Dungeon 15 The Crypt question

By Veritech, in Descent: Journeys in the Dark

The cards special regarding this question reads as follows: "Any hero knocked onto a sarcophagus space suffers 1 wound (ignoring armor) and is removed from the board. That hero reappears at the end of the overlord's next turn in an empty sarcophagus space of the overlords choosing."

I already recognize the potential of Guard orders ruining this level. But I have a different question, Does the hero still have a turn? Can they do a re~equip action (say for other items to heal etc), drink a potion, do a rest order. Or does this count as a full removal of the heroes turn?

Veritech said:

The cards special regarding this question reads as follows: "Any hero knocked onto a sarcophagus space suffers 1 wound (ignoring armor) and is removed from the board. That hero reappears at the end of the overlord's next turn in an empty sarcophagus space of the overlords choosing."

I already recognize the potential of Guard orders ruining this level. But I have a different question, Does the hero still have a turn? Can they do a re~equip action (say for other items to heal etc), drink a potion, do a rest order. Or does this count as a full removal of the heroes turn?

That s a good question and is not technically addressed in any way.
I think it is clear that they don't (or shouldn't) get a turn and can't do anything because they are temporarily no longer in the game - not on this board or any other. The nearest equivalent we have is being in 'limbo' in a portal. where they certainly do not get a turn.
But I don't think that this is technically clear anywhere.

Just obvious. gui%C3%B1o.gif

BTW, with Elevation and Command bonuses, and Leader bonuses, the Sorcerer and Skeleton bosses on this level usually can outdo the heroes for long range/damage capability, so guarding doesn't always destroy this level too much more than any other.

Corbon said:

Veritech said:

The cards special regarding this question reads as follows: "Any hero knocked onto a sarcophagus space suffers 1 wound (ignoring armor) and is removed from the board. That hero reappears at the end of the overlord's next turn in an empty sarcophagus space of the overlords choosing."

I already recognize the potential of Guard orders ruining this level. But I have a different question, Does the hero still have a turn? Can they do a re~equip action (say for other items to heal etc), drink a potion, do a rest order. Or does this count as a full removal of the heroes turn?

That s a good question and is not technically addressed in any way.
I think it is clear that they don't (or shouldn't) get a turn and can't do anything because they are temporarily no longer in the game - not on this board or any other. The nearest equivalent we have is being in 'limbo' in a portal. where they certainly do not get a turn.
But I don't think that this is technically clear anywhere.

Just obvious. gui%C3%B1o.gif

BTW, with Elevation and Command bonuses, and Leader bonuses, the Sorcerer and Skeleton bosses on this level usually can outdo the heroes for long range/damage capability, so guarding doesn't always destroy this level too much more than any other.

That sounds about right. The only other two reasons a hero is removed from the board is the Portal or death during an Encounter or Lt battle. In all cases they have no actions and cannot do anything so being off the board in limbo should be about the same. I asked because I knew my hero group would.

Oh I'm impressed with the level, it would be an awesome challenge for the hero group under most cases. But a guard order by all four (obviously the tanks would be wasted), would allow one Magic user two attacks (with an undying killer if I can't draw crushing blow in time), one ranged attack from a +4 range, and then one normal attack and four bonus attacks from the second Range hero with Rapid Fire. Added up that means they'll get 8 attacks on me, possibly more (the rapid fire user could use the last fatigue to drink a potion and do another four shots for example bumping it to 12), and all this just from a guard order that goes off as soon as I place the three leaders. I notice Hordes and Brilliant commander are useless for this level too sadly, but then with three powerful leaders this isn't too much of a surprise.

I can see promising advantages to this level, I just hope I get a chance to use them.

Obviously overthinking, forgot for a moment that a hero can't drink a potion unless it's their turn, still, that's 8 guard order attacks, and since I forgot she got additional fatigue she's up to 10 so she could do 6 attacks on a guard attack and fatigue alone, that bumps it up to 9 free attacks before I can respond. Noticed the water tiles on this level too, has a good opportunity for insta kill knockback attacks making it a very deadly level for the hero group otherwise.

Veritech said:

Noticed the water tiles on this level too, has a good opportunity for insta kill knockback attacks making it a very deadly level for the hero group otherwise.

Perhaps I'm misunderstanding you, but it sounds like you are saying that knocking a hero onto a water tile kills him instantly. I don't believe that is the case, since the rules for knockback specifically state that you must move the figure to a space that is free of other figures or obstacles that block movement. Hence you cannot knock a hero onto a water tile (though you could send him flying through one).

Another case of missing something, thanx for pointing that out.

Kartigan said:

Perhaps I'm misunderstanding you, but it sounds like you are saying that knocking a hero onto a water tile kills him instantly. I don't believe that is the case, since the rules for knockback specifically state that you must move the figure to a space that is free of other figures or obstacles that block movement. Hence you cannot knock a hero onto a water tile (though you could send him flying through one).

That is correct. The figure ignores occupancy and obstacles in all the spaces it moves through as a result of knockback, but the space it lands in must be a legal space for it to stop. It could still be a pit or other damaging obstacle, of course, but it has to be a space the hero could otherwise enter, and he suffers all effects thereof upon landing.