N00b question - how do orders work?

By Stickboy2, in Descent: Journeys in the Dark

Hi all,

I purchased Descent at the weekend, and played it with 4 friends yesterday. We didn't get very far but what we've played so far is very enjoyable. We did however have trouble understanding orders. Could someone post an overview of how they work? At what point of a player's turn do you place orders? Do they last until you change the order or until the beginning of your next turn? Generally I found this aspect confusing, but everything else seemed quite straightforward. I imagine in a short space of time we will be set up and playing very quickly. happy.gif

Stickboy said:

Hi all,

I purchased Descent at the weekend, and played it with 4 friends yesterday. We didn't get very far but what we've played so far is very enjoyable. We did however have trouble understanding orders. Could someone post an overview of how they work? At what point of a player's turn do you place orders? Do they last until you change the order or until the beginning of your next turn? Generally I found this aspect confusing, but everything else seemed quite straightforward. I imagine in a short space of time we will be set up and playing very quickly. happy.gif

Reread the rules on page 8 and 14/15 carefully. The answers are there in black and white (unlike quite a lot of other things).

Placement: Any time during your turn (ie, after you have declared a 'Ready' Action and before you declare your turn completed).

DJitD pg 8
D. Ready
A hero that readies can either move up to a number of spaces equal to his speed or make 1 attack during his turn. In addition, a hero that readies may place one hero order token face up next to his hero on the board. The order may be placed at any time during his turn . These orders grant the hero special actions/abilities later in the round, often during the overlord player’s turn (see “Hero Orders,” page 14).


Lasting: Varies from order to order. Guard lasts until you use it. Dodge lasts until the start of your next turn, Aim until you use it (could be over several turns if you don't use it, though that is unlikely), Rest until the start of your next turn. Apart from dodge, all of the others can also be 'lost' without use under certain circumstances.

DJitD pg 14/15
...A hero can only have one order at any one time. A hero that has already been issued an order cannot receive another order until the first order is used or removed (see below).
...
Aim
...An aim order stays with a hero until removed by one of the following events : 1) the hero takes one or more wounds , 2) the hero moves one or more spaces , 3) the hero changes his equipped items , or 4) the hero uses the order to make an aimed attack.
Note: The ready action allows a hero to place an order and either move his speed or make an attack. The hero can place the order at any time during his turn. Thus, a hero may place an aim order and then make an aimed attack, all in one turn.

Dodge
... A dodge order stays with a hero until the start of his next turn , which means that he can “dodge” multiple attacks.

Guard
A hero that has placed a guard order may make an interrupt attack.

...A guard order s tays with a hero until removed by one of the following events : 1) the hero takes one or more wounds , 2) the beginning of the hero’s next turn , or 3) the hero uses the order to make an interrupt attack.

Rest
A hero that has placed a rest order may use it at the start of his next turn to return his fatigue to its maximum value (see “Spending Fatigue,” pg. 17).
...A rest order stays with a hero until removed by one of the following events : 1) the h ero takes one or more wounds , or 2) t he beginning of the hero’s next turn , when it is used to restore the hero’s fatigue.

Many thanks Corbon, it makes a little more sense now when I read it all together. I'll share this with my players! happy.gif