Question: Reanimate, Fury of UnDeath and Web Trap

By Vancheng, in Descent: Journeys in the Dark

Hello, we stuck in mid session with a problem:

Necromancer creates familiar Reanimate, and uses Fury of Undeath, wich gives another activation to familiar. So familiar now have 2 activations. During his first activation Reanimate moves and I, as OL, play Web Trap. So he is immobilized now .

When immobilize condition is removed from him? At the end of his first activation, or in the end of the hero turn? In the first case he will move second time, and in the second he will be frozen in place wich I really whant to be truth)

Edited by Vancheng

Note that Fury of Undeath does not actually "give another activation to familiar" . What it does is that it allows you to activate the familiar, as a Necromancer action. The Reanimate still activates as normal (that is, before or after the Hero's own turn).

This leads me to surmise that the two different activations of the Reanimate are essentially turns in and of themselves, and thus when it ends it's activation, it discards the Immobilize condition. The Necromancer then finishes his turn, and unless the Reanimate has already had one activation before the Necromancer did his actions, the Reanimate then activates again - having discarded Immobilize during his previous activation.

That's how I read it, but I could be wrong.

Edit: Note, by the way, that Web Trap would never affect the Reanimate anyway. Web Trap only affect heroes. The Reanimate is a figure, but it is not a hero.

Edit 2: Nvm, I'm retarded.

Edited by Luckmann

Trick question. Familiars don't have a specific turn like heroes, but they are "activate" in the corresponding hero turn. By logic, he can only remove the condiction in the end of the hero turn.

Fury of undeath allow the hero a extra reanimate activation, it's not a new turn. He cannot activate the familiar outside your proper turn.

Immobilized: You cannot perform move actions or suffer Fatigue to gain movement points. Discard this card or token at the end of your turn.

Edited by kraisto

Thanks for catching up so fast, I think that Kraisto is correct, but Im not 100% sure, maybe there is some faq somewhere?

Trick question. Familiars don't have a specific turn like heroes, but they are "activate" in the corresponding hero turn. By logic, he can only remove the condiction in the end of the hero turn.

Fury of undeath allow the hero a extra reanimate activation, it's not a new turn. He cannot activate the familiar outside your proper turn.

Immobilized: You cannot perform move actions or suffer Fatigue to gain movement points. Discard this card or token at the end of your turn.

By that logic, Monsters doesn't have turns either, only activations during the OL:s turn, no?

Trick question. Familiars don't have a specific turn like heroes, but they are "activate" in the corresponding hero turn. By logic, he can only remove the condiction in the end of the hero turn.

Fury of undeath allow the hero a extra reanimate activation, it's not a new turn. He cannot activate the familiar outside your proper turn.

Immobilized: You cannot perform move actions or suffer Fatigue to gain movement points. Discard this card or token at the end of your turn.

By that logic, Monsters doesn't have turns either, only activations during the OL:s turn, no?

This has considerable implications for conditions like poison. The monster takes damage when it activates, not at the overlord's start of turn. Monsters suffer burning damage at the end of their activations, not at the end of the overlord turn.

In kind, "stun" on the reanimate doesn't stop the necromancer from preforming any actions on his turn, nor does a stunned monster prevent the overlord from preforming other actions on his turn. The condition prevents the figure WHICH HAS THE CARD from preforming other actions during ITS turn (or activation, as the case may be).

EDIT: Rules question/response from Sept. 2014

Rule Question:

Many condition cards state that effects occur either at the beginning or end of "your turn." For heroes, this is clear, but when a monster has a condition (say, "burn") is the damage suffered at the end of the OL turn, or at the end of the monster's (or group's) activation? Likewise, when are OL tests performed (such as for curse or poison?) Start of OL turn, or start of monster's (or group's) activation? Thanks.

These effects trigger at the start and end of the monster’s activation, not the start and end of the overlord’s turn.

Thanks,

Nathan Hajek

Creative Content Developer

Fantasy Flight Games

Edited by Zaltyre

Zaltyre, so in my case Reanimate can move during second activation?

P.S: later this day I decided to make it heroes way and Reanimate moved on second activation, anyway I still managed to win, due to lucky dice

Edited by Vancheng

I forgot the monsters case. If each activation is a "turn", so yes, the reanimate can move in the second activation.

Edited by kraisto

I forgot the monsters case. If each activation is a "turn", so yes, the reanimate can move in the second activation.

Right. Necromancer's action is "Fury of Undeath", activating the reanimate (he gets immobilized). At the end of that activation, he discards the condition. After the necromancer's perform action step, the reanimate can do his "regular" activation. He can move, because he has already discarded "immobilized."