Yet another collection of questions

By Darastin, in Descent: Journeys in the Dark

I've collected a few question that arose from gameplay or reading the rules/examining some options.

  1. There are additional copies of certain power cards in the treachery deck (DOOM!, Trapmanster and whatever I haven't notiiced yet). Can you have multiple copies of the same power card in play (the effect of the cards mentioned above could be cummulative) or are they only supposed to increase the odds of drawing said power card?
  2. Can the Overlord somehow remove a power card from play? This might come in handy in RtL where there is a maximum of power cards in play.
  3. Some Lieutenants in RtL have Master monsters listed among their minions. Can they reinforce these Master monsters?
  4. Can Lieutenants reinforce multiple monsters at once?
  5. Can Lieutenants fortify the Overlord's Keep?
  6. Can Salah discard Curse tokens?
  7. Do the rules for unspent treachery also apply to RtL?

Thanks in advance;

Darastin

Darastin said:

I've collected a few question that arose from gameplay or reading the rules/examining some options.

  1. There are additional copies of certain power cards in the treachery deck (DOOM!, Trapmanster and whatever I haven't notiiced yet). Can you have multiple copies of the same power card in play (the effect of the cards mentioned above could be cummulative) or are they only supposed to increase the odds of drawing said power card?
  2. Can the Overlord somehow remove a power card from play? This might come in handy in RtL where there is a maximum of power cards in play.
  3. Some Lieutenants in RtL have Master monsters listed among their minions. Can they reinforce these Master monsters?
  4. Can Lieutenants reinforce multiple monsters at once?
  5. Can Lieutenants fortify the Overlord's Keep?
  6. Can Salah discard Curse tokens?
  7. Do the rules for unspent treachery also apply to RtL?

Thanks in advance;

Darastin

1) You can have multiple copies of the same Power Card in play at the same time.

2) I'm not entirely positive, but I want to say that you can choose to discard a power card you have in play in favor of a new one.

3) Lts can only reinforce normal monsters.

4) As long as you have the threat to pay for it, you can reinforce as many monsters as you want.

5) I honestly don't know, but for some reason I want to say the answer is yes but there's a strong chance I'm wrong.

6) Yes

7) Unless the rules are specifically overwritten by something in RtL that I can't find, you can spend but since Treachery is a heavily priced commodity I not sure if I would waste it on drawing extra cards.

Spending treachery to start with extra cards has always struck me as an absurdly weak option. The closest-to-direct conversion between treachery and conquest (sundered glyphs) puts the value at 1:1 (plus inconveniencing the heroes). That's quite possibly an overpowered treachery option, but still... I can't imagine that starting with an extra (random) card in your hand is going to be worth even 1 conquest in any plausible scenario.

Darastin said:

5. Can Lieutenants fortify the Overlord's Keep?

Curiously, Yes.

Legendary Areas cannot be fortified (nor can Secret Masters, not that it makes any difference)
RtL pg 20 Legendary Areas (and later on the same page see also Secret Masters)
Rumors cannot be located at Legendary Areas, nor can lieutenants enter or fortify them.

But there is a complete absence of the mention of fortifying (or not) the Overlords Keep, therefore the usual rules would stand.

I rather suspect this is an accidental ommission, but the rules are clear.

Antistone said:

Spending treachery to start with extra cards has always struck me as an absurdly weak option. The closest-to-direct conversion between treachery and conquest (sundered glyphs) puts the value at 1:1 (plus inconveniencing the heroes). That's quite possibly an overpowered treachery option, but still... I can't imagine that starting with an extra (random) card in your hand is going to be worth even 1 conquest in any plausible scenario.



Cost of a Sundered Glyph? 2 (Event) Treachery...

What the heroes lose directly? 2CT... (they get 1 from the glyph, not 3)

Forcing the heroes to glyph back from death 3 turns of running away from the action? Priceless!