Fatigue / pace of play / trap Questions

By valoren, in Descent: Journeys in the Dark

1) Can you use fatigue to open doors / drink potions?

2) I recently played a spiked pit card on a hero. The hero was trying to quick end his turn by running to town. He moved the physical spaces activated a glyph and went to town and declared his turn over (in about 10 seconds total). I said that i would play a trap card and pointed to a square a few spaces short of the glyph he wanted to activate. This caused quite an argument. Basically i stated that he could tell me what he planned to do and then i would "interrupt" if i chose. Do most people play this way, or do you make a person declare it when they are actually moving the character within a space? As OL, i extend this same curtesy to heroes interrupting for guard. I say this monster is moving here and attacking this hero, and then i allow them to interrupt and say, well im attacking with this hero when you are at a certain point in the progression. I guess i could make them move space to space extremely slow, but im worried about pace of play. (sorry for long question)

3) If OL plays crushing block (i think thats the name of card...not at home to check), does the heroes turn immediately end? So i land the block card, place the marker and move the hero one adjacent to the rubble at my choosing. Does the hero get to move or do anything else? Same thing goes for a spiked pit. If you drop a character into a spiked pit, is their turn done (if they dont save the pit)?

4) our group of four heroes is averaging 12-16 minutes per round. Anyone ever track what they do?

1) Can you use fatigue to open doors / drink potions?

Yep.

2) I recently played a spiked pit card on a hero. The hero was trying to quick end his turn by running to town. He moved the physical spaces activated a glyph and went to town and declared his turn over (in about 10 seconds total). I said that i would play a trap card and pointed to a square a few spaces short of the glyph he wanted to activate. This caused quite an argument. Basically i stated that he could tell me what he planned to do and then i would "interrupt" if i chose. Do most people play this way, or do you make a person declare it when they are actually moving the character within a space? As OL, i extend this same curtesy to heroes interrupting for guard. I say this monster is moving here and attacking this hero, and then i allow them to interrupt and say, well im attacking with this hero when you are at a certain point in the progression. I guess i could make them move space to space extremely slow, but im worried about pace of play. (sorry for long question)

Yeah, reasonable time to interrupt is always given. Both ways. In fact, it's in the rules.

3) If OL plays crushing block (i think thats the name of card...not at home to check), does the heroes turn immediately end? So i land the block card, place the marker and move the hero one adjacent to the rubble at my choosing. Does the hero get to move or do anything else? Same thing goes for a spiked pit. If you drop a character into a spiked pit, is their turn done (if they dont save the pit)?

No, they can continue their turn, unless they are dead, which they should be, because you should save your traps for heroes you intend to finish. Note that you do get to move the hero to an adjacent square of your choice though first.

4) our group of four heroes is averaging 12-16 minutes per round. Anyone ever track what they do?

Yep, sometimes this is a long hobby.

I find heroes that complain when an OL plays a trap to be pretty darn stupid and annoying...also heroes who declare a intercept after I already moved, rolled an attack and left with the monster...and started activating several others.

In my personal case the mage was probably saving the guard order for who knows what...I started charging monsters at the heroes killed a ranged hero and proceded to bash the melee one...after attacking with my master beastman and then moving back quite a few squares around the corner, and mind you...I was already activating my southern monsters moved about 3-4 of them and attacked with a couple...he interupted me and said he wanted to attack the master beastman :|

In my group, we move our figures quickly, but one space at a time, and an opponent is generally expected to interrupt promptly if they want to do something. You don't have to react instantly, so if a player quickly moves their figure several spaces, you can ask them to back up and interrupt part-way through, but you have to say something within a few seconds (or at least ask them to wait while you consider) or you miss your chance. If the heroes are expecting a trap, sometimes they specifically wait to give the OL time to respond before continuing their turn. It doesn't usually slow the game down much.

In any event, you are not entitled to wait and see everything that a player is doing on their turn before you decide to interrupt them. If they give you a reasonable chance to respond and you don't, you lose your opportunity. You certainly can't interrupt an attack after dice have been rolled or anything like that.

My first descent group was just like that...when they would see a hoard of trechery they would move one space at a time. Or anytime they would open a chest (I have a thing for mimics and chests).

My first descent group was just like that...when they would see a hoard of trechery they would move one space at a time. Or anytime they would open a chest (I have a thing for mimics and chests).