I thought, boom, you're going to HAVE to take that damage, since you can't move away from my Aura. However, the OL argued that since the Naga didn't herself walk into Aura, she shouldn't take the damage at the end of the turn. We only had the base rules with us and not the FaQ, so couldn't look up this tidbit (which I will surely point out to him in the next game), but I just want to verify I'm interpreting this correctly. Thank you!
d) What happens if a monster is spawned on top of Aura? It didn't "move" into the space, but it "appeared" there. (i.e., if the overlord is forced to spawn on top of a bottle imp because there's no where else to spawn).
e) If Shiver is turned into a monkey, does he still have Aura 4 while in Monkey form? OL said no, I said yes. Both of us were obviously biased, so what's the official word on this?
2) Activating Glyphs
I'm aware that monsters are allowed to chill on inactivated glyphs, thus required them to be killed before getting to the glyph. One of the OLs who I play with likes to rest particularly hard-to-kill baddies on inactivated glyphs. Heck, I do the same, it's a good way of stopping heroes from simply grabbing the Glyph conquest right away and continuing on to the next area. Make 'em fight for the glyphs and treasure to slow the heroes down.
To counteract this strategy, however, I'm considering bringing Runewitch Astarra into the next game. Thus, I want to clarify what happens beforehand: If a monster is chilling on an unactivated glyph when Astarra walks within six spaces of it, first, does it activate? and second, what happens to the monster chilling on top of it if/when it does? (since the rules state monsters cannot reside on activated glyphs). Does it move to the closest legal space for it to occupy? What if there are none? (i.e., it's a large monster in a corridor and there are smaller monsters taking up all other locations the large guy could fit?). How have you dealt with this situation?
The same situation could also potentially arise with a hero's Acrobat ability. If I run through the baddies to activate the glyph and port back into town, then the monster who was sitting on the glyph is now sitting on an activated glyph. What happens to it?
3) Spending Fatigue and Grapple/Web
a) Oftentimes I'll spend a fatigue to chug a potion. However, I'm blurry with how the mechanics are actually working here. Is it:
i) Spend a fatigue to get a movement point which can be spent to chug a potion.
or
ii) Spend a fatigue in order to chug a potion.
Both Grapple and Web prevent the spending of movement points, and I'd like to clarify if I can or cannot drink a potion whilst Grappled or Webbed by spending fatigue to do so.
Thanks guys!