Questions to appear in the final official FAQ

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

Clarification requested regarding this question:

Q: Which upgrades continue to work on monsters that
are now under a hero's control as a result of using the
Necromancy skill.
A: Nothing counts. The newly animated monster does
not get any benefits from the overlord's powers, special
abilities, or upgrades of any kind. It is a monster of its
type of the current campaign level (i.e., Copper, Silver,
Gold). A necromancy-controlled Gold Beastman has the
exact stats on the “Gold Beastman” card and nothing else,
regardless of what upgrades the overlord has purchased.

Did you really mean a monster of the current campaign level? Or rather a monster of its current upgrade level?

Example: A Silver Beastman is necromancied during a Copper campaign - does it return as a Silver or as a Copper beastman?

If "Campaign Level" is really correct, how would a monster return during the Final Battle (which is a campaign level on its own)?

Clarification requested:

Q: Once the last of the heroes have entered the portal in
a dungeon, does the overlord receive a turn, or does he
immediately begin constructing the next dungeon level?
A: The overlord immediately begins constructing the next
dungeon level.

What happens if Tahlia with a Guard movement or Tatianna with her special ability leave the dungeon right at the start of the OL turn? Does the OL still receive his turn, basically for collecting threat and cards?

Clarification requested:

Q: When the overlord is given the capability to affect an
attack by spending threat, must the threat be spent before
or after the roll?
A: The threat must be spent before the roll, unless adding
dice in an outdoor encounter.

Is this also valid for the ability in "Roaming Flock" (SoB Incident card), which allows the OL to reduce an attack targeting his Razorwings by one damage?

New questions:

1) Is the OL allowed to discard a Power card already in play, e.g. if he is already at the current limit in an Advanced Campaign?

2) SoB: Is the extra movement of one space granted to the Revenge by the Elven Sails upgrade also applicable to sideways movements using the Captain´s Wheel? If yes, is this in addition to the extra one space forward movement per turn, or one extra space per round in total (sideways or forward) only?

3) SoB Location card "Sea King´s Crown": The red area indicating the placement for the OL ship in an ambush would require the ship to be placed onto a rock space. Does the OL simply ignore this, even when moving "over" this space?

4) If an item is given to another hero player in an exhausted state, does it retain its exhausted state if the hero equips it immediately or is it refreshed (e.g. gaining the reroll benefit from Fortuna´s Dice, or when using previously exhausted and passed on Gauntlets of Power during a Guard attack)?

5) Well of Darkness quest 5: Does the relic stay behind if the hero carrying it is killed? Or does it move to town together with the dead hero, giving the heros the victory immediately?

6) Well of Darkness quest 9: When exactly is Area 4 revealed - after opening the first or the final rune-locked door? (This is important e.g. if Hordes of the Things is in play).

7) Well of Darkness quest 8: Does a freshly placed boulder also move in the round it was placed?

8) Well of Darkness quest 6: May a monster with speed 5 move the special staircase as well? May attacks go through it as usual (assuming yes, since disallowing would make it too easy to block the path)?

9) Staff of Light relic: May a hero wielding it heal himself and an one or more adjacent heros with the same attack roll, provided he has enough surges to spend?

10) Well of Darkness quest 9: Does a Rage card played on Death give him a second special attack as well?

11) The Trueshot relic card says that it only misses on a miss result (never due to lack of range). Does it also miss if the attacker doesn´t spend enough surges to overcome the target´s Fear ability?

Parathion said:

Clarification requested regarding this question:

Q: Which upgrades continue to work on monsters that
are now under a hero's control as a result of using the
Necromancy skill.
A: Nothing counts. The newly animated monster does
not get any benefits from the overlord's powers, special
abilities, or upgrades of any kind. It is a monster of its
type of the current campaign level (i.e., Copper, Silver,
Gold). A necromancy-controlled Gold Beastman has the
exact stats on the “Gold Beastman” card and nothing else,
regardless of what upgrades the overlord has purchased.

Did you really mean a monster of the current campaign level? Or rather a monster of its current upgrade level?

Example: A Silver Beastman is necromancied during a Copper campaign - does it return as a Silver or as a Copper beastman?

If "Campaign Level" is really correct, how would a monster return during the Final Battle (which is a campaign level on its own)?

partido_risa.gif

I can just see a wizard strolling through a dungeon, casually blasting copper beastmen with a backhanded flick and tunring them into Gold killing machines.
"Nya nya nya, my beastmen are better than your beastmen" lengua.gif

Corbon said:

shnar said:

Pg 20 on necromancy:

"Q: Which upgrades continue to work on monsters that are now under a hero's control as a result of using the Necromancy skill.
A: Nothing counts. The newly animated monster does not get any benefits from the overlord's powers, special abilities, or upgrades of any kind. It is a monster of its type of the current campaign level (i.e., Copper, Silver, Gold). A necromancy-controlled Gold Beastman has the exact stats on the “Gold Beastman” card and nothing else, regardless of what upgrades the overlord has purchased."

The words "special abilities" makes it seem like the animated monster doesn't gain any special abilities of that monster . Is that the intent? If so, 2 questions later talks about using Dark Prayer's ability to increase range/damage, so there's a conflict. If that is not the intent, then a little clarification (probably just add change "special abilities" to "overlord's special abilities").

-shnar

No conflict. The special abilities referred to are clearly the OL's special abilities, not the monster's special abilities. Its [OL's] [powers, special abilities, or upgrade].

I think this one falls into the category of a few we asked in the FAQ proposal but were ignored, which is basically "we aren't responsible for you deliberately misinterpreting stuff. There is a clear result that works, and one that has issues, so its obviously use the one that works!".

This was more of a wording suggestion. I understood it but it took me a couple readings and thinking about it. Just adding ONE WORD and it becomes very clear. I kind of thought that's what they were looking for, suggestions on the changes (in addition to questions that may have been missed).

And Patmox, on the Pack of Holding issue, keep in mind that it's a Copper treasure item. Once the campaign grows into Silver or higher, if you use Crushing Blow to destroy that treasure item, the heroes can never regain it (as according to the rules, you can only shop for items at the current campaign level, i.e. at silver you can only buy silver treasures, at gold, you can only buy gold treasures). So, if this is becoming a pain for you in your gold campaign, use Crushing Blow once and you'll never see the pack again.

-shnar

This is a list of the errata suggestions and questions and answer options that were in our FAQ proposal document, but have been left unanswered so far - whether deliberately or by mistake we don´t know. Some of these have been asked above, but I´ll include the complete version for all as a reference.

1) Q. What status do villagers have regarding friendly/enemy towards heros and monsters?
A1. Villagers are always friendly/enemy (pick one) to the heros (except a Dark Charmed or Enslaved hero) and always enemy/friendly (pick one) to monsters (except hero controlled monsters). All effects effects applicable to friendly or enemy figures can be applied to them.
A2. Villagers are neutral figures, so no effects applicable to friendly or enemy figures can be applied to them.

2) Errata Elevated rules (Bed and Table, Forecastle) to say the following.
A figure attacking from an elevated space which targets a nonelevated space (i.e., attacking down) gains +1 range and +1 damage. A figure attacking from a non-elevated space which targets an elevated space (i.e., attacking up) suffers –1 range and –1 damage.
A figure attacking from an elevated space who makes an attack that does not target any spaces (eg Breath, Word of Val, Sweep) gains +1 range and +1 damage..OR Attacks which do not target spaces (Breath, Word of Val, Sweep) ignore elevation entirely, both for attacker and affected spaces. (pick one of the last two sentences)
Remember that melee attacks ignore rolled range.

Suggested Errata for RtL level 25 The Arena
Treat High ground as Elevated Terrain except for changing the range modifier to +2/-2 range instead of +1/-1 range and being immune to melee attacks.

3) Suggestion:
Replace the existing Start of turn’ timing question on 2010 FAQ pg 6 with the following:

Q. There are a wide variety of effects, cards and events that all have a ‘beginning of a players turn’ or ‘at the start of a turn’ or similar timing. How should the timing of these be resolved?
A1. A player may choose in what order he resolves effects, cards or events that happen at the same time, as long as he keeps the following sequence for beginning of turn triggers. In case of opposing sides resolving effects, cards, etc. at the same time, the active player still determines the order / the active player always resolves first / the active player always resolves last / the actions happen as they are announced (with the same timing fairness applied as for Guard interrupts) (pick one, delete three).
OL Turn:
First, resolve any map, scenario or special effects that happen at the beginning of the OL players turn. Examples include the Titan´s special ability, Dar Hilzernod’s Fortifying ability, Tatianna´s special hero ability, Captain skill from SoB and many map/scenario effects.
Second, the OL completes Step 1: Draw Cards and Collect Threat.
Third, the heroes may play the feat We are Not Afraid.
Fourth, complete Step 2 and play any spawns, power cards, start of turn events or traps or start of turn feats that can normally be played. All of these, including the normal Step 2 actions, may be done in any order.
Fifth, begin Step 3. No further cards or effects that trigger at the start of turn may be resolved, except that lingering effects on monsters are resolved at the start of that monster’s activation and Avatars and Lieutenants remove Dodge and Guard orders at the start of their activation.
Finally, after all monsters´ activations are done, if there are any end-of-turn-effects to be resolved, resolve them in any order.

Hero turn:
First, resolve any map, scenario or special effects that happen at the beginning of the players turn. Examples include the Siren’s Song, and many map/scenario effects.
Second, the hero resolves any Lingering effect tokens.
Third, the hero resolves Step 1: Refresh Cards.
Fourth, complete Step 2. Resolve Shadow Soul, Rest orders (and remove Dodge and Guard orders), Invisibility potions, damage from Swallow or hero special abilities (eg Varikas, Ispher, Sahla etc), play start of turn Feats (active hero or inactive hero). All of these, including the normal Step 2 actions, may be done in any order.
Fifth, use (discard for effect) any treasures that are used by discarding after equipping at the start of your turn.
Sixth, begin Step 3. No further cards or effects that trigger at the start of turn may be resolved.
Finally, if there are any end-of-turn-effects e.g. Gluttony, resolve them in any order.
An opposing guard order can interrupt this sequence at any point.
A2. mostly the same but change a few things around
A3. something completely different but which still resolves the issues

4) Dungeonquest heros specific clarifications:

Tatianna´s special ability needs to be clarified when exactly it is to be used (see question 3. above for a suggestion)

Tatianna: Her special ability is / is not (pick one) available to her in an AC outdoor encounter. When used in an AC, activating her special ability does / does not (pick one) include a Restock action. When used in an AC dungeon while she was the last hero in the dungeon with at least one other hero having entered the portal, the OL still receives a full turn (basically for collecting threat and cards) / the level is over immediately (pick one).
Tatianna may/may not (pick one) use her special ability while she is a monkey. (if she can, add…) Monkey Tatianna may/may not (pick one) do a Restock action while in town.

Brother Gherinn: The wound actually needs to be taken (like with the various SoB “mark” skills). / The wound may be prevented or cancelled by the usual measures (e.g. Ghost armour, Elven Cloak, etc.). (pick one).

Lindel: The newly drawn skill card may be any that is left in the pile, even from razed cities in an AC / may only be one that can still be trained normally (pick one).

Note: The answer to Lindel´s question could also be applied to a few AC circumstances, i.e. one of the rewards for completing the Silver Legendary Dungeon in RtL and the Non-combat encounter cards “Mad Duncan” (RtL) and “Ancient Mariner” (SoB). Please state if that is correct.

5) Q. Can a Lunge feat card combine with the Counterattack skill to counterattack using the Reach from Lunge at a non-adjacent figure?
A1. No. You have to be able to use the Counterattack and ‘get’ an attack before you can play the Lunge card, and at that time the figure will not be within your melee range so you can’t use Counterattack skill.
A2. Yes. Counterattack and Lunge can be combined to allow a hero to counterattack another figure that is one space further away than its normal melee range (think of Reach stacking in Advanced Campaigns).

6) Q. Do the skills Earth Pact and Ran's Mark and Treasure Red Plate of Kellos have any effect when the party ends a dungeon or encounter in Advanced Campaigns?
A1. No, these skills and this treasure do not have any affect outside of a dungeon or encounter.
A2. A hero with Earth Pact is instantly healed to full wounds whenever the party returns to the Advanced Campaign map. A hero with Ran's Mark may use Ran's Mark as many times as he wants to heal other all heroes (and take wounds himself) whenever the party returns to the Advanced Campaign map. He may also combine this effect with drinking any number of healing potions to increase his wounds and the number of other wounds he may heal. A hero with the Red Plate of Kellos may/may not (delete one) also recover all his wounds when returning to the campaign map. The hero with the Red Plate of Kellos may/may not (delete one) also pass the Red plate of Kellos to other party members. This means that effectively the entire party can recover all wounds at the end of each battle (delete last sentence if inappropriate).
A3. Some other combination?

7) Q. What exactly is in a hero´s turn who decides to Restock in an AC?
A1. All steps except Step 3 are mandatory for a hero´s turn, regardless of what he does in his turn. The Restock action replaces Step 3 only. End of turn effects are resolved as usual.
A2. The Restock action replaces the entire turn of the hero, none of the steps 1 to 3 are carried out, even start-of-turn-effects or end-of-turn-effects are not resolved.
A3. The Restock action replaces the entire turn of the hero, none of the steps 1 to 3 are carried out, but all start-of-turn-effects / all non-dungeon specific start of turn effects (choose one) and all end-of-turn-effects are still resolved as usual.
A4. Some other combination?


8) Q. When does a hero actually have to decide his course of action if he has the option to Restock in an AC?
A1. This decision is the first thing a hero has to do in his turn. The hero cannot wait to see how e.g. the status tokens resolve first.
A2. The hero can resolve all start-of-turn effects (according to the selected answer to question 7 above) first before he decides whether to Restock or take a normal action.

9) Q. What abilities do tentacles have?
A1. Tentacles have the listed abilities of their owner (eg Swim etc). The Kraken's Tentacles have the abilities Swim, Ironskin and Regen 5. In addition they have all the usual functions of Tentacles. The Kraken's tentacles do not have the bite ability (Pierce10, Poison, Bleed) as that is a separate attack, not a normal listed ability.
A2. Tentacles have only the listed abilities of tentacles. They do not have abilities of the owner. This does mean that tentacles are very, very slow through the water, so use them with care!
A3. Tentacles do not have the listed abilities of their owner (eg Regen 5, Ironskin for Kraken), but they do have Swim (this is an errata).

10) Q. The Kraken and its tentacles move at different speeds and at different times. Yet the tentacles are restricted in their movement. How do these interact?
A1. The Tentacles may not move (more than 3 spaces) away from the Kraken. The Kraken may move (more than 3 spaces) away from the Tentacles. This may mean that the tentacles get left a long way behind the Kraken when it moves and may take several turns of movement before they can catch up.
A2. The Tentacles may not move (more than 3 spaces) away from the Kraken. The Kraken may not move (more than 3 spaces) away from the Tentacles.
Aa. Tentacles which are not within 3 spaces of the kraken may only move to any space that is not further away from the kraken
Ab. Tentacles which are not within 3 spaces of the kraken may only move to any space that is closer to the kraken
Combine one numbered and one lettered answer.

11) Q. Are tentacles figures? How do they interact with other figures and LOS?
A1. Tentacles are figures, so they affect Brawler, Swarm and similar abilities. Unlike normal figures, other figures may move through tentacles and tentacles may move through other figures. Tentacles do/do not (choose one) affect Line of Sight.
A2. Tentacles are not figures. Tentacles may/may not (choose one) move through or be moved through by other figures. Tentacles do/do not (choose one) affect Line of Sight. Tentacles may still be attacked, even though they are not figures.

12) Q. How does Unstoppable interact with tentacles?
A1. A hero with unstoppable is immune to grapple, so tentacles cannot 'grapple' this hero and therefore are unable to affect him. Yes, this means that the Kraken and Void cannot defeat this hero party.
A2. Tentacles don't actually have the Grapple ability, they are just able to affect heroes as though they did have grapple. Since they don't have grapple, there is nothing to be immune to. So a tentacle may still constrict or move a figure with Unstoppable even though he is immune to grapple.
A3. Oops! Heroes with Unstoppable (Ox tattoo) are still able to be grappled by Tentacles.

13) Q. Does a figure pushed by vessel movement have to pay the penalties for Water spaces just like they were Knockbacked (see FAQ entry), if they don´t have Swim or Fly?
A1. Yes. As per FAQ, any time a figure enters a water space it must pay the costs, even if the movement was involuntary. Don’t get your heroes keelhauled!
A2. No.

14) Suggested Erratum:
Change the final paragraph of SoB pg26 to:
At the end of the round, any hot cannon that doesn’t have a fatigue token on it (and therefore hasn’t been fired that round) is flipped back over to its cool side.


15) Q: Can cannons be fired multiple times per round?
A1: No. The fatigue tokens placed on cannons after they are fired (rulebook p. 26: "Whether a cannon attack hits or not, place a fatigue token on the cannon like a ship’s station that has been manned. Remove fatigue tokens from cannons at the same time they are removed from ship’s stations") work like the fatigue tokens placed on ship stations, i.e. they prevent the cannons to be fired more than once per round.
A2: Yes. The fatigue tokens placed on cannons after they are fired only serve to indicate that the cannons stay on the "hot side" the round after they have been fired. The fatigue tokens do not serve any purpose on a Coldsteel cannon and don´t even have to be placed on these.

16) Q. Do creatures with the Fly ability also gain Soar in an Island level of a SoB campaign? Do creatures with the Soar ability get to use it in such a level?
A1. Yes they do, since there is nothing to restrict their movement in the air above an island.
A2. No they don´t. An Island level is still part of a dungeon, so all rules pertaining to dungeons still apply.

17) Q. The SoB rules and the SoB plot cards name different cities as starting locations for the campaign. What is the correct starting location for the hero party/home port marker in SoB?
A1. The rules are in error and should read: "Place the hero party marker in Garnott, the location on the map where the heroes begin the Advanced Campaign. Place the Home Port marker on Garnott as well. Until the heroes visit another city, Garnott is where they will return when using glyphs to visit town."
A2. The rules are correct. The plot card text is in error and should state "Gafford" as well / The heros took the Revenge out for a spin before actually starting the campaign (choose one).

18) Q. In SoB Level 49 the Naga can do a special move between pits during the Overlord’s turn. Is there any specific time the Naga can do this? Is there any cost? Can it be done more than once?
A1. This special move can only be done once per turn/any number of times (pick one), at no cost/ at X cost (pick one, replacing X if necessary), during Step 2: Spawn Monsters/the Naga’s activation/any part of the Overlord’s turn (pick one).

19) Q. There are three treasures that offer one-time healing to a hero: Jinn's Lamp, Amulet of Healing, and Crystal of Tival. All three say "Discard after equipping at the start of your turn…"… Should "at the start of your turn" just be ignored, or does it have some other significance? (By extension this question is also valid for the Wishing Ring (Gold treasure) or the Eyes of Thara (Silver Treasure)).
A. These items can only be used at the start of your turn after Step 2: Equip Items. The result is that you will have only 1 Other item (if any) equipped.

Furthermore, this is a list of our suggestions to amend some of the existing FAQ entries for enhanced clarity, also taken from our FAQ proposal document.

1) (on 2010 FAQ pg. 5) Q: Can a monkey perform "movement actions" which cost no MP? For example, pick up tokens or drop items?
A: No. He still does / also does not (pick one) activate glyphs when moving onto them.

2) (on 2010 FAQ pg. 5) Q: Can a transformed hero (monkey) leave a dungeon via portal, if someone else has opened the door?
A: Yes. However, the hero remains a monkey for the same number of his own turns, which means that while the monkey is in the portal time does not pass for the monkey (just as it doesn’t for any other hero in the portal). When the dungeon ends while the hero is still transformed, he is immediately turned back into a normal hero.

3) (on 2010 FAQ pg. 9) Q: When attacking with the Spirit Spear, do all three affected spaces need to be adjacent to each other (forming an "L" shape), or could they form a line or crescent? Which space is used for determining the required range?
A: The affected spaces may be arranged in any shape, as long as the spaces are each adjacent to at least one other affected space (or “each adjacent to all other affected spaces”). Use the closest space to determine the required range.

4) (on 2010 FAQ pg. 12) Q: Can a figure affected by Taunt be forced to reposition area of effect attacks, such as Breath, Blast, or Bolt? Can the figure be forced to discard the template attacks in favour of a normal attack if the Taunter is positioned so that it cannot be hit by the template but can be hit by a normal attack ?
A: Yes, if the new target can be legally targeted, the attack must be repositioned. The attacker is/is not (delete one) forced to use a normal space attack if it cannot affect the Taunter with a template attack. The choice to use the template attack goes off first, and then taunt can only be
used if the taunting hero is a legal target for that attack type OR The Taunt goes off first then the choice to use the template attack is only available if it will affect the Taunter. (delete one of the last two sentences).

5) (on 2010 FAQ pg. 18) Q: Are there any general rules for resolving what happens if the overlord wants to play a card and a hero wants to play a feat card both in response to the same triggering event? Which card is resolved first?
A: The active side has priority.This means they get to resolve any cards they play on a specific triggering effect first, even if they played it after the passive side.
a)The passive side may cancel their playing of any cards until the active card has resolved (similar to a guard interrupt ‘winding back’ to before an attack declaration).
b) This may mean that some cards played by the passive side become useless or have no effect. However the passive side has still played those cards and must pay any associated costs.
(pick either a) or b) sentence to add)
The resolution of the first card is still valid in cases in which the second cards nullifies the trigger for the first card (e.g. Crushing Blow triggers on a successful attack, Blocked changes a successful attack to a miss).

And the final word from me goes to the Dark Charm question (and by extension, to the Enslaved effect in RtL), with the request to clarify and/or reconsider the latest ruling:

Q: When the overlord is controlling a hero through Dark
Charm, who decides how to spend the surges and power
dice? Can the overlord move the character and attack, or
just make a single attack without moving?
A: The overlord controls the hero for that attack, including
the hero’s use of surges and power dice. The hero is
considered an enemy figure with respect to the other
heroes and a friendly figure with respect to the overlord's
figures while under the overlord's control. The overlord
may also play cards such as “Aim” with the attack.
However, the overlord player cannot move the character or
force the hero to spend fatigue to add to the attack. Also,
the hero player, not the overlord, decides which if any of
the hero's skills are used (including skills whose benefits
are usually applied automatically, such as Blessing.
The hero no longer benefits from any other heroes with
Command, but does receive a bonus from any of the
overlord's figures with Command. If the hero himself has
Command, the hero player can choose whether or not to
use it.

The sudden change of control over the hero´s skills is one of the biggest surprises in the latest FAQ. We originally added the twist with respect to skills to prevent the OL from using and exhausting some of the SoB skills (like Hand of Death). It simply seems unnatural that skills like Blessing or Master Archer don´t work any more for a Charmed Hero. The current ruling keeps it simple, fair enough.

If you are going to stick to the current ruling, you´ll need to add whether hero special abilities are accessible to the OL during a DC attack or not.

Further, the part regarding the defensive options is missing in the current answer. For reference, here is our final suggestion for this question (and similarly for Enslaved):

Q: When the overlord is controlling a hero through “Dark Charm,” who decides how to spend the surges and power dice? Can the overlord move the character and attack, or just make a single attack without moving? What if the Dark Charmed character has an Aim or Dodge order?
Who decides whether defensive abilities such as shields and Ghost Armor are used?
A: The overlord controls the hero for that attack, including the hero’s use of surges and power dice. The overlord may also play cards such as “Aim” with the attack. However, the overlord player cannot move the character, or force the hero to spend fatigue to add to the attack. The overlord may not force the character to use any orders but may use a non-exhaust attacking reroll such as Trenloe’s ability, or the Ripper reroll. The Overlord may/may not (pick one) use any exhaust-skill eg Hand of Death and may not use defensive rerolls such as Lyssa’s ability. The hero is / is not (pick one) allowed to use a placed Aim order or other attacking reroll (such as Trenloe’s ability, Beastman Fetish). The hero retains control of any of her defensive options such as shields or Ghost Armor or Lyssa’s ability. The hero may / may not (pick one) use a placed Dodge order.
The charmed hero is friendly to monsters and himself, and enemy to other heroes.

Parathion said:

New questions:

11) The Trueshot relic card says that it only misses on a miss result (never due to lack of range). Does it also miss if the attacker doesn´t spend enough surges to overcome the target´s Fear ability?

This is already answered in the FAQ, please ignore it.

+1 to all Parathion questions.

Too late, obviously - some of my new questions were answered, though, and few of the ones asked before that. At least a tiny relief for the Tentacle rules…

I guess that concludes it, then.

Parathion said:

Too late, obviously - some of my new questions were answered, though, and few of the ones asked before that. At least a tiny relief for the Tentacle rules…

I guess that concludes it, then.

What a shame! You did very good questions (specially regarding to Tatianna, cannons and counterattack/reach), and I think they were said in time. Is it impossible to see answers for them? sorpresa.gif

Well, at least they answered my question about buff/counter-buff aplauso.gif

Even though we didn't get all our questions answered, I'm glad we got *something*.

Of course, now we can compile the official unofficial FAQ ;)

-shnar

Parathion said:

At least a tiny relief for the Tentacle rules…

Tiny and totally inadequate. It doesn't even solve the single base problem it targets, since the 'owner' of the tentacles can often be outside (3+tentacle move) range of the tentacles, making it impossible to follow the FAQ answer… sad.gif

Otherwise, reasonable job, and thanks FFG for the effort.