mahkra said:
A few points / questions, itemized for easier discussion:
1. Is there more than one 'accepted' theory pertaining legal rotations? The rule may be poorly written, but if the diagram gives a consensus interpretation, it seems a waste of our time and a waste of FFG's time to ask them to "fix" it.
2. I see now that there is at least one unanswered question: Can 1x2 and/or 2x3 monsters move laterally / sidestep / move sideways? If this is the only issue people are actually confused about, I think we should simply ask that. A more convoluted question will likely confuse the reader to the point that the answer does not address the important part of the question.
3. What if a monster in a future expansion faces sideways? Long axis / short axis instructions then make little sense. But forward and backward can also be questionable terms, since figures face in all directions at once.
4. Why not simply draw up some diagrams? If we accept that a figure could never move further than one space away with one movement point (i.e. if a 2x3 figure starts at the center of a 4x5 rectangle, it could never cross the rectangle in one movment), there are only 16 possible ending locations for the figure within that box. By right/left symmetry and front/back symmetry, this reduces to 5 unique theoretical movement types.
5. I did not address diagonal movement, because rule (2) in the rulebook is very clear. I was only suggesting a re-write of rule (1).
1. Rotations are fine - by the diagram all rotations are covered because figures have no facing and can turn 180 degrees at any time for free. However the RAW doesn't seem to work for translations strictly because of either the plural/singluar space typo, the half/third issue or you get some seemingly anomalous restrictions on movement.
If we are going to get this fixed, we might as well end up with a RAW that works to reduce later possibilities of confusion.
2. IMO this is the only real problem we have - which axis can what sort of figure move along. The other problems are trivial and only worth fixing for the sake of preventing idiots having problems later, but we might as well fix them all together if we fix anything. IMO we need to get a decent rewrite to the basic rule and make the possibility or not of moving along the short or long axis explicit.
3. If the answer to 2. is that they can move along either axis is yes then this won't be a problem. If the answer to 2. is no then the RAI (rules as intended) didn't cover this monster anyway and so it will need its own special movement rules just as Antistone said.
4. As I said, if you do diagrams you have to cover every case. just assuming symmetry won't be good enough for some idiots. If we are going to fix it at all, lets fix it properly so it is tight and all-inclusive.
Further, the body of the rules is text. Diagrams are helpful as explanations, but still require text rules.
Most importantly, we are far more likely to get a short text clarification accepted into the body of official rules/clarifications/errata/GLOAQ etc (there is a special word for this but I can't recall it right now - it will come as soon as the edit feature dies I'm sure) than we are to get a long series of diagrams. I know some people understand diagrams better than text, but our priority in this has to be to get the answer in an official way.
5. Yes, 2) in the rulebook is nice and clear.
However I do think Antistone's separation into translation rules and rotation rules is a cleaner and neater system.
Now, onwards and upwards...
Both Antistone's and Mahkra's most recent (at the time of writing) suggestions for wordings were much better than mine. (I'd like to say that was deliberately bad on my part but in reality I was just too focused on try to stay similar in style to the existing ruling and not able to step back far enough to make a clearer picture.) However each, at least it appears to me, offers only one of the two possible interpretations (sideways movement is allowed by Mahkra's, not allowed by Antistone's). Now, much as I would prefer to use one style for both 'options' we present to FFG, why not just use these two options (with appropriate commentary) in the interests of mutual peace? ;-)
So,
Step 1, we outline the problem - since FFG don't seem to be able to understand what the problem is (judging by their answers).
Step 2 we offer our rules rewrites.
[potential send to ffg]
Problems remain with the movement of non-square monsters.
FAQ pg6
Q: Read strictly, the rules for moving non-square figures on page 15 contradict the diagram on page 17, possibly due to non-standard use of the word "half". Can you clarify exactly how non-square figures are permitted to move?
A: Follow the example found in the diagram on page 17.
DJitD pg15
Hellhounds and Dragons are oddly shaped occupying two and six spaces, respectively. They must move in one of the following two ways:
1. The figure moves one half of its body into a non-diagonal adjacent space while the other half of its body moves into the space(s) that the first half just vacated
2. The figure moves to a diagonally adjacent space by moving both halves of its body in the same diagonal direction (also called “sidestepping”). Both types of movement are illustrated in the diagram on page 17.
Unfortunately, the three diagrams on pg17 show us three possible ways of moving. However it is not clear that these are the only possible ways of moving (indeed, it is fairly obvious that they are not as both dragon and hellhound can surely(?) simply move straight forward) and so it needs to be clarified what other ways are possible and what are not.
Rotations are fairly clear, but translations are not. Neither diagram on pg 17 shows an orthogonal translation (along either the short or long axis). If we go by the rules on pg15 then 2x1 monsters may translate along their long axis, but not their short axis. However 3x2 monsters may translate along their short axis but not their long axis (which means they may never move along a corridor!)
If we go by the diagrams on pg 17 then no translations are possible except diagonal!
What is needed is clear indication of which translations are possible - and which are not.
Please consider these alternatives for DJitD pg15 ...
Option 1
DJitD pg15
Hellhounds and Dragons are oddly shaped occupying two and six spaces, respectively. They must move in one of the following two ways:
1.The figure moves one edge of its body into spaces that are all non-diagonally adjacent to the spaces originally occupied by the figure. The remainder of its body remains within the spaces originally occupied by the figure.
(Note: this allows all rotations and all translations (both sideways and lengthwise for all figures) except diagonal. Diagonal translations are covered by rule 2, which remains unchanged.)
2. The figure moves to a diagonally adjacent space by moving both halves of its body in the same diagonal direction (also called “sidestepping”). Both types of movement are illustrated in the diagram on page 17.
Option 2
DJitD pg15
Hellhounds and Dragons are oddly shaped occupying two and six spaces, respectively. They must move in one of the following two ways:
1. The entire figure may move one space in any diagonal direction, or along its long axis ("forward" or "backward", but not "sideways").
2. The figure may rotate 90 degrees (one quarter-turn), while continuing to occupy as many of the same spaces as possible (i.e. occupying one of its previous spaces if the figure is 1x2, or four of its previous spaces if the figure is 2x3).
Option 3
Non-square figure movement clarification.
Non square figures have 2 axis, a long one (2 spaces long for 2x1 and 3 spaces for 3x2) and a short one (1 space for 1x2 and 2 spaces for 2x3)
All movement of non-square figures must strictly conform to either the rules on pg15 or the diagrams on pg17.
This means that 2x1 figures may not move sideways (along their short axis) and 2x3 figures may not move forwards or backwards (along their long axis)
Option 4
(Something similar to option 3 but with a different decision on which axis are allowed translations).
Please include the note comments if you choose an option with notes because the notes make explicitly clear which translations are covered.
[/potential send to ffg]

