After some more rounds of gaming, a bunch of Q's occured

By ishinken, in Descent: Journeys in the Dark

As usual, some concepts in game came up from my group of players they want answers on. Some because the concepts just sound too good or abusive, others because other reasons or confusion. Let's begin! (Yeah, I know I might ask many obvious questions, but I'm that kinda guy that has to do such things to be absolutely sure even tho it might seem stupid to many, so sorry in advance ;D)

Q1: How do you really draw line of fire with the Shadow Dragons? Can you "track" it behind edges and continue on behind corners and track beyond line of sight? Can you draw the 4 squares anywhere you like? Like turning it into a box of 2x2 fire squares for example?

(Fire breath: starting with the target space, trace a path of 4 spaces in any direction. All figures on this path are affected y this attack .each figure rolls defence dice seperately)

Q2: can I, as overlord player combine cards so that I attack, play one card that let me add a surge icon to my attack, then play another card (like critical blow that let you do more damage by spending a surge symbol) to combo even further?

Q3: Army of death skill seem crazy op at a first glance...
(Action: Perform an attack with your Reanimate. This attack affects each monster in your line of sight, ignoring range; your Reanimate does not need line of sight to the affected monsters but does need to be on the map)

So basically... anyone YOU see, the Reanimate attack (regardless wherever they are on the map in contrast) ? :S :S

Q4: Doesn't Ashrian's abilities perform a little too well...? (Hero ability: when a minion monster begins its activation adjacent to you, it is stunned)

You'd be able to position yourself next to multiple monsters... that will never be able to attack or move for infinite turns :o Especially if near their spawn.

Also, his heroic feat disregard line of sight?
(Action: choose a monster within 3 spaces of you. Each monster in that monster group is Stunned)

Even if those monsters are spread across the entire map?

Q5: Do you roll defence dice for attacks such as Shared Pain? (Action: Perform an attack. If you deal at least 1 damage (after rolling defence dice), each other figure in the target's monster group suffers 1 damage)

This attack also disregard line of sight and if the monsters are positioned spread across the map?

Q6: Just more general questions for skills and line of sight (Action: Roll 2 red power dice. Each hero within 3 spaces of you (including yourself) may recover damage equal to the damage rolled)

If a hero is standing behind a corner, do you "count" distance like if you are to walk behind the corner?

Q7: How do you do reinforcements if you have blocked the squares?
If the entrance tile is 2x2 squares, and you want to place a 2x2 monster on it when one of those squares is occupied, do you just place it "as close as possible"? Or isn't it possible at all?
We also ran into the problem of, the hero that stun monsters activating adjacent to him making the overlord completely unable to do much as all his forces were either blocked or got stunned right away xD
Q7B: If I place my 2x2 monster somewhere on the entrance tile (example wise), can I place him on the outer 2 squares then "expand him" into the other tile, I mean, as long as he has at least one square touching the tile indicated that he can spawn on. (This example can also be questioned for monsters that are 2x1 sized aswell)

Q8: Stun, effectively just sums up to "you lose your turn" as the only thing you can do on your turn is remove the token right?

Q9: We weren't really sure how we were to pick quests. After the intro quest, do the winner just pick freely from all Act 1 quests?
When you have performed your 3 Act 1 quests, and performed the right Interlude mission, do you pick Act 2 quests depending on whom won the Act 1 quests?
Example, if heroes won "A fat goblin" they have to pick The monster's hoard. If the overlord won A fat goblin, they have to pick The frozen spire.
So, the 3 act 1 quests dictate which act 2 quests you will play.

Q10: Can cards be used endlessly (if the requrements are met) unless stated otherwise?
Example: Ghost armor. After you roll defence dice when attacked, use this card to add 1 armor to the results)
Can this be used for 4 extra armor if you can pay 4 stamina?

Q11: How is turn order really distributed in this game? Is it freely depending on "who did it first" or so on?
I'm thinking scenarios where the overlord and players go back and forth using cards in their advantage to try and cancel what the other is doing.
Example would be if the overlord attacked a hero with ghost armor, the player pay X stamina to cancel wounds. The overlord goes "hold on, I add this card for extra damage on top of that" then the player go "And then I pay another X stamina to counter those wounds aswell

As usual, some concepts in game came up from my group of players they want answers on. Some because the concepts just sound too good or abusive, others because other reasons or confusion. Let's begin! (Yeah, I know I might ask many obvious questions, but I'm that kinda guy that has to do such things to be absolutely sure even tho it might seem stupid to many, so sorry in advance ;D)

Q1: How do you really draw line of fire with the Shadow Dragons? Can you "track" it behind edges and continue on behind corners and track beyond line of sight? Can you draw the 4 squares anywhere you like? Like turning it into a box of 2x2 fire squares for example?

(Fire breath: starting with the target space, trace a path of 4 spaces in any direction. All figures on this path are affected y this attack .each figure rolls defence dice seperately)

Beginning with the target space, you can go in any direction, contiguously. Just remember that each figure through which this line runs is only affected once, no matter how many times that line runs through that space. Yes, you can make a straight line of 4 spaces. You can make a 2x2 square if you want. You can go around corners, out of sight, etc. so long as the spaces through which the line is drawn are adjacent spaces (you can't go through a closed door for example).

Q2: can I, as overlord player combine cards so that I attack, play one card that let me add a surge icon to my attack, then play another card (like critical blow that let you do more damage by spending a surge symbol) to combo even further?

You can play multiple OL cards so long as you adhere to the rule that two Overlord cards with the same name cannot be played on the same target in response to the same triggering condition.

Q3: Army of death skill seem crazy op at a first glance...

(Action: Perform an attack with your Reanimate. This attack affects each monster in your line of sight, ignoring range; your Reanimate does not need line of sight to the affected monsters but does need to be on the map)

So basically... anyone YOU see, the Reanimate attack (regardless wherever they are on the map in contrast) ? :S :S

Yes, what "you" (the hero to whom the reanimate belongs ... i.e. the Necromancer) can see, the reanimate can attack, even if it is light years away.

Q4: Doesn't Ashrian's abilities perform a little too well...? (Hero ability: when a minion monster begins its activation adjacent to you, it is stunned)

You'd be able to position yourself next to multiple monsters... that will never be able to attack or move for infinite turns :o Especially if near their spawn.

Also, his heroic feat disregard line of sight?

(Action: choose a monster within 3 spaces of you. Each monster in that monster group is Stunned)

Even if those monsters are spread across the entire map?

Not quite. The only thing Stun requires is for you (the figure stunned) to spend their first action to remove the stun. Once this is done, the figure is free to spend their second action doing any allowable actions. So all of those monster's surrounding Ashrian will be able to throw the stun away for their first action, and then attack Ashrian with their second action. It will probably not be healthy for Ashrian to hang around.

As for the heroic feat, you need an initial monster within the monster group to be within 3 spaces of you. Once you meet this requirement, then yes, all of the monsters within that group are Stunned, regardless of where they are on the map. It is definitely a global effect that does not require you to have LOS or be within 3 spaces of each of the other monsters within that monster group.

Keep in mind, though, that a heroic feat can generally only be used once per encounter, so I do not think that this is overpowered.

Q5: Do you roll defence dice for attacks such as Shared Pain? (Action: Perform an attack. If you deal at least 1 damage (after rolling defence dice), each other figure in the target's monster group suffers 1 damage)

This attack also disregard line of sight and if the monsters are positioned spread across the map?

Defense dice are rolled for the figured targeted by the attack, but not by the other figures affected by the attack (Shared Pain). That is damage that essentially ignores any armor. And yes, as long as the monster is in the same monster group as the targeted figure, you do not need to have LOS to them for them to be affected.

Q6: Just more general questions for skills and line of sight (Action: Roll 2 red power dice. Each hero within 3 spaces of you (including yourself) may recover damage equal to the damage rolled)

If a hero is standing behind a corner, do you "count" distance like if you are to walk behind the corner?

Counting spaces involves counting each adjacent space from you to the targeted figure. If it is within 3 spaces of you, it doesn't matter if it is around the corner. For these, and similar questions, I highly recommend downloading and thoroughly reading Zaltyre's various help documents such as his Glossary, LOS, and Range documents. In addition, download the latest FAQ as well. All can be found via links in the Index of Useful Links thread at the top of the forum.

Q7: How do you do reinforcements if you have blocked the squares?

If the entrance tile is 2x2 squares, and you want to place a 2x2 monster on it when one of those squares is occupied, do you just place it "as close as possible"? Or isn't it possible at all?

We also ran into the problem of, the hero that stun monsters activating adjacent to him making the overlord completely unable to do much as all his forces were either blocked or got stunned right away xD

Reinforcements can never be blocked. If the space where they are suppose to come back is blocked by other figures, you place them in the closest empty space. See my response concerning Stun above. You are playing it wrong.

Q7B: If I place my 2x2 monster somewhere on the entrance tile (example wise), can I place him on the outer 2 squares then "expand him" into the other tile, I mean, as long as he has at least one square touching the tile indicated that he can spawn on. (This example can also be questioned for monsters that are 2x1 sized aswell)

In general, if the rules tell you to place a figure on a specific tile, and you can fit the entire figure on that tile, you must do so. Otherwise, get as much of it on the tile as you can. If you can't get it on the tile at all, get it as close as possible.

Q8: Stun, effectively just sums up to "you lose your turn" as the only thing you can do on your turn is remove the token right?

No. You are playing it wrong. Stun requires any figure to utilize their first action to remove the stun. Then, when they no longer have the stun, they can perform any allowable action as their second action. In fact, this is actually true for some familiars as well. Normally, they can only move and any other allowable actions defined on their cards. It has been ruled, however, that they are also permitted to spend actions to get rid of conditions such as Stun, so that they can then perform 1 additional action.

Q9: We weren't really sure how we were to pick quests. After the intro quest, do the winner just pick freely from all Act 1 quests?

When you have performed your 3 Act 1 quests, and performed the right Interlude mission, do you pick Act 2 quests depending on whom won the Act 1 quests?

Example, if heroes won "A fat goblin" they have to pick The monster's hoard. If the overlord won A fat goblin, they have to pick The frozen spire.

So, the 3 act 1 quests dictate which act 2 quests you will play.

Depending on the Campaign you are playing, in general, the winner of the previous quest picks the next quest. The quests that are available depend on the Act you are in, and what previous quests you have played, and thus those that are available.

In the Shadow Rune, the Act I quests that either the Heroes or the OL can pick are: Fat Goblin, Castle Daerion, The Cardinal's Plight, The Masquerade Ball, or Death on a Wing. Once you have played 3 Act I quests, the overall winner of Act I determines the Interlude played.

The winner of the Interlude will pick the first Act II quest, choosing from those Acts that were attempted in Act I. So, if the Fat Goblin was played in Act I, then The Monster's Hoard and The Frozen Spire is available in Act II.

Q10: Can cards be used endlessly (if the requrements are met) unless stated otherwise?

Example: Ghost armor. After you roll defence dice when attacked, use this card to add 1 armor to the results)

Can this be used for 4 extra armor if you can pay 4 stamina?

Yes. In general, if using a skill does not require you to exhaust the card, and assuming you can afford it's cost (usually spending fatigue), you can use it as often as you can afford it.

Q11: How is turn order really distributed in this game? Is it freely depending on "who did it first" or so on?

I'm thinking scenarios where the overlord and players go back and forth using cards in their advantage to try and cancel what the other is doing.

Example would be if the overlord attacked a hero with ghost armor, the player pay X stamina to cancel wounds. The overlord goes "hold on, I add this card for extra damage on top of that" then the player go "And then I pay another X stamina to counter those wounds aswell

Sometimes the game does involve a bit of "chicken". However, there is a very specific order as to how attacks, modifiers, defense, modifiers, etc. occur. You need to review that and make sure you are adhering to those rules. Once again, you can find an excellent layout of this in Zaltyre's documents.

See my answers above, in-line.

Edited by any2cards

Ok, I can see how stun work that way. Although the basic characteristics and mechanics of "stun" within the game world always translates to "you lose your turn". This is the automatic way you expect and think how the ability works.

What make it even more assuring in that regard is that it says on the Stun card:
"Stunned. Action: Discard this card or token. This is the only action you may perform on your turn while you have this card or token".

Everyone I know that read this think it take your whole turn since it says "this is the only action you may perform on your turn".

But now that I read your explanation I see what they really mean and it make everything more clear. Thanks for great responce

Edited by ishinken

Stun was actually one of the first great forum battles when this game came out. The various interpretations of the wording made for a great semantics battle.

As it turns out, it really is pretty clear ...

"This is the only action you may perform on your turn while you have this card or token."

So, if you remove the card or token with your first action, you no longer have it. Since you no longer have it, you are no longer Stunned. If you aren't Stunned, you are permitted 2 actions on your turn, but since you spent one action to remove the Stun, you only have one action left to perform.

Edited by any2cards

Q4 - just remember Ashrian ability only works on minions, not masters or lieutenants ( common mistake). It's not a overpower and can be used against her.

Q4 - just remember Ashrian ability only works on minions, not masters or lieutenants ( common mistake). It's not a overpower and can be used against her.

Good clarification. I have seen many make this mistake.

Q4 - just remember Ashrian ability only works on minions, not masters or lieutenants ( common mistake). It's not a overpower and can be used against her.

Good clarification. I have seen many make this mistake.

;) Edited by kraisto

Q3: At first glance indeed, but..

Just remember that the reanimate does the attacking which is, all in all, not that impressive and which never really improves, unlike a hero buying new weapons.

Vampiric Blood can add a yellow die, but that'll cost the necromancer another 2xp (so this combo won't be available until Act II) and means that the F-Reanimate will be easier to kill because other skills that boost it's defense will not be bought. So the overlord can just kill the F-Reanimate and keep the necromancer at fatigued. So: Strong in the beginning of the campaign (and somewhat situational), mediocre as the campaign progresses.

Q4: sorry any2cards, but I think you are wrong. The feat only says the target monster needs to be within 3 spaces. The rest of the group is stunned, regardless of where they are.

Q9: as any2cards says, depends on the campaign. But also note that it becomes available, not required. Its not that because you played fat goblin that you have to play monsters hoard/frozen spire in act 2 of the shadow rune. As for whats available in act 2 of the shadow rune: quests that were not played also have their followup available, as if the overlord won that quest.

Edited by Atom4geVampire

Q4: sorry any2cards, but I think you are wrong. The feat only says the target monster needs to be within 3 spaces. The rest of the group is stunned, regardless of where they are.

Atom is correct. I was so focused on the requirement of the targeted monster being within 3 spaces of you, that I fully ignored the fact that it affects everyone within the monster group. My answer is definitely misleading. I will edit it above. Thanks for pointing this out.

I'm going to attempt to answer these as best I can. As always, interpretations may differ sometimes, and there's no guarantee I'm actually right.

As usual, some concepts in game came up from my group of players they want answers on. Some because the concepts just sound too good or abusive, others because other reasons or confusion. Let's begin! (Yeah, I know I might ask many obvious questions, but I'm that kinda guy that has to do such things to be absolutely sure even tho it might seem stupid to many, so sorry in advance ;D)

Q1: How do you really draw line of fire with the Shadow Dragons? Can you "track" it behind edges and continue on behind corners and track beyond line of sight? Can you draw the 4 squares anywhere you like? Like turning it into a box of 2x2 fire squares for example?

(Fire breath: starting with the target space, trace a path of 4 spaces in any direction. All figures on this path are affected y this attack .each figure rolls defence dice seperately)

There are no limitations placed on Fire Breath, and you don't draw any lines, because you do not need Line of Sight. This I'm absolutely sure of, because it is specifically addressed somewhere, possibly in the FAQ. You essentially count 4 spaces in any direction from the Shadow Dragon, and yes, it can even go in a circle, or swerve around certain figures as you see fit.

Q2: can I, as overlord player combine cards so that I attack, play one card that let me add a surge icon to my attack, then play another card (like critical blow that let you do more damage by spending a surge symbol) to combo even further?

Yes, as long as they are all played at the appropriate time, such as "At the beginning of an attack..." or "After dices have been rolled..." and so on. There are no limitations on the number of Overlord cards you can play at the same time, other than that you cannot play two of the exact same card at the exact same time, which means that if you have several cards that can augment a single attack, you can save them up to obliterate someone in a devastating blow. One fun thing to do is to do a devstating attack, adding a card that forces a hero to be moved, and then play a trap card on them (because they just entered a space). :D

Q3: Army of death skill seem crazy op at a first glance...

(Action: Perform an attack with your Reanimate. This attack affects each monster in your line of sight, ignoring range; your Reanimate does not need line of sight to the affected monsters but does need to be on the map)

So basically... anyone YOU see, the Reanimate attack (regardless wherever they are on the map in contrast) ? :S :S

Whoever your hero has line of sight too, not you-you, so it's not so much "wherever they are on the map", really. It's powerful though, for sure, but I don't think it's overpowered.

Q4: Doesn't Ashrian's abilities perform a little too well...? (Hero ability: when a minion monster begins its activation adjacent to you, it is stunned)

You'd be able to position yourself next to multiple monsters... that will never be able to attack or move for infinite turns :o Especially if near their spawn.

Also, his heroic feat disregard line of sight?

(Action: choose a monster within 3 spaces of you. Each monster in that monster group is Stunned)

Even if those monsters are spread across the entire map?

Stun makes them lose 1 Action (because they must spend that action to discard the Stunned Condition). They still have 1 Action. So, if anything, Ashrian's Hero Ability is a huge liability. It's not bad or anything, it's just not nearly as great as you think, and is mostly defensive.

As for her Heroic Feat, yes; after she's chosen a monster within 3 spaces of herself, every single monster in that group is Stunned, no matter where on the map they are. So they all essentially lose 1 Action. Again, an OK ability, but very far from being overpowered.

Q5: Do you roll defence dice for attacks such as Shared Pain? (Action: Perform an attack. If you deal at least 1 damage (after rolling defence dice), each other figure in the target's monster group suffers 1 damage)

This attack also disregard line of sight and if the monsters are positioned spread across the map?

Yes and no. Since it tells you to perform an attack, the action is an attack action, and defence dies are rolled. However, in cases where defence dies are not rolled, it simply tells something to suffer damage or to take the damage. In the case of Shared Pain, both are true. The target rolls defence; the extra monsters that are subject to Shared Pain do not.

And yes, again, everyone in the group, regardless of range. This is an amazing ability in Act 1 for Ashrian, especially on any map involving goblins, cave spiders or other chaff monsters. It is however easy to adapt to for the Overlord, by using more powerful units in smaller groups. But that isn't always easy.

Q6: Just more general questions for skills and line of sight (Action: Roll 2 red power dice. Each hero within 3 spaces of you (including yourself) may recover damage equal to the damage rolled)

If a hero is standing behind a corner, do you "count" distance like if you are to walk behind the corner?

Yes. When anything says "within X spaces", you essentially count the number of spaces from your own space, to the space including your target. Line of sight doesn't matter unless it says it does, or unless it's an attack (at which point it follows the general rules for attacking, which requires Line of Sight by default). Do note that you can't count spaces through certain things, such as doors. That means that anything that says "within X spaces" cannot be used through doors, because you cannot count spaces through doors.

I have to break this up into two posts, because the forum has a limitation on the number of quotes you can do in a single post, but no limitations in terms of spamming or double-posting, because the forum software is as awful as the moderation.

Edited by Luckmann

Q7: How do you do reinforcements if you have blocked the squares?

If the entrance tile is 2x2 squares, and you want to place a 2x2 monster on it when one of those squares is occupied, do you just place it "as close as possible"? Or isn't it possible at all?

We also ran into the problem of, the hero that stun monsters activating adjacent to him making the overlord completely unable to do much as all his forces were either blocked or got stunned right away xD

Q7B: If I place my 2x2 monster somewhere on the entrance tile (example wise), can I place him on the outer 2 squares then "expand him" into the other tile, I mean, as long as he has at least one square touching the tile indicated that he can spawn on. (This example can also be questioned for monsters that are 2x1 sized aswell)

A: You place them "in the closest adjacent space" or something to that effect. Essentially as close as you can. Thus the entrance and exit cannot be blocked in this manner. This is addressed on pg. 2 in the Quest Guide (last column, "Reinforcements").

B: Yes. Yes, I hadn't thought of this, but there's nothing preventing this. You are placing him on the entrance, and then he expands out of it.

Q8: Stun, effectively just sums up to "you lose your turn" as the only thing you can do on your turn is remove the token right?

No, I addressed this earlier, though. The intricacies aren't so simple, but effectively, what Stun does is that it removes 1 (one!) Action. Since everyone has two actions, but monsters of all kinds (unless specifically stated) can only attack once and only move once per turn, this ranges from very useful (since monsters will have to choose whether to move or attack) to utterly useless (since they'll just attack you anyway).

Q9: We weren't really sure how we were to pick quests. After the intro quest, do the winner just pick freely from all Act 1 quests?

When you have performed your 3 Act 1 quests, and performed the right Interlude mission, do you pick Act 2 quests depending on whom won the Act 1 quests?

Example, if heroes won "A fat goblin" they have to pick The monster's hoard. If the overlord won A fat goblin, they have to pick The frozen spire.

So, the 3 act 1 quests dictate which act 2 quests you will play.

Yes, the winner picks freely from all Act 1 quests.

And yes, after performing the interlude, the number of available quests in Act 2 are limited depending on the quests taken and who won during Act 1.

This is for The Shadow Rune campaign, of course. Other campaigns have slightly different rules. But essentially, you've got it right. In Act 2, you can do the "follow-ups" in any order you want, though.

Q10: Can cards be used endlessly (if the requrements are met) unless stated otherwise?

Example: Ghost armor. After you roll defence dice when attacked, use this card to add 1 armor to the results)

Can this be used for 4 extra armor if you can pay 4 stamina?

Ghost Armor is specifically addressed in the FAQ. I don't want to say "cards", because it very much depends on the card. Most cards require exhausting, which does not refresh until next turn, or are limited in some fashion based on the type of card or the text relating to it.

Ghost Armor, though, absolutely. It doesn't require to be exhausted, and it has no limitations placed on it. If you have 4 Stamina, you can add 4 extra armour.

Q11: How is turn order really distributed in this game? Is it freely depending on "who did it first" or so on?

I'm thinking scenarios where the overlord and players go back and forth using cards in their advantage to try and cancel what the other is doing.

Example would be if the overlord attacked a hero with ghost armor, the player pay X stamina to cancel wounds. The overlord goes "hold on, I add this card for extra damage on top of that" then the player go "And then I pay another X stamina to counter those wounds aswell

Without a more specific example, I cannot arbitrate this. Most cards are limited in one way or another, in a way so that this cannot happen.

For example, most Overlord cards that add extra dies or damage needs to be played at the start of an attack, but Ghost Armor is used after the hero's defensive dies have been rolled. In my head, I cannot think of anything that'd cause a conflict such as this, so I can't suggest an answer, either.

Yes. When anything says "within X spaces", you essentially count the number of spaces from your own space, to the space including your target. Line of sight doesn't matter unless it says it does, or unless it's an attack (at which point it follows the general rules for attacking, which requires Line of Sight by default). Do note that you can't count spaces through certain things, such as doors. That means that anything that says "within X spaces" cannot be used through doors, because you cannot count spaces through doors.

Just throwing in a plug for my Guide to Range and LOS, here (see my signature for the link).

Q11: How is turn order really distributed in this game? Is it freely depending on "who did it first" or so on?
I'm thinking scenarios where the overlord and players go back and forth using cards in their advantage to try and cancel what the other is doing.
Example would be if the overlord attacked a hero with ghost armor, the player pay X stamina to cancel wounds. The overlord goes "hold on, I add this card for extra damage on top of that" then the player go "And then I pay another X stamina to counter those wounds aswell

When two abilities (card effects, etc) trigger at "the same time" (both "after dice are rolled", for example) the active player (the player currently taking his turn) decides the order in which they happen. So, if you're a shadow walker with "Dark Shift" and you enter a space containing a shadow soul, but the overlord also plays "Web Trap", you (the active player, because it's your turn) get to decide whether you want to deal with Web Trap first or get the MP from "Dark Shift" first.
Being a clever hero, you decide to have Web Trap trigger first.
You fail your test. Oh no, you're immobilized!
Then, you resolve the effect of Dark Shift and gain 1 MP. Hooray, you can spend it.
Had you resolved Dark Shift first, that MP would have disappeared when you became immobilized.
Edited by Zaltyre

Luckman, regarding your 7B answer. To my knowledge, the rules state a monster only shrinks during a move action. There is no indication it can shrink (and expand) when placed.

Luckman, regarding your 7B answer. To my knowledge, the rules state a monster only shrinks during a move action. There is no indication it can shrink (and expand) when placed.

Agreed. I don't know where this text has ended up noe that heirs is the default campaign, but on the inside cover of shadow rune it explains how to place reinforcements (there have been a few eules questions about it too). You must place the monster with as many spaces on the designated tile as possible. An ettin or shadow drwgon must have 4 spaces on the entrance (if possible). A goblin can be on any space. If two shadow dragons are placed on 11A, you have to arrange them to fit both (if you can).

Q1: So to clarify, Ashrans passive ability only inflict beige (lesser) monsters and never masters and lietentants? And her heroic feat affects each and everyone within a group?

Q2: When targets are affected by fire breath ability, can a hero cast stone skin on each and every target affected?

Q3: What happens when a target has 2 gray defence dice and someone cast stoneskin on him..? I guess you can't have more dice than come with the game (meaning, no defence rolls with 3 gray dice)

Q4: The quest Castle Daerion seem very hard... VERY hard for the overlord to win. Basically there is only 27.78% for the heroes to fail the fatigue test per turn. Meaning the overlord will only have 5 turns (or 6) to kill a character with 25 health and 2 gray defence dice...

I have found one way that make it seem more possible but I don't really know if it's correct..?

If you have at least 3 players you can rush with the giant, throw the character back towards Alric Farrow, then perform what I feel is an act everyone that will see it will feel is cheating.

Sir Alric Farrow has the ability:
Action: Sir Alric Farrow performs a move action. Each time he moves into a space adjacent to a hero, Alric may test Might. If he passes, he may trade spaces with that hero and the hero suffers 1 Fatigue.

So, if Alric is adjacent to sir palamon, is it possible for him to just activate his ability twice, giving him 6 total movement points and if he succeed with his test all 6 times, make up to 6 damage per turn with this method?

My group always react like "Hey that seems exploitive and like cheating!" But I kinda feel it's the only way to win...

(btw... I freaking HATE how most quests seem to put a group of monsters directly in front of the starting heroes, making them most likely wipe entirely before you can even get to move them once............)

Q5B: Do the militiamen really get to both deploy and move+attack/move+move the first round before the overlord takes his first turn?

Q6: Anyone have any - well - general tips for playing overlord move effective? It seem so far that focusing heroes is very not possible or beneficial. Quest seem more to be a race to get to objectives and bash other characters first. And even if you bash players it's more like "find the weakest hero and swarm him to try and farm more overlord cards"

Edited by ishinken

Q3: more dice are allowed. Just remember the results or buy a dice pack.

Q4: are you playing with the errata?

Q1: So to clarify, Ashrans passive ability only inflict beige (lesser) monsters and never masters and lietentants? And her heroic feat affects each and everyone within a group?

Q2: When targets are affected by fire breath ability, can a hero cast stone skin on each and every target affected?

Q3: What happens when a target has 2 gray defence dice and someone cast stoneskin on him..? I guess you can't have more dice than come with the game (meaning, no defence rolls with 3 gray dice)

Q4: The quest Castle Daerion seem very hard... VERY hard for the overlord to win. Basically there is only 27.78% for the heroes to fail the fatigue test per turn. Meaning the overlord will only have 5 turns (or 6) to kill a character with 25 health and 2 gray defence dice...

I have found one way that make it seem more possible but I don't really know if it's correct..?

If you have at least 3 players you can rush with the giant, throw the character back towards Alric Farrow, then perform what I feel is an act everyone that will see it will feel is cheating.

Sir Alric Farrow has the ability:

Action: Sir Alric Farrow performs a move action. Each time he moves into a space adjacent to a hero, Alric may test Might. If he passes, he may trade spaces with that hero and the hero suffers 1 Fatigue.

So, if Alric is adjacent to sir palamon, is it possible for him to just activate his ability twice, giving him 6 total movement points and if he succeed with his test all 6 times, make up to 6 damage per turn with this method?

My group always react like "Hey that seems exploitive and like cheating!" But I kinda feel it's the only way to win...

(btw... I freaking HATE how most quests seem to put a group of monsters directly in front of the starting heroes, making them most likely wipe entirely before you can even get to move them once............)

Q5B: Do the militiamen really get to both deploy and move+attack/move+move the first round before the overlord takes his first turn?

Q6: Anyone have any - well - general tips for playing overlord move effective? It seem so far that focusing heroes is very not possible or beneficial. Quest seem more to be a race to get to objectives and bash other characters first. And even if you bash players it's more like "find the weakest hero and swarm him to try and farm more overlord cards"

Q1: Correct on both accounts. The Hero Ability only affects Minions (so, no masters, no lieutenants). The Heroic Feat affects any and all monsters in a given group (remember: each lieutenant counts as it's own group, so this can be used to stun a lieutenant. I would argue that's a waste of the Heroic Feat in question, but just to be clear, Lieutenants count as monsters, and Lieutenants all have their own groups, even if there's only one monster in the group; themselves).

Q2: I see no reason why not. It doesn't take an Action to use Stone Skin and all the heroes are attacked by the Fire Breath . Stoneskin is exhausted, so you have to wait until the next round to use it again. So you can only use it on one target.

Q3: You'll have to remember the result and roll an extra dice. My suggestion is to shell out for an extra dice pack. It really helps, and also means that the Overlord will have "his own" primary dies.Q

Q4: I.. hmm. I never read Sir Alric's ability like that, but I don't see why not. You'd have to activate the ability, move to adjacency, do the test, move to adjacency again, do the test, move to adjacency, do the test, and then activate the ability again, rinse and repeat, but I don't actually see why it wouldn't work. And since Sir Palamon cannot gain Fatigue, he'll take Damage instead. I have a feeling I may be wrong, but I can't see why it'd be wrong.

Q5B: I will assume you meant Q4B. But no. "Any surviving villagers from Encounter 1 are placed on the Entrance tile or the closest available empty spaces at the end of the last hero's first turn. They are now militiamen" . That's the end of the first turn. Since they are not on the board before the end of that turn, and the turn ends, you cannot fulfill the condition for activating them, which is "Militiamen activate at the end of the last hero turn each round: they are controlled by the hero player who takes his turn last."

Essentially, since it says at the end of the turn , you do the action at the very end of the turn; but the militiamen are not there to be activated yet, so that action cannot be taken. You place the militiamen, but the turn itself is over, you cannot activate them at the end of the turn since they do not exist until after the end of the turn. Ergo, you cannot activat them until the end of the next turn.

Q6: Especially in the main campaign, focus on the objectives. It is often not effective to go after the heroes, since they'll just come back. It'll boost you in terms of Overlord cards, and possibly slow them down, but that's about it; they'll always get back up. How you deal with the heroes depends a lot on what heroes you're facing. For example, attacking Grisban the Thirsty when he's built like a meatshield is near-useless, which sadly contributes to why people don't like playing meatshields, since they'll largely be avoided, people forgetting that every action or power that forces concessions from the Overlord is powerful in it's own right (such as "I have to stay away from Ashrian" or "It's not worth attacking Grisban").

Anyway, yes, find the weakest hero and swarm them suddenly. It might be worth simply doing nothing for several turns, sometimes. Don't rush it. There's been times where my heroes have made the fatal mistake of trying to wait for me to engage, or try to set up a trap, forgetting that I as the Overlord can just sit here all day and gather cards. Slow them down, hoard your cards, slam all the cards down at once, set up traps, and keep your eye on the objective. I've lost entire quests because I over-reached, thinking "I can kiiiill him!" , when there's really no point. Sometimes, hurting an opponent is more effective than actually killing them, because while the Overlord easily develops a mentality of "I have to kill them", the heroes develop a mentality of "I don't want to die".

Use this to your advantage. The psychology of the game is why I'll probably never be a fan of the co-op adventures or the app-driven stuff.

Edited by Luckmann

Q2: No, Stoneskin exhausts. You could only grant a gray die to one of the heroes. Hypothetically, if it said "use" and not "exhaust", you could do it to all the heroes, but you would have to pay the fatigue cost for each one.

Q4: Alric can indeed Overpower Sir Palamon to dust.

Edited by Zaltyre

Zaltyre: Wow how did I miss that... probably because my mind think exhaust should stand at the beginning of the ability description and if it doesn't my mind just ignore it.
However, if it didn't exhaust, I would be able to? Someone already said it would work. It's just the mild confusion as if the attacks that are being traced count as normal attacks or not, since they are not targets per say and so on

Zaltyre: Wow how did I miss that... probably because my mind think exhaust should stand at the beginning of the ability description and if it doesn't my mind just ignore it.

However, if it didn't exhaust, I would be able to? Someone already said it would work. It's just the mild confusion as if the attacks that are being traced count as normal attacks or not, since they are not targets per say and so on

Stoneskin can trigger when a hero is "attacked". That term is general enough to include any hero affected by an attack. That is, a hero being targeted and affected by an attack (the first hero the shadow dragon attacks) as well as a hero being affected, but not targeted (one included in an attack by an ability like blast or fire breath).

Stoneskin only protects (alters the defense pool of) 1 hero, it does not affect the dice pool of "anyone affected by this attack". So, if you had 3 heroes around you being attacked, you'd have to pick one to protect with stoneskin. It just so happens that since Stoneskin exhausts, you can only use it once per round.

IF stoneskin did not exhaust (if it said, "use this card to...") you could trigger it once for each hero who was attacked. You'd pay the fatigue cost for each hero (1 fatigue per use) and then each hero would get a gray die. Again, this is hypothetical, it is not how the card actually works.

Zaltyre: Wow how did I miss that... probably because my mind think exhaust should stand at the beginning of the ability description and if it doesn't my mind just ignore it.

However, if it didn't exhaust, I would be able to? Someone already said it would work. It's just the mild confusion as if the attacks that are being traced count as normal attacks or not, since they are not targets per say and so on

If it didn't exhaust, you would, but Zaltyre is correct in that it does exhaust, but like you, I first missed it, probably for the same reason (texts that exhaust usually start with "Exhaust this card..." ...I think). So you can pick one guy to get the extra dice, since it can only affect one person. Then you have to wait to refresh/renew the card (so, your next turn).

Luckmann:

I will assume you meant Q4B. But no. "Any surviving villagers from Encounter 1 are placed on the Entrance tile or the closest available empty spaces at the end of the last hero's first turn. They are now militiamen" . That's the end of the first turn. Since they are not on the board before the end of that turn, and the turn ends, you cannot fulfill the condition for activating them, which is "Militiamen activate at the end of the last hero turn each round: they are controlled by the hero player who takes his turn last."

Essentially, since it says at the end of the turn , you do the action at the very end of the turn; but the militiamen are not there to be activated yet, so that action cannot be taken. You place the militiamen, but the turn itself is over, you cannot activate them at the end of the turn since they do not exist until after the end of the turn. Ergo, you cannot activat them until the end of the next turn.

Ok but isn't that really just 2 triggers happening at once, and you as the active player deciding in which order?

When "end of turn" occurs 2 things really happen:

* " Any surviving villagers from Encounter 1 are placed on the Entrance tile or the closest available empty spaces at the end of the last hero's first turn"

-and-

* " Militiamen activate at the end of the last hero turn each round: they are controlled by the hero player who takes his turn last."

I don't see why you would not be able to chose the placement action first, then the second action in queue is the activation.

^ I just can't see why this isn't the fact here :o

Luckmann:

I will assume you meant Q4B. But no. "Any surviving villagers from Encounter 1 are placed on the Entrance tile or the closest available empty spaces at the end of the last hero's first turn. They are now militiamen" . That's the end of the first turn. Since they are not on the board before the end of that turn, and the turn ends, you cannot fulfill the condition for activating them, which is "Militiamen activate at the end of the last hero turn each round: they are controlled by the hero player who takes his turn last."

Essentially, since it says at the end of the turn , you do the action at the very end of the turn; but the militiamen are not there to be activated yet, so that action cannot be taken. You place the militiamen, but the turn itself is over, you cannot activate them at the end of the turn since they do not exist until after the end of the turn. Ergo, you cannot activat them until the end of the next turn.

Ok but isn't that really just 2 triggers happening at once, and you as the active player deciding in which order?

When "end of turn" occurs 2 things really happen:

* " Any surviving villagers from Encounter 1 are placed on the Entrance tile or the closest available empty spaces at the end of the last hero's first turn"

-and-

* " Militiamen activate at the end of the last hero turn each round: they are controlled by the hero player who takes his turn last."

I don't see why you would not be able to chose the placement action first, then the second action in queue is the activation.

Think of it like this.

When the turn ends, all the possible actions that can be taken at the end of the turn are put into a pool, and when they conflict (as they all do), the one that is ending their turn determines in which order they are taken.

These things don't queue up; in order for one of these things to enter the pool of possible actions, certain conditions need to be met. At the end of the first turn, these conditions aren't met, namely, there are no militiamen placed yet, so they cannot activate.

Only at the end of the second turn, since they were placed at the end of the first turn, do they meet the conditions needed to be activated as part of the end of the turn, and activating them is added to the "pool" of possible end-of-the-turn actions.

This is all my own interpretation of the rules, and I could be wrong, and I cannot on hand point to whether this is ever really clarified anywhere.

Another way to think of it is this: if they were meant to be placed and moved in the first round, why does the distinction relating to their placement at the end of the first turn even exist? Why were they not simply placed during Setup, to be moved at the end of the last hero's turn in the first round? The only reasonable explanation is - whether my line of thinking described above is correct or not - that it's meant to be two separate actions, i.e. place at the end of the last hero turn of the first round, and then activate at the end of the last hero turn for all subsequent rounds.

Otherwise I can't fathom why they weren't just placed during Setup.

Otherwise I can't fathom why they weren't just placed during Setup.

I think this was becuase setup placement led to an OL block of heroes' first turn. Heroes are placed on the entrance, and Militiamen adjacent to them afterwards, so they are efectively blocking their path. If OL place their monsters in such manner that there are no empty spaces available, heroes are totally blocked, as they cannot move, and they have no LoS either, as the Militia are in the way. And because these characters activate after the heroes, they cannot even try to kill a monster beforehand to create some room for the players.