More Journey into the Dark Ruling Questions

By valoren, in Descent: Journeys in the Dark

1) If a hero dies, does its companion or familiar have to go back with the hero?

2) When transporting to a glyph (not at start of game), can a hero transport directly to an adjacent square next to the glyph (that they are transporting to) instead of transporting directly onto the glyph for the same movement point. That extra movement point can make a big difference.

3) Do heroes have to announce the type of action they will be taking, or can they improvise along the way. Example: Hero takes first swing at an adjacent monster. If he doesnt kill that monster, he declares battle and swings again. If he kills it on first shot he declares a ready action and places a guard token on that hero. Would that be a legal play, or do they have to pick action up front?

1. We've always played the familiar stays on the main board

2. Only onto the glyph itself

3. They have to choose their action at the start of the turn and cannot change it.

The only one that I'm sure of is: 3) No the player has to declare the action he wants to take BEFORE moving, if he moves (or do something else without declaring) then it's considered to be an advance action. (There's one hero, I can't remember his name, that's allowed to change what he declared)

1 and 2, (house rules, I don't know if it's official or not):

1) The familiar comes with you (that's just reasoning, it's YOUR familiar, it has to stay near you; but probably the official ruling is that you can leave him in the dungeon),

2) When you come back to the dungeon you'll find yourself on the glyph.

1: Familiars can't go to town. They stay in the Dungeon.

2: You enter the Dungeon on the Glyph.

3: No, the Action must be Declared at start og the Heros Turn.

re #3, there's actually a character from one of the expansions, by the name of Grey Ker, who has what you describe as his special ability (basically he can change his action type partway through his turn, as long as he doesn't exceed the normal movement/actions allowed) It's a very handy ability! In vanilla descent, he'd be the one to open the door at the beginning of the turn; He'd use a fatigue to open it, then the new area (and monsters) would be revealed, then the heroes could decide on their strategy for the turn!

In vanilla or RtL, he can wait and see the results of an attack before deciding if he needs another one, or if he can move or take an order in relative safety.

Osaka said:

re #3, there's actually a character from one of the expansions, by the name of Grey Ker

He's actually from the base game, but yes he's quite useful.