19. Definition of a Round (ending)

By Corbon, in Descent: Journeys in the Dark FAQ Update Discussions

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 Therefore the additional information may be discarded as 'no longer applicable' due to changes in the sequencing.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.

A3. could be clarified in that the generated phase numbers in which movement occurs simply represent the sequence of movements after ordering them numerically and have no other meaning (as well as "phases" in general don´t have any additional meaning).

In your example, the movement sequence could be spelled out as (speed 4 vessel = A; speed 3 vessel = B):

A - B - A - B - A - A/B simultaneously

Or did I completely misunderstand the mechanic behind A3.?

The mechanic is simple and seems to work pretty well, yet I doubt that FFG will introduce that.

Did you check if any major differences compared with A1. show up using various different vessel speeds? Because the outcome in your example pretty much looks like A1 (with the faster vessel starting to move).

Parathion said:

A3. could be clarified in that the generated phase numbers in which movement occurs simply represent the sequence of movements after ordering them numerically and have no other meaning (as well as "phases" in general don´t have any additional meaning).

In your example, the movement sequence could be spelled out as (speed 4 vessel = A; speed 3 vessel = B):

A - B - A - B - A - A/B simultaneously

Or did I completely misunderstand the mechanic behind A3.?

The mechanic is simple and seems to work pretty well, yet I doubt that FFG will introduce that.

Did you check if any major differences compared with A1. show up using various different vessel speeds? Because the outcome in your example pretty much looks like A1 (with the faster vessel starting to move).

I think phases is a widely used gaming term, if not in these rules. You could call them steps if you like.

When the vessel speeds are similar, there is not a lot of difference, but when the vessel speeds are widely different there is a lot of difference.
Eg A speed 5 vs B speed 2 = A-A-B-A-A-A/B

Basically it comes down to a choice of one ship moving most of it's movement before, or after, the other ship, or spreading the movement as evenly as possible between the two.

Really cool mechanic. It makes use of a faster ship traveling farther in the same amount of time.

A possible third answer for the first question:

A1-3: The first round consists of the OL's turn, followed by the heroes, then a second OL turn.

I think it meets both criteria for a round: the heroes get a turn and the turn ends after the OL

Marendrent said:

A possible third answer for the first question:

A1-3: The first round consists of the OL's turn, followed by the heroes, then a second OL turn.

I think it meets both criteria for a round: the heroes get a turn and the turn ends after the OL

It breaks the very first bolded quote in the original post. Each player gets one turn during a round.

Corbon said:

Marendrent said:

A possible third answer for the first question:

A1-3: The first round consists of the OL's turn, followed by the heroes, then a second OL turn.

I think it meets both criteria for a round: the heroes get a turn and the turn ends after the OL

It breaks the very first bolded quote in the original post. Each player gets one turn during a round.

You're right, for some reason I misread it as "each hero gets one turn each round."

Corbon said:

Marendrent said:

A possible third answer for the first question:

A1-3: The first round consists of the OL's turn, followed by the heroes, then a second OL turn.

I think it meets both criteria for a round: the heroes get a turn and the turn ends after the OL

It breaks the very first bolded quote in the original post. Each player gets one turn during a round.

Actually that could be the purpose of an ambush, to give the OL an extra turn at the beggining. This is another way to see it (which is what I understood from the rules).

A1-3: In case of Ambush, the OL first turn is outside any round (or during an hipotetical "round 0" that consist of only that turn and not any other effect). The first normal round starts with the first hero's first tutn and ends with the next OL turn. Effects that normally take place at the beggining or at the end of a round do not ocur until the first normal round.

This is similar to A1-2, except during that first round there is no round effects. For example if the first WoD quest (the one of the colapsing mine) could start with an ambush (yes, there are no ambushes in vanilla, this is just an example), then the OL would have a turn, the round would end and the ceiling would not fall. Then a "normal" round would start and the heroes would have their first turn.

Revision: Added Gamvanicito1's A1-3 option. Tried to improve the A3-3 option after Parathion's comments

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 conceivably 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.
A3. In the special case of ambushes the OL gets a free initial turn which is outside of the normal round sequence. At the end of the OL's free first turn there are no round effects. Then the first round starts, with the heroes going first as normal.

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
(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
(one) , otherwise the heroes vessel will move first/second (the same one).
A3. The part of the turn where vessel movement is normally done is divided up into phases. Multiply the two vessel speeds and the number found will be the number of vessel movement phases. Each phase of vessel movement is completed before the next phase is begun (eg phase 1, then phase 2, then phase 3...) 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 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.

Comments
Is that better? Anything else before transfering to FAQ proposal document?

Q3 - A1 and A3. Simultaneous movement into the same space: The suggestions completely avoid collisions which would happen in "real life" if two ships get that close and are still moving. Probably offer a selection between collision and non-collision, of course with a necessary ruling where the collision takes place and where the ships end up after that?

Parathion said:

Q3 - A1 and A3. Simultaneous movement into the same space: The suggestions completely avoid collisions which would happen in "real life" if two ships get that close and are still moving. Probably offer a selection between collision and non-collision, of course with a necessary ruling where the collision takes place and where the ships end up after that?

The problem with a collision is that it is impossible to tell who hit who if it is simultaneous. Not moving that phase doesn't stop the collision, it delays it until one ship moves in a different phase - only if both ships maintain exactly the same speed (and players can change that by raising and lowering sails) will the collision be permanently delayed.

I tried to work something out and it got more and more complicated and longwinded.
If you can think of something simple, please suggest it!

Is it really that difficult?

Movement stops anyway according to the ramming rules (I just re-read them, never played SoB so far).

Simply select/suggest a ruling whether both ships suffer damage as if they were doing the ram (less damage) or suffering the ram (more damage).

Does that leave anything open?

Parathion said:

Is it really that difficult?

Movement stops anyway according to the ramming rules (I just re-read them, never played SoB so far).

Simply select/suggest a ruling whether both ships suffer damage as if they were doing the ram (less damage) or suffering the ram (more damage).

Does that leave anything open?

It isn't ramming since it is front->front, despite their claim, not front-> side. Unless you add a whole bunch more rules explaining how the same space on a vessel may be front or side depending on the situation, so there is that aspect to consider for a start.
Or you change a whole lot more and say front to front ramming is possible. Then you can say they both ram each other, or neither do.

Then, since the ship didn't move, you have a continuing situation. The other ship doesn't stop moving so it will ram, which turns the tables.
Does a ship that has stopped moving due to ramming another ship start moving again? When? As soon as there is a space available in front of it? Does this mean it can ramm twice and hit the stern once the rammed ship sails on?

Actually, I'm not sure I aren't talking myself in circles here...

Either it is a ram or a collision.
If it is a ram we need to know who moved first - delaying the decision seems reasonable here, it effectively just becomes a collision until the ram can be resolved.
If it is a collision then the ships simply block each other, even if there are spaces between them since at the same speed both would enter the same spaces so neither does.

So I think the existing answer works well here, much better than what is needed to give other options.

Interestingly, what happens to a figure pushed into another ship! Do they suffer the equivalent of ramming damage? (but not deliver damage back)

I can see the amusing case of two ships nosing together at 90 deg, bow to bow, with struggling figures between them, and the figures get crushed or escape depending on whether the ships are at the right speed and angle to 'not close the final gap'.

I think this needs an extra question actually.

So, do you view it as front->front because the ships bows are about to contact, but at a 90 deg angle? We could still call that front->side or simply use the ramming rules for front->front.

Then:

a) If both ships became adjacent (i.e. "fully adjacent" with at least one space in edge contact with each other) in the movement phase before the current one, then both ram each other in the current movement phase, suffer damage as being rammed and stop moving as per the rules. Both may become interlocked and probably only able to move sideways to steer clear again.

b) If both ships are about to enter the same space (or several shared spaces) and they would be halted according to your suggestion, we would still have a gap between them and a ram would seem illogical due to lack of contact. So I´d suggest a ruling that the gap has to be closed by either the OL or the hero ship, determined either by a rule or by a die roll, then the mutual ram occurs as above described under a).

Too complicated? Anything unclear/left open?

A figure pushed by a ship onto a ship space of another ship would simply be moved onto the other ship by RAW, I guess. Whether that´s what was intended, is a different question.

A more interesting question would be: What happens when a figure is pushed into a Rock/Rubble space? And does the figure have to pay the penalties for Water spaces just like they were Knockbacked (see FAQ entry), if they don´t have Swim or Fly?

While checking the props in SoB I also noticed that Water (Deep and Shallow) have "Block Movement: Yes" in their description?! This must be an error and needs to be errataed, since non-dungeon water spaces can be entered?! Nobody noticed that before?

Some words are missing in the background I think. Look at the second paragraph:

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 do anything . If current was moved before winds then the heroes could conceivably be forced to flee before even getting a move, without any enemy action!

Just another aspect for the importance of defining a round, could be added to the background.

Fatigue markers on cannons and manned stations are removed at the start of a round, and cannons are flipped back to their cool at the start of a round (if our erratum suggestion goes through then at the end of a round, with identical importance).