Dire Warnings + Alarm

By edderkoppen, in Descent: Journeys in the Dark

I was just wondering, what would happen if I had Dire Warnings in play, and played Alarm. The two cards says:

Dire Warning (Power):

Each time a new area is revealed, you may immediately activate up to 2 monsters in that area. The player who revealed the area then finishes his turn.

Alarm (Chest Trap):

...If he does not roll a blank, you may immediately open one door leading into an unrevealed area. That area is now immediately revealed, the hero's turn ends, and it is now your turn.

The question is, do I get to, as part of the DW action, activate two monsters when I use Alarm, AND then get my turn, and can activate those two monsters again? Or does DW become obsolete when playing Alarm?

When the door opens, the player's turn ends imdediately. Thus, you don't have chance for the bonus activations.

I disagree. What alarm does is

1. Door opens

2. New area revealed

3. Heroes turn ends

Dire warnings comes into effect in step 2. So the OL activates the 2 monsters, then the hero resumes his turn, which is take step 3.

I would agree with Badend.

The trigger for Dire Warning is the revealing of a new area, which takes place before the Hero's turn ends. Based on how the timing of most of the things in Descent works, you would get to activate the monsters, then the Hero's turn ends, then the OLs turn starts.