Power Potions/Weakness (Event) Treachery Card

By Schmiegel, in Descent: Journeys in the Dark

Hi Evil Overlords...you know who you are.

I'm just looking for confirmation of my opinion about how Power Potions and the "Weakness" Event treachery card interact. (Weakness card: Play immediately after a hero has declared an attack but before he has rolled any dice. The hero rolls no power dice for this attack.)

For example, let's say a hero drinks a Power Potion and announces an attack on a Giant. He winds up for an enormous killing blow, grins wickedly and prepares to deal his best shot.. But wait. Not so fast. The OL immediately announces he is playing the "Weakness" card. That card would rob that attack of all the power dice, so in effect the Power Potion is wasted if the hero continues the attack. Or the hero can take the option of declining the attack for that turn to save the power dice for the next turn. Or can he? Is he obligated to continue with the announced attack and lose the Power Potion effect, making this a brilliant strategy for stealing an equipped Power Potion?

The rulebook explanation for Power Potions states "a hero who drinks a power potion rolls all 5 power dice on his next attack" (and of course in RTL trait dice already forthcoming are upgraded to silver, for example).

It seems to me that the effect of "Weakness" should be that the hero would only discover this condition once the attack was in progress, as a consequence of a "magical effect" implemented by the OL. I haven't seen any indication in the rulebook that an attack can be aborted once in progress.

I'm interested if others concur with this interpretation. Thanks in advance!

I think it works the way you think it does, ie they heroes lose the potion. gran_risa.gif

On "Weakness" it says "play immediately when the hero declares an attack, but before they roll the dice." The attack is declared and it's locked it. Too late for the hero to make any changes. gui%C3%B1o.gif I'm no rules guru but that's how I inturpretted it.

Thanks, Mazinkaiser. It's nice to have someone else agree. That makes that a pretty effective card, especially if played at certain times. Maybe one of the more underrated treachery cards in the deck, if it can save your level boss for another turn. I had always kind of sneered at it previously.