FAQ Move Action Ruling - Seriously?

By any2cards, in Descent: Journeys in the Dark

P7 of the rules, basic Hero Turn Summary: Hero player gets 2 actions, chosen from the following list: Move, Attack, Use a Skill, Rest, Search, Stand Up, Revive Another Hero, Open/Close a Door, and Special. Heroic Feats are not listed, although some do require an Action to use.

Actions include the following statement: "Unless noted otherwise, an action
must be resolved completely before the hero performs his next action."

The Move action summary states "The hero moves his hero figure up to a number of
spaces equal to the hero’s Speed. The hero may interrupt
his movement with another action and then complete his
movement after the other action is resolved."

This is explained further on page 8, but essentially states the same thing. The Move action is both the generation and then spending of movement points. It may be interrupted by another action, such as attacking, but also including using a skill, opening a door, another move action, searching, or a quest specific special action. Once the other action completes, the movement action resumes.

Heroes and monsters have the option of pooling their movement points by taking a double move action…but doing so risks losing all those points to the proper OL trap card.

The rules are unclear as to how suffering Fatigue for movement works. This statement from page 8 seems to capture it best: "During his turn, before or
after resolving an action or during a move action, a hero may suffer fatigue
to gain movement points."

While this doesn't solve the problem of whether suffering Fatigue for movement outside of a Move action pools, it seems that when done during a move action, the movement points would pool. Although the FAQ still requires the hero player to identify which spaces are moved into using fatigue, as some OL trap cards likely will be triggered off that condition. But the POINTS would seem to be pooled, so the hero still has them to pay or avoid certain OL effects.

One question I have is whether, in response to an OL card, can the player suffer Fatigue to gain extra movement points? I think the answer is no. Likewise, if a hero is using his last movement point to move, and the OL plays a card that will stun the hero if he has no additional movement points to spend, can the hero use his second action (if available) to declare a Move action and gain those additional movement points, and avoid the stun effect? Again, I think the answer is no. Which would create a situation where a hero might want to interrupt his first Move action to declare a second Move action. Right before using his last movement point, he declares the second move action, preventing the chance he might be stunned, but minimizing the chance that he could lose all of his cumulative movement points.

kingbobb said:

One question I have is whether, in response to an OL card, can the player suffer Fatigue to gain extra movement points? I think the answer is no. Likewise, if a hero is using his last movement point to move, and the OL plays a card that will stun the hero if he has no additional movement points to spend, can the hero use his second action (if available) to declare a Move action and gain those additional movement points, and avoid the stun effect? Again, I think the answer is no. Which would create a situation where a hero might want to interrupt his first Move action to declare a second Move action. Right before using his last movement point, he declares the second move action, preventing the chance he might be stunned, but minimizing the chance that he could lose all of his cumulative movement points.

From the FAQ:

"Q: Can a hero suffer fatigue to gain a movement point in response to a "Pit Trap" in order to avoid being Stunned?
A: No, the effects of “Pit Trap” are applied immediately."

If you generalize from that, a hero response cannot be use to change the conditions in effect when an OL card is played. This isn't M:tG with interrupt stacks.

I made a similar observation on movement in another post: (1) move MP-1 squares before interrupting with a second move action; (2) if possible spend N+1 fatigue to move & attack a square N movement points away -- possibly trading 1 fatigue to avoid losing 1 action to stun. The latter won't always make sense -- if you know the OL already played his last Pit Trap, or if you need the fatigue more than losing an action. This of course depends on being able to add multiple fatigue MP to your pool before moving (I haven't seen an official ruling on this yet).

Triu said:

This of course depends on being able to add multiple fatigue MP to your pool before moving (I haven't seen an official ruling on this yet).

I would like to see an official ruling on this as well. I'm assuming you have to be able to do it though…otherwise you could never fatigue move into water.

Butaman551 said:

…otherwise you could never fatigue move into water.

Good point! I'd been relying on the use of the plural in the rules. This is a more explicit argument in favor of allowing fatigue MP to be pooled (pun intended).

Whoever wrote the Pit Trap card must have been working under the assumption that you either can't or wouldn't ever spend fatigue for movement until after using up all movement points from move actions. Because the way that part is worded, it could be interpreted that when it is played, if you have spent fatigue on movement points that turn, they are stunned regardless of how many movement points they have left from movement actions. Unless the way fatigue for move is worded in such a way that it simply lets you move the extra spaces without granting movement points….

The wording on the card implies that you can't have spare movement points if you're moving with fatigue, but even if you can't "save up" fatigue movement points, the rules (and FAQ) are pretty clear that you can suffer fatigue for movement even in the middle of a move action, so the card is simply wrong. No way around it.