Fatigue, Familiar, and more-than-Four questions

By Zaak, in Descent: Journeys in the Dark

1) Just curious if this is legit, and could be used in anysituation:

A hero begins his/her turn. They are two spaces away from an enemy monster (strong monster for this scenario), and use two out of five fatigue to move adjacent to it. The hero then uses their two actions to perform two attacks, nearly killing the monster. They end up using a third and forth fatigue to make two more attacks, finally killing the monster, then use thier last fatigue to do a rest action, end their turn, and gain all fatigue back.

Questions: Can fatigue be used for only "skills and extra movement?" or can heroes use a fatigue to: A) Make extra basic attacks? B) Use the same skill twice (once as a regualr action, and one other using a fatigue) if they have sufficient stamina? C) Perform an extra of any of the actions listed?

2) Also, does the necromancer's "raise the dead" allow them to, even if the Reanimate is already on the map, raise (teleport?) them to their side?

3) Lastly, Is there anyone who has adapted and tested a new extra hero guide for 2e?

Thanks.

Zaak said:

1) Just curious if this is legit, and could be used in anysituation:

A hero begins his/her turn. They are two spaces away from an enemy monster (strong monster for this scenario), and use two out of five fatigue to move adjacent to it. The hero then uses their two actions to perform two attacks, nearly killing the monster. They end up using a third and forth fatigue to make two more attacks, finally killing the monster, then use thier last fatigue to do a rest action, end their turn, and gain all fatigue back.

No, that is absolutely NOT legit. A hero cannot spend a fatigue to gain an action. He can only spend a fatigue to gain an MP. One single MP, nothing more.

If a skill or other ability has a fatigue cost, then the fatigue must be paid to use that skill, HOWEVER, if that ability ALSO requires an action (ie: has the arrow icon) then the hero must use one of his two actions for the turn PLUS any fatigue required to use that ability. No matter what a hero does, he only gets TWO actions per turn.

Zaak said:

Can heroes use a fatigue to: A) Make extra basic attacks?

No.

Zaak said:

B) Use the same skill twice (once as a regualr action, and one other using a fatigue) if they have sufficient stamina?

No. If a skill requires an action to use, the hero may only use that skill twice, at most, during his turn. And doing so means he won't have any other actions left for the turn.

If a skill DOES NOT require an action to perform, then he may do it as many times as he can afford to pay the fatigue (or other associated) costs.

Zaak said:

C) Perform an extra of any of the actions listed?

No. As I mentioned above, you cannot spend fatigue to gain the ability to perform an action.

If you could, there would be no reason to ever spend fatigue for an MP as you could choose instead to spend one for a Move Action, which gives you MP equal to your Speed.

Zaak said:

2) Also, does the necromancer's "raise the dead" allow them to, even if the Reanimate is already on the map, raise (teleport?) them to their side?

I believe it has been clarified that the Necromancer may dismiss the Reanimate at any time during his turn, at will. Therefore he could dismiss it and then immediately re-summon it by his side if he wanted to, yes.

Note that the Reanimate may only activate once on the Necromancer's turn, even if it gets dismissed and then resummoned.

Zaak said:

3) Lastly, Is there anyone who has adapted and tested a new extra hero guide for 2e?

There are plenty of fan-made quests in the Quest Vault.

Great, thanks Steve-O. That was very helpful!

Except "There are plenty of fan-made quests in the Quest Vault.' was not quite what I was looking for. The Vault gives wonderful quests, yes, but what I mean is- is there a guide for 2e like there was for 1e by Chris Parks that has rules to govern if there will be more than 4 heroes during any game.

http://www.christophermpark.com/descent/Decent_ExtraHeroes.pdf

Thanks so much!

The game perhaps is too young for a tactical guide to be published yet.

I gave some (very) basic hints in my review on BGG.

But the number of different factors involved and the variety of the quests makes a tactical guide a daunting endeavour.

Zaak said:

Except "There are plenty of fan-made quests in the Quest Vault.' was not quite what I was looking for. The Vault gives wonderful quests, yes, but what I mean is- is there a guide for 2e like there was for 1e by Chris Parks that has rules to govern if there will be more than 4 heroes during any game.

My apologies. I thought you were asking for fan-made "quest guides."

I'm not aware of any such comprehensive tactical guide for 2E.