Card states "The blue-shaded area is ice. When a hero ends his movement on ice, he rolls a red die and moves a number of spaces equal to the rolled range in the same direction as he last moved, stopping if blocked." So if I understand this, the overlord waits until the hero has performed all attacks and movement, then proceeds with this portion of the action. Can the hero still spend fatigue to continue moving after? Is it still considered their turn, or is this considered at the end of their turn?
Dungeon Card #28 Fire and Ice question
Veritech said:
Card states "The blue-shaded area is ice. When a hero ends his movement on ice, he rolls a red die and moves a number of spaces equal to the rolled range in the same direction as he last moved, stopping if blocked." So if I understand this, the overlord waits until the hero has performed all attacks and movement, then proceeds with this portion of the action. Can the hero still spend fatigue to continue moving after? Is it still considered their turn, or is this considered at the end of their turn?
No. A hero must declare (in this case, and a few others, such as encounter markers) when he has finished moving - ie will not move out of this space before he has finished his turn. At that time he rolls the red die and moves as appropriate. His turn is not yet over (soit is still his turn until he declares he is finished) - he may have attacks to do yet, or movement actions that do not leave the space (such as passing equipment opening chests or doors, drinking potions, reequipping etc). The only thing is that he may not spend MP to move out of that space any further.
It is slightly tricky in that a hero may wish to change his decision to stop moving based on the results of the red die, but I don't think he can move again after the red die roll since he has already declared he has ended his movement.
I also believe that a hero should not make any attacks or do any other not-moving-movement actions after he has moved into an ice space where he will 'end movement', before rolling the red dice and sliding forward. Although it does not state 'immediately' I think that making an attack etc is contrary both to the wording and to the spirit of the rule. "When" the hero ends his movement is the moment that he enters a space he does not intend to move from and stops moving, not some time later after he has done a bunch of other things in that space.
I believe that this ice rule is forcing the hero to make a decision that he must abide by.
Realistically, it is a minor inconvenience at best. The hero can almost always manipulate the rule, especially his last direction moved, so that he ends either in a space that he wants or in a space that makes little difference if any.
Aye, my best advantage is to catch them by surprise the first time, same as I did with "X marks the spot", there were alot of deaths on that rumor level, every hero died twice and at least one three times. I was wondering about whether it went off immediately or not, personally I agree that it should, would make sense, you're sliding on ice. I will have to play this level out carefully.
Veritech said:
Aye, my best advantage is to catch them by surprise the first time, same as I did with "X marks the spot", there were alot of deaths on that rumor level, every hero died twice and at least one three times. I was wondering about whether it went off immediately or not, personally I agree that it should, would make sense, you're sliding on ice. I will have to play this level out carefully.
Corbon said:
Veritech said:
Aye, my best advantage is to catch them by surprise the first time, same as I did with "X marks the spot", there were alot of deaths on that rumor level, every hero died twice and at least one three times. I was wondering about whether it went off immediately or not, personally I agree that it should, would make sense, you're sliding on ice. I will have to play this level out carefully.
how to catch them by surprise? They (explicitly) get to read the card, even if they don't see the dungeon. So all they do is make sure their last movement direction is into a wall that they end beside...
Lol you'd be surprised how good first blood can be, as you say they will know about it. The surprise will be "where" the ice is, and when it affects them. If they have to "aim" their way through the entire dungeon level till they figure out what area is affected by ice, it will be to my advantage since they will advance at a crawl. I was a little startled that unlike any other type of dungeon for Descent (Vanilla, Rumor, OL keep) that the hero's pretty much know everything about a dungeon level, in some cases it even tells them where to be for the appearance of the final opponents to jump them and prevent them from putting up any real fight. Even not showing them the dungeon map book will likely only work once or twice, once they've been affected by it the first time they won't ever likely fall for the same thing again. I already recognize that this is a "filler" level of dungeon and likely won't do much.
Lack of knowledge of where they will be effected will be the surprise. The first attack for "Citadel" immediately told the hero group to not stop in any of the hallways, pretty much made the "special attacks" of that level useless, and will from now on, I consider it a simple sorcerer battle now, at best it slows them down a little if they can't make the hallways where the effect triggers in one move.