Background:
In an outdoor encounter which is an ambush (meaning the OL gets first turn), there is question over when a round ends.
The question is important because of wind and current in SoB. At the location "The Cliffs of Insanity the Revenge starts on the "north" side of the map pointing "south" (as usual) and the current is a Green Die going North! Arguably, if the OL goes first, then the ships would move before the heroes could. If current was moved before winds then the heroes could concievably be forced to flee before even getting a move, without any enemy action!
According to the "vanilla" rules, the Round Sequence as described on page 7 ends after the OL's turn.
OTOH:
DJitD pg7
Descent: Journeys in the Dark is played over a series of rounds. During
each round, every player receives one turn
, starting with the heroes and ending with the overlord.
After the overlord player has taken his turn, the round is over
and the next round begins with the heroes taking their turns once again.
One round Consists of:
Turn 1: First Hero Player’s Turn
Turn 2: Second Hero Player’s Turn
Turn 3: Third Hero Player’s Turn
Turn 4: Fourth Hero Player’s Turn
Turn 5: Overlord Player’s Turn
Arguably, a round consists of every player having a turn. Yes, it is also sequenced that the heroes start and the OL finishes, but the sequence does not define the round, everyone having a turn defines the round. Saying the round ends after the OL has his turn is additional information not definition.
In ambushes you have the case that the sequence definition is changed, but the round definition is not. Therefore the additional information may be discarded as 'no longer applicable' due to changes in the sequencing. However the round definition as being when every player
has a turn remains unchanged.
So, what defines a round properly, so that the wind and current can go 'at the end of the round'...
In addition, which happens first - wind, current, or both at the same time? This matters because vessels and non-swimming figures are equally effected by current, but not equally effected by wind and also because a vessel traveling in two directions may or may not hit an obstruction or leave the map depending on which direction it travels first.
A third problem is the question of how movement is adjudicated when vessels are moving towards each other, or at different speeds due to having different numbers of sails etc? If one ship moves 3 spaces and the other 5 and they are heading to a collision, who rams who may depend on how/when the two movements are done. EVen if both ships move the same speed, and literally hit each other simultaneously, shoulder to shoulder, who rams who?
Eg. R is the bow of the Revenge heading East (remainder of vessel offscreen) moving at speed 5 due to wind (4 sails set and Elven sails). B is the bad guys vessel, moving north at 3 spaces (only 3 sails set, remainder of vessel offscreen)).
_ABCDEF
1OOOOOO
2ROOOOO
3RROOOO
4ROOOOO
5OOOBOO
6OOBBBO
7OBBBBB
If R moves first, then B, B will ram R (ignore R's _5 space for now, it just means they needed to be slightly further apart for the example). If B moves first then R will ram B. If the moves are done simultaneously then the collision could be B ramming R or R ramming B depending on when the actual collision happens.
Both move forward 1 space - bow of R is at C3, bow of B is at D4. Whichever vessel moves next, will be struck by the other vessel. Should R move first because it is faster (needs to cover 5 spaces in the same 'time' as B is covering 3 spaces so if in doubt should move first)?
If they move simultaneously they will both strike each other, shoulder to shoulder - yet they cant both enter the same space, so one must go first...?
Questions:
Q. In some scenarios (particularly Advanced Campaign Ambushes) the OL actually has his turn before the heroes. In such a case, when does the 'round' end? Is it at the end of the OL's turn or when every player has had a turn?
A1. A round is defined by all players having had a turn, so in ambushes the round ends after the last hero player turn.
A2. A round always ends after the OL's turn. In the case of an ambush, that means the first round does not include hero turns.
Q. If a vessel is being moved by both wind and current, which happens first? This can matter both in the case of hitting obstructions and moving off the map.
A1. The Wind moves the vessel first. Each space of wind movement is accounted for one space at a time, then the Current movement is accounted for one space at a time.
A2. The Current moves the vessel first. Each space of Current movement is accounted for one space at a time, then the wind movement is accounted for one space at a time.
A3. The heroes choose whether wind or current will be activated first. Each space of the first type of movement is accounted for, then each space of the second type.
A4. The OL chooses whether wind or current will be activated first. Each space of the first type of movement is accounted for, then each space of the second type.
A5. Something else.
A5 note: I tried to formulate an 'each side chooses own first' type answer but it doesn't work - it creates more problems by far!
Q. When two vessels are being moved in different directions by wind, how is the 'simultaneous' movement adjudicated?
A1. Each vessel alternately moves one space, starting with the vessel travelling faster/slower
(delete one).
Vessels moving at the same speed move simultaneously unless they would both enter the same empty space in which case neither moves during this phase. This may mean that two vessels travelling at the same speed may stop moving altogether if they would simultaneously enter an empty space when moving forward, but have not yet collided.
A2. One vessel moves its entire movement first, then the other vessel moves. In an ambush, the OL's vessel will move first/second
(delete one)
,
otherwise the heroes vessel will move first/second
(delete the same one).
A3. Multiply the two vessel speeds. The number found will be the number of phases of movement. Each vessel moves one space on each phase that is a multiple of the speed of the opposing vessel.
Eg, speed 4 vessel vs speed 3 vessel = 12 phases. Speed 4 will move on phases 3, 6, 9 and 12 (the phases that are multiple of the opposing vessels speed). Speed 3 vessel will move on phases 4, 8 and 12.
Vessels who move on the same phase move simultaneously unless they would both enter the same empty space in which case neither moves during this phase.
Note that although this sounds very complicated, it is actually very simple in practice!
This may mean that two vessels travelling at the same speed may stop moving altogether if they would simultaneously enter an empty space when moving forward, but have not yet collided.
A4. Something else?
Commentary note: Yes, I know A3 sounds complex. Try it, it isn't. It gives a clear and easy mechanic, once you get past the wording (at least, I think it does). I think a complex looking answer that gives a good result is better than no answer or an unknown.