More Rule clarifications!

By Stillborn, in Descent: Journeys in the Dark

Ok so I have a couple issues,

first rule clarification I need is about item dropping, and max items.

What happens if I give you an item on my turn, and you don't have enough room in your inv? Do you have to drop an item as a free action right away?

Or do you have until your turn? This problem gets even unglier when that heroe has the ability to equip it but can't because its not his turn...

Second question, what constitutes an empty spot? I recall reading somewhere that potions and tresure did not count, so I could drop traps there, anything else?

What about other heroe models on a empty spot (as another hero walks over them), can I drop a trap there?

What about on a familiar? Meaning can I use a trap to drop a familiar into a pit cutting off its line of sight on its last move, so I can do a beastman ambush?

Regards,

piam

1) Any time you receive an item, you can equip it immediately (for free). You can de-equip something else to make space if you need to. You can also discard items from your backpack for a received item (or a displaced item you just unequipped). But you have to discard down to your limit immediately.

2) The official rules for what counts as an "empty" spot, in addition to being stupid and absurdly abusable, are actually directly self-contradictory, so they're pretty much worthless.

My recommendation is that any figure or token in a space causes it to be considered non-empty--I'm willing to make an exception for corrupted terrain because that's sometimes a token but other times drawn directly on the map, but that's it. I consider a space with a potion, a familiar, fog, etc. to all be non-empty. But that's not official, of course.

Also note that trap (space) cards generally only work when a hero enters the space, so you can't play traps in response to familiar movement. Also, Boggs the Rat is the only familiar that actually interferes with monster spawning.

Thanks!

That clarifies the item thing perfectly, sorry to hear that the empty spot question isn't going to be resolved easily..

I'm going to push that any spot that doesn't have a model is empty, I want to be able to trap potions and chests, seems like that would be a likely way to make a pit trap..

Also I guess I could never drop a trap on a familiar..

While we are on the topic of traps and pits, is there an option to walk into a pit (without falling)? its come up a few times now, I offered to let me move into it for 3 movement points, since thats what it takes to clear it in a jump, any official rules for getting into a pit without damage?

Cheers,

SB

Stillborn said:

I'm going to push that any spot that doesn't have a model is empty, I want to be able to trap potions and chests, seems like that would be a likely way to make a pit trap..

While we are on the topic of traps and pits, is there an option to walk into a pit (without falling)? its come up a few times now, I offered to let me move into it for 3 movement points, since thats what it takes to clear it in a jump, any official rules for getting into a pit without damage?

Its pretty clear that you aren't intended to be able to drop a trap in a space with an obstacle. What exactly an obstacle is is no longer entirely clear, but a general rule of thumb that kind of works is if a space costs extra movement to get into or out of, or is impassable, its an obstacle.

Oh, and there are no rules for entering a pit without taking the damage (except certain skills).

If you can play traps on spaces containing a chest, you can play a Crushing Block trap on that space, which effectively removes the chest from the game (by burying it under rubble) and guarantees that the heroes can never open it. You could also do the same thing with glyphs of transport, rune keys, event markers...

You can already trap chests using Trap (Chest) cards, like Mimic, Curse of the Monkey God, and Exploding Chest. But allowing Trap (Space) cards on top of them looks like a bad idea to me.

Man, the empty rules really need another revision. If you treat empty for the purpose of the Boulder trap, empty for the purpose of trap - space cards, and empty for the purpose of forced figure placement (crushing block, climbing out of pits) as if they're all the same, then you're going to run into situations where you can destroy important hero tokens by trapping them or where you can trap heroes inside pits with stuff like Ice and/or Darts.

....I've read some of the other boards: the last TI FAQ got submitted to the fanbase for review and many other games are getting comprehensive FAQ projects. It's enought to make a man curious. Paranoid, even.