newbie questions after 4 games.

By madprof666, in Descent: Journeys in the Dark

jumped straight in with a campaign and i LOVE this game. be and the mrs are having a blast but up to know i cant find exact answers to these problems ive come across, apologies if these have been asked before.

1/ in “The Masquerade Ball” does it cost an action point to turn over a guest? and if so does it cost another to escort him? or do you turn it over as soon as you are in base contact and automatically escort them. i can only find that it costs an action point to escort an already revealed guest.

2/ do heroes block line of sight for ranged attacks from other heroes?

3/ does an arrow ability on a monster card exhaust the monster card or can it be played twice with frenzy?

4/ if a hero is on the entrance and you need to spawn a 4/6 base monster, can you spawn him or do you have to wait for the hero to move?

5/ if a monster spawns at the START of the turn can he activate as normal?

6/ can 2 one handed weapons be equipped in a turn so you can do one melee attack and one long range attack?

7/ can the old decent expansions be used on this game as ill definately want to expand on this….its fantastic!!!!

madprof666 said:

{questions}

Welcome to Descent. Here's my take:

1) I don't have the Quest Guide to check the wording now.

2) Yes (there is a Wildlander hero skill for this -- Eagle Eyes).

3) No, it is an {action} symbol, not an exhaust (tap). According to FFG, however, Frenzy only allows a "normal" attack action, not a monster action.

4) AFAIK, there is no spawn blocking. The monster spawns in the closest available spot.

5) Yes.

6) Yes.

7) No, the games are not compatible. There is a conversion kit that contains hero & monster cards for figures from D1E. You can substitute other figures (proxies) if you buy the CK, without owning D1E, to expand your hero & monster choices.

thanks for the help thats great. ill open a new thread regarding the masqurade ball. i cant find it anywhere

I am pretty sure that it states that it requires an action to "unmask" or "reveal" a guest

If it is a guest then you are escorting him, you put him under your hero base, if it is a flesh moulder, the moulder attacks you first

I think it states that in the instructions, but I don't have my guide either.

If you kill a monster then it would require an action to start escorting that guest that the monster just dropped, if you are defeated while escorting a guest that guest is killed.

makes perfect sense to me, thanks loads

mustardayonnaiz said:

I am pretty sure that it states that it requires an action to "unmask" or "reveal" a guest

If it is a guest then you are escorting him, you put him under your hero base, if it is a flesh moulder, the moulder attacks you first

I think it states that in the instructions, but I don't have my guide either.

Confirmed - I just checked that quest.

Oh, regarding question number 6 and answer to that, I've always played so that monsters that are reinforced at the start of the turn are not activated unless said so.

Now that I think about it, it's obivious. What else point there would be to reinforce at the start of the turn? But I quess I've quite often been so much on top of the heroes that I've given some room for them to breath for the overall fun.