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Updated March 18, 2010
Following are the frequently asked questions, errata, and
clarifications for the Descent: Journeys in the Dark board
game. Material that is new to this version of the FAQ is
highlighted in red.
Rule Changes and Clarifications
The following rules have been changed or clarified to
improve gameplay.
Errata and FAQs for The Well of Darkness Expansion
are on page 9 of this document.
Blast and Breath
These abilities are not mandatory. If not used, the attack is
treated as a normal ranged or magical attack.
FAQs for The Altar of Despair Expansion are on page
10 of this document, all rules for Leap are there as well.
Leadership (skill)
You may not choose the same half action twice with
Leadership. It is not possible to place an order on another
figure and an order on the figure with Leadership. It is
possible for a hero with Leadership to give another hero
a Rest order, and then have that hero activate and recover
full fatigue on their turn in the same round that the order
was placed.
Errata and FAQs for The Road to Legend Expansion
are on page 12 of this document.
Errata and FAQs for The Tomb of Ice Expansion are on
page 17 of this document.
Erratta and FAQs for The Sea of Blood Expansion are
on page 18 of this document.
Drinking Potions
Each hero may only drink 1 potion (of any type) each
turn. This prevents players from using certain overly
powerful potion combinations. All potions are returned to
the Market when the effects of that potion end.
Descent: Journeys in the Dark
Base Game Errata
Empty Spaces
Chests, Glyphs, Potions, Coin Piles, and Rune Keys do
not count as empty spaces for the purposes of playing
traps. They do not block line of sight, and figures may
move through as normal.
A step is missing from the “Game Setup” rules on page 6
of the rule book: The overlord player should start with 3
overlord cards and 0 threat tokens.
The power surges example on page 10 of the rule book
mentions a card named “Mace of Kellos.” This card was
removed from the game late in development. (It may see
later publication.)
Discarding Overlord Cards for Threat
The overlord can discard cards for threat tokens at any
time , even during a hero player’s turn.
Vitality potions should cost 50 coins, not 25 as listed on
page 20 of the Quest Guide.
Selling Treasure from Chests
Heroes can no longer immediately turn in a treasure card
from a chest to receive its full value. Instead, they must
carry the item back to town and sell it for half value in the
town shop.
Landrec the Wise’s special ability should state that he
“receives 2 free surges on all attack rolls.”
In the first quest, one of the razorwings in Area 3 is placed
off the map. It should be placed one space to the south.
Buying Treasure Cards from the Shop
Heroes can only buy treasure cards from the shop if
they’ve previously opened at least one chest of that color
this game. For example, until the heroes open at least one
silver chest, they cannot buy silver treasures from the
town shop.
In some cases the Quest Guide calls for more monsters
than are included in the game. For these quests, use other
monster figures or tokens to represent the extra monsters
as necessary. These instances are detailed on the errata
sheet available on FFG’s website.
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Pits and Line of Sight
Figures in a pit can see into the spaces adjacent to the pit.
This prevents a problem from occurring with the Grapple
ability.
(trees, elevated terrain)
should affect a creature only
partly standing on it. Use
the following guidelines to
arbitrate these instances.
Small Monsters and Staircases
By using one movement point, a small monster may
move from one space containing a staircase to any space
containing a staircase of the same color.
The overlord may choose
to have a monster affected
by any terrain it partially
occupies. A monster MUST
be affected by any terrain
it completely occupies. If
the monster is
completely
occupying
multiple
terrains, the figure
has to be affected by
one of the terrains (Overlord's choice).
Knockback and Large Monsters
Large monsters (monsters that occupy more than
one space) are heavier and therefore less affected
by Knockback. For each space beyond the first that
the monster occupies, it is moved one less space by
Knockback. For example, an ogre occupies four spaces,
so it would move three fewer spaces when affected by the
Knockback ability. A dragon, on the other hand, occupies
six spaces, so it would move five fewer spaces.
Runelocked Doors and Named Monsters
Named monsters may open and close runelocked doors,
whether or not the heroes have the runekey to that door.
However, named monsters still cannot open any door
leading into an unrevealed area.
Card Revisions
Beastman
Beastmen have +1 Damage instead of Pierce 1, and
Master Beastmen have +2 Damage instead of Pierce 2.
Breath Template Clarification
The flame from a Breath attack billows out and around
obstacles. It usually affects all figures under the breath
template, but the flame can be blocked by walls and
closed doors. Essentially, if a small flying figure could
trace a legal movement path from the square where the
Breath attack starts to the target – while staying within
the breath template – then the target is affected. See the
diagram on page 3 of this FAQ for examples. Breath
attacks cannot be made through staircases.
Skeleton
Skeletons have Pierce 1, and Master Skeletons have Pierce
2.
Bow (a shop item)
The Bow has Pierce 1.
Bow of Bone (a silver treasure)
The Bow of Bone should not have “  : Burn.”
Golden Armor (a silver treasure)
The complete abilities of Golden Armor are:
Sorcery versus Ironskin
Sorcery may not add damage to any attack that includes
a figure with Ironskin. It may add range to the attack, but
not damage . Yes, Laurel can get around this. The damage
immunity granted by Ironskin does extend to all figures
affected by an attack that includes a model with Ironskin.
This refers solely to the damage caused by the Sorcery
skill.
+3 Armor
Your base speed is reduced to 3 .
You cannot equip Runes .
You are immune to Grapple and Daze .
Dragon Scale Mail (a gold treasure)
The complete abilities of Dragon Scale Mail are:
Skye
Skye has the Fly ability, but can also end its movement in
the same space as another figure.
+4 Armor
Your base speed is reduced to 3 .
You cannot equip Runes .
You are immune to Bleed , Burn , and Poison .
Soulbiter Relic
The Soulbiter Relic changes from a Melee to a Ranged
weapon after the first seal is broken.
Gauntlets of Power (a copper treasure in Altar
of Despair)
Replace the text on Gauntlets of Power with the
following:
Large Monsters and Terrain
When large monsters move, they can sometimes find
themselves moving across hazardous terrain (lava,
scything blades) twice as often as other figures. Further,
it can often be confusing whether or not beneficial terrain
"All of your attacks gain the ability:
Exhaust Gauntlets of Power and pay  to
Recover 1 fatigue."
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Breath Attack Blocking Examples
The diagram above shows how a section of the
dungeon looks just before a Hell Hound makes a
Breath attack.
In the other three diagrams, the spaces that are
shaded yellow show which spaces are affected by
the Breath attack, and the red squares show the
spaces that the Breath attack is unable to reach.
In the above example, the Breath attack billows
around the curve in the hallway and through
the rubble obstacle, reaching both heroes under
the breath template. Notice that a flying figure
standing on the “start” (leftmost) space of the
breath template could trace a movement path to
both heroes.
In the above example, the Breath attack is almost
entirely blocked by the dungeon walls. Even
though the breath template reaches the heroes,
a flying figure on the “start” space of the breath
template would not be able to stay within the
confines of the breath template and trace a legal
movement path to either of the heroes.
In this example, a door has been added. The door
blocks the Breath attack, so only one of the heroes
is affected by the attack.
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Descent: Journeys in the Dark Base
Game FAQ
Q: During setup, are all potions available for purchase,
similar to the Advanced Campaign?
A:Yes.
The Hero Player’s Turn
Q: If an item such as a shield is exhausted, are its passive
abilities (if any) disabled?
A: No. The only limitation is that the item cannot use
any ability that requires it to exhaust until it has been
refreshed.
Movement
Q: When a hero is moved into a space at the end of a
Knockback attack, does the figure have to pay any cost or
penalties for that space?
A: Yes.
Q: On page 18, the rules for “Copper Treasure” state
that “each Hero draws one card from the copper treasure
deck.” If a chest has 2 copper treasure tokens, does each
hero draw 2 copper treasure cards?
A: Yes.
Q: If movement point costs are ignored by figures
suffereing Knockback (or smaller movement styles like
Swinging on a Rope, Jumping, and Climbing out of a
Pit), do they still pay Fatigue penalties (such as Sea of
Blood's deep water?)
A: Yes.
Q: When can a hero equip items?
A: A hero can equip, drop, or place items in his pack at
the beginning of his turn, just after refreshing cards. In
addition, whenever a hero receives an item from another
player or from a chest, he may immediately equip that
item, dropping or placing other items in his pack to free
up the hands necessary for the just-received item.
Q: Can stunned heroes perform movement actions (such
as drinking a potion)?
A: Yes, if the stunned hero chooses to receive movement
points rather than attacking or placing an order. A stunned
hero can also freely spend fatigue for movement points.
Q: Can a hero give any type of item to an adjacent hero,
or just weapons and potions?
A: A hero may give any item to an adjacent hero at the
cost of one movement point. A hero may never give
money to another hero.
Q: Can a hero that chooses the “Run” action use his
movement points for purposes other than moving (such as
drinking a potion)?
A: Yes. Whenever a hero receives movement points, he
can use them for any movement action, including moving,
drinking a potion, opening a door, etc.
Q: How does the hero “Re-equip” movement action work?
Under what other circumstances may a hero swap out his
equipped items?
A: At the start of each of her turns, a hero may freely
exchange whatever items she has equipped with those in
her bag. By spending 2 movement points for a re-equip
movement action, a hero may do the same thing at any
point during her turn (so that she can, for example,
un-equip a dangerous weapon
for fear of a Dark Charm
card). In addition, each
time a hero acquires a
new item for any reason,
she may equip that item
and unequip (place in
her bag of discard) any
items necessary for her
to do so. For
Q: In town, are you limited in how many items you can
buy or sell and do you have to buy and sell in any specific
order?
A: You can buy and sell in any order and as often as you
like.
Q: Why can’t I jump over water like I can pits?
A: As every hero knows, the dank water found in
subterranean caverns is usually infested with deadly
bloodsquids, ready to pull an unwary hero to his doom at
a moment’s notice. As a result, only the most acrobatic
heroes dare to leap across even the most innocent-seeming
pools of water.
Items, Treasure, and Equipment
Q: If a potion or a Town Deck item is discarded, do
they go back to the pool of available items or are they
out of the game? If an item is sold back to the shop, is
it discarded or added/shuffled back into its appropriate
deck?
A: Town items and potions are replaced back into the
deck.
Q: During step 5A of setup, when heroes are purchasing
their initial equipment, can they sell items? Can they trade
items among themselves?
A: Heroes cannot sell items during step 5A of setup. They
may also not trade among themselves.
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example, if a hero acquires a two-handed Dragontooth
Hammer from a chest, she may place her equipped sword
and shield in her backpack and equip the Dragontooth
Hammer immediately for no MP. In addition, during a
Road to Legend campaign, heroes may freely exchange
their equipment at any time that they are on the overland
map or at the beginning of any quest. This includes
both freely re-equipping and exchanging items with one
another.
Q:Can a hero use the Precision Skill to ignore all the
squares of a two or three-square Rubble obstacle?
A: Yes, they may ignore 1 obstacle (regardless of size) or
1 figure (regardless of size)
Q: How much fatigue would it cost a hero with Telekinesis
to move a hero out of a pit?
A: One fatigue.
Q: Can a player with Telekinesis use it to move a hero
that is caught in a web?
A: Yes. However, the web token would stay with the
moved hero.
Q: Can Relics be destroyed by effects that destroy items,
such as the Frost ability?
A: Relics may not be destroyed ever for any reason. This
is NOT true of Dark Relics, which have all the same
vulnerabilities as normal items.
Q: Does Grapple of a hero affect flying units?
A: Yes, however it would not affect a soaring figure.
Skills and Abilities
Q: If a figure jumps over an obstacle that is adjacent to
an enemy figure with Grapple, can the jumping figure be
grappled "in mid-air"?
A. Figures may be grappled in mid-air. Being grappled
in mid-air would stop a figure's movement as soon as it
is grappled. This could result in suffering penalties from
hazardous terrain.
Q: Shadow Soul can be used to block an Ogre from
attacking if it is placed two spaces ahead from a hero in
a corridor as he has insufficient speed to reach a hero,
attack, and withdraw from the space held by Shadow Soul.
Is this intentional?
A: Yes.
Familiars
Q: Can familiars jump over pits? Can they use transport
glyphs?:
A: No on both counts.
Q: If a hero with the Precision skill is standing in a Pit,
can he choose to ignore the Pit and thus the Line of Sight
effects from being in a Pit when attacking?
A: No.
Q: What happens to the familiars when the owner dies?
Where do they go when the owner returns from town to a
glyph?
A: Familiars remain in the dungeon. The controlling hero
may still move them as per normal.
Q: Does Knockback trigger after inflicting damage or
after inflicting wounds?
A: Knockback should trigger after wounds are inflicted.
Q: If a hero with the Divine Retribution Skill is killed
by an attack with the Knockback ability, does Divine
Retribution take effect before or after the figure is moved
by Knockback?
A: Divine Retribution takes effect before the figure is
moved.
Transformed Heroes
Q: Can a monkey perform "movement actions" which cost
no MP? For example, pick up tokens or drop items?
A: No.
Q: Can a transformed hero (monkey) leave a dungeon via
portal, if someone else has opened the door?
A: Yes. However, the hero remains a monkey for the same
length of time.
Q: Regarding the Knight Skill: Firstly, when
you declare a Battle acion, do you have to spend
the fatigue to gain the extra attack from Knight?
Secondly, can you do this multiple times per
Battle action (i.e. spend 4 fatigue to make
2 extra attacks)?
A: No; a player with Knight is not forced
to use his ability. Secondly, also no;
a player may not use his Knight
ability multiple times per battle
action.
Q: A hero who has been Transformed by either Curse of
the Monkey God or Dance of the Monkey God may move
up to five spaces and may not take any movement actions.
Can that hero take other actions, such as receiving an
order token or declaring a Run action? What about a hero
who is both Stunned and Transformed?
A: A Transformed hero may not declare any action.
He may still use any skills that are appropriate (e.g.,
Acrobatic, Telekinesis) and may spend fatigue for extra
movement points. A Transformed hero who is stunned
may only move (i.e., he must choose the “only move”
option for being stunned, not the “only attack” option),
which in most cases has no effects beyond those of being
Transformed. A Transformed hero who has an order token
placed on him by means of another hero with Leadership
may still use the order, except that he may not make an
Q: Can a hero
kill another hero
in order to trigger
“Divine Retribution”?
A. No. Divine Retribution
only triggers when an
enemy figure kills the hero.
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