Gaining Movement Points off Surge Attacks

By Omnislash024, in Descent: Journeys in the Dark

1 hour ago, Silidus said:

So then that would suggest that a Knight using Guard and Advance could attack an enemy figure moving adjacent to them, kill the monster, gain 2 movement points, but could NOT spend them before using Advance to move up to their speed, attack a second monster figure, gaining 2 more movement points (total 4 unspent), and could then immediately move 4 spaces before allowing the OL to resume their turn?

55 minutes ago, Sadgit said:

@Silidus: Yes, that is exactly my take on this.

I would like to elaborate on this a bit further. Doesn’t the statement " movement points … must be used immediately as an interrupt or be lost" prohibit the hero to use MP after resolving Advance? As in the following logic:

  • Step 1. Guard attack resolves. Target monster is defeated.
  • Step 2. Hero has 2 interrupts available (spend MP and Advance).

Now there is a fork. Either hero goes for resolving movement:

  • Step 3A. Hero spends MP to move.
  • Step 4A. Hero misses window of opportunity for using Advance.

Or hero uses a skill:

  • Step 3B. Hero uses Advance. MP from Guard attack are lost due to "not being used immediately".
  • Step 4B. Advance move+attack is resolved. No MP for hero except those gained in that very attack from Advance.

Or am I over-complicating this? :)

The answer below should clarify that. Note, that it refers to the pre-errata version of Running Shot, that gave 2 movement points instead of the move up to 2 spaces in the current form. The general assumptions should be still valid.

Quote

Answer

Any movement points gained during the overlord's turn, such as Wildlander's First Strike + Running Shot or Tahlia's (Conversion Kit) hero ability, must be used before the monster's activation resumes. Any movement points not spent before this are lost.

The other FFG answer stateing that movement points gained in other players turns "must be used immediately" just means that the movement points have to be spent before the other player's turn continues. It's like a special out-of-turn movement point pool.

Edited by Sadgit

Oh, I see. When the knight interrupts a monster he kind of gains priority , so that all his interrupts are okay as long as he performs them before returning that priority to the OL's monster. And until that moment he keeps his MPs.

Thank you for explanation.

The Guard is a Skill and specifies it is used as an interrupt on the card but once "this "attack" is resolved" which excludes using a Skill considering using a Skill is not part of a "this attack " resolution or even part of resolving the steps in a Combat but is a separate step after Combat is resolved. A Combat is resolved by following steps on p.9 of the Base set rulebook. A Skill is used after resolving a Combat as part of it's own step/action/or rule. So the card would dictate any rule that would trump the standard rules so unless Advance mentions interrupt on the card I don't think using it outside of the scope of a heros' turn is legal because it would constitute using a Skill "After this attack" stated on the Guard Skill interrupt. It doesn't say after this Combat is resolved it states specifically "this attack". I think your double dipping. ;) but good luck those OL'd can be tough and yes i'm just a noob.

Advance occurs before the resolution of the attack. Advance triggers off of a monster being defeated, which (usually) occurs during step 5 and precedes (often immediately) the resolution of the attack.

Edited by Zaltyre