Is this normal behaviour for a skeleton :D?

By Neonice, in Descent: Journeys in the Dark

Hi everyone. I have another question about the skeleton familiar. We played the interlude and everything seemed to go well. The warrior was constantly down while the runemaster and cleric where both blocked by a pact of shadow dragons The thing is; all heroes had serious trouble except for the necromancer who is carrying the heroes through the entire campaign. I'm seriously starting to smell something fishy here, but as overlord my opinion might be biased :) . Several times during our campaign this necromancer did the following:

1. The skeleton (which was summoned the previous turn) moves and attacks with a Red, blue and yellow die.

2. The player decides to discard his skeleton (see: Raise dead ability).

3. The player starts his turn, using 1 action to summon the skeleton and 1 action to activate Fury of Undeath, Then he moves himself to safety by using stamina. Then the skeleton performs a move action and attacks with a red, blue and yellow die,

4. Then the skeleton activates as normal (because it's a new skeleton?) performing a move action and attacking with a red, blue and yellow die.

The only reason I keep losing is due to this skeleton familiar. Last night he killed Baron Zachereth, who had almost all his health remaining, in one single turn on his own. I've tried to kill the skeleton several times, but the necromancer keeps pushing all damage to himself, keeping that skeleton alive if necessary. And since he's moving his hero away with stamina (and using the Vampiric blood to regain stamina) he never is in any real danger. Is this normal?

Edited by Neonice

4 - nope, the skeleton can only have 1 activation time per his hero summoner (see FAQ)

Edited by rugal

What your player did was not legal, as rugal pointed out. The reanimate familiar (any reanimate familiar) can only be activated once each necromancer turn, unless "Fury of Undeath" has been used- but that's the specific effect of the card.

1. The reanimate activates after the start of the necromancer's turn, but before he has performed all of his actions, or after he has performed all of his actions. All of the reanimate's actions must occur either before the necromancer does any "during his turn" effects or after he has done all of his "during his turn" effects. (For example, even though it is not an action, the necromancer can't do his 2 actions, then the reanimate does his 2 actions, then the necromancer drinks a stamina potion. This is because the window during which the necromancer would perform actions and do any of those other things is passed.) The necromancer does do "start of turn" abilities and refresh cards BEFORE the reanimate activates, and does end of turn abilities AFTER the reanimate activates.

2. The necromancer cannot use skills while he is knocked out. Therefore, when the necromancer is knocked out, vampiric blood does not work, and the reanimate loses his yellow die.

3. If the necromancer is knocked out, the reanimate can activate before the necromancer stands up, but not after. This is because the necromancer standing up immediately ends his turn.

Remember that the reanimate cannot recover health, and automatically fails all attribute tests. It's very easy to stun or immobilize it. Even though the necromancer can just resummon him, this costs an action.

Thanks rugal and Zaltyre, I shall discuss it with the group. Whilst reading that FAQ I also read some other interesting things (luckily in my favor :D ) Hopefully I'll start winning some matches from now on.

Ho, you're pointing out something interresting with the 2. I must say I may have not applied this one, but it's logic after all.

Remember that the reanimate cannot recover health, and automatically fails all attribute tests. It's very easy to stun or immobilize it. Even though the necromancer can just resummon him, this costs an action.

and a fatigue