QUESTIONS & ANSWERS
by Richard Hamblen
MOVEMENT
Q: When a character executes the first of two MOVE phases to enter a
Mountain Clearing, does he move halfway to the Mountain Clearing or does he
stay where he is? If he stays, can he be Blocked there before doing the second
MOVE?
A: He stays where he is and he can be Blocked after the first move.
Q: When a character on a pony starts his turn by using a MOVE phase to
move two Clearings, can he Block or be Blocked m the first Clearing he enters?
A: Yes.
Q: Can a character HIDE and remain hidden if he does other activities
(such as SEARCH)?
A: Yes.
CHARACTER SPECIAL ABILITIES
Q: Is the Swordsman's BARTER ability to roll one die whenever he trades
(as indicated on his card) or to subtract one from the die roll each time he
rolls (as stated m the rulebook)?
A: Oops! The card is right; he rolls one die without subtracting.
Q: How many times a day can the Captain use his REPUTATION to get an
extra phase in a Dwelling?
A: He gets only one extra phase per day.
Q: Is PEACE WITH NATURE mandatory for the Druid or can he choose to ignore
it?
A: It is mandatory.
Q: How does the Druid's PEACE WITH NATURE work when there are other characters
in his tile?
A: PEACE WITH NATURE does not prevent monsters from appearing at the
end of other players' turns, only at the end of the Druid's turn. If the Druid
moved in first no monsters would appear then, but when the other characters
arrived they would trigger monsters normally.
Q: Can the PILGRIM Block or be Blocked by Demons and the Imp?
A: He can Block them but they cannot Block him.
Q: It seems that when the Witch King is using MAGIC SIGHT he cannot find
horse counters and he must roll a '1' result to find hidden paths or secret
passages. Is this correct?
A: Yes
Q: Can the Witch King (or any other character who is using MAGIC SIGHT)
draw Treasures or Spells from a Treasure location pile if he has not found that
Treasure location and crossed it off?
A: No. You must have crossed the location off to be 'at' it
COMBAT
Q: Can I attack with my weapon even if it is unready?
A: Yes.
Q: Then what good does it do to ready my weapon?
A: Bows and spears inflict more damage when they are readied; being ready does
not affect the other weapons unless optional rule 2.1 (Weapon Times) is being
used. (Spears inflict 'Negligible' damage when unready.)
Q: In Combat, am I limited to attacking one of the monsters, natives and characters
who are attacking me?
A: No. You can attack someone who is not attacking you, if you wish.
Q: What happens when two (or more) weapons with the same speed and length simultaneously
strike the same piece of armor?
A: Both (all) of the attacks inflict damage on the armor, but both (all) of
the attacks count as hitting the armor - not the character carrying the armor.
EXAMPLE: Four Heavy attacks hit a Medium shield simultaneously. The shield is
destroyed and the target character takes four wounds, but no damage is inflicted
on the character or any other armor he is wearing.
Q: What happens if I hit a target who is dead by the time my attack is resolved
(because he was killed by someone else's attack that was resolved first)?
A: Your attack inflicts no damage and you get no credit for the kill, but it
is still a hit and your weapon is unready for the next Round of Combat.
Q: When a character is wounded and must remove a counter from play, exactly
what kind of counters can he remove?
A: The character can remove any MOVE, FIGHT, MAGIC. DUCK or BERSERK counter
he has m play as long as he did not play it during that Round of Combat. If
all of his combat counters in play were used during that Round, then he must
remove one of the counters he played. If all of the character's counters are
wounded or fatigued, he must change one of his fatigued counters into a wound.
Q: How do I determine whether I must remove a counter due to fatigue during
combat?
A: At the end of each Round of Combat add up the asterisks on the FIGHT and
MOVE counters you played that Round; if you played two MOVE asterisks you must
remove a MOVE counter, if you played two FIGHT asterisks you must remove a FIGHT
counter, if you played one MOVE asterisk and one FIGHT asterisk you must remove
either a FIGHT or MOVE counter, as you choose. If you played only one asterisk
or none you do not fatigue that Round.
Q: What counter do I remove when I fatigue?
A: You can remove any counter you have in play, as long as it is the right type
and has at least one asterisk on it. If you remove a counter with two asterisks
you can 'make change' and bring a fatigued single-asterisk counter of the same
type back into play.
Q: How much do I fatigue if I play more than two asterisks in a Round (by using
the POTION OF ENERGY to raise my effort limits)?
A: Each extra asterisk causes you to fatigue an extra counter that is the same
type as that extra asterisk - so if you played four MOVE asterisks you would
fatigue three MOVE counters, one for normal fatigue and two more for the two
extra asterisks you played. You fatigue the counters one at a time, making change
as you go.
Q: How do I fatigue if I play MOVE counters and a MAGIC counter (including a
transformed color counter) in the same Round?
A: Calculate your MOVE fatigue by counting up your MOVE asterisks normally -
in other words, just ignore the MAGIC counters. The transformed color counter
fatigues at the end of that Round, and the MAGIC counter fatigues when the Spell
expires (or at the end of the Round if the Spell expires during the Round).
Q: When does Combat end in a Clearing?
A: Combat ends if all of the following conditions are met for two consecutive
Rounds:
1) No character, monster, native or horse is killed;
2) no combat counter is wounded or fatigued;
3) no Tremendous monster counter is red side up;
4) no Spells are Cast. The third condition can be ignored until the THIRD ENCOUNTER
and the fourth condition can be ignored until the SIXTH
ENCOUNTER.
MONSTERS AND COMBAT
Q: lf two Sound counters simultaneously trigger the same box of monsters, where
do the monsters go?
A: To the counter with the lower number. The next box (if any) would go to the
next higher number, etc.
Q: Do the LOST CITY and LOST CASTLE counters ever trigger monsters?
A: No. (Unless the 'Deadly Realm' rules are being used.)
Q: If a character is hidden when he ends his turn, do active monsters on his
tile still move to his Clearing and are active monsters from the APPEARANCE
CHART still placed on his tile even though he is hidden?
A: Yes. Activated Monsters move into the character's Clearing and onto his tile
even when he is hidden; if he is hidden they will not Block nor attack him,
however.
Q: In what order do the characters in a Clearing choose the monsters that are
placed on their MELEE sections? This is important when two characters want to
choose the same monster, since the character who goes last can take the monster
off of the other character's MELEE SECTION.
A: The characters select monsters in clockwise order around the board, starting
with the character who moved first that day - the same order in which they play
MOVE counters to run away.
Q: When a character is moving monsters onto his sheet, can he take a red-side-up
Tremendous monster that is on another character's sheet?
A: No! A Tremendous monster that is red side up must remain on the sheet where
he is located.
Q: What is the attack time and weight for the spear-carrying goblins when the
side without attack values is face up?
A: They do not attack Blank values mean 'negligible' damage - no attack.
Q: If the non-red side of a Tremendous monster counter attacks, hits and kills
the monster's target, is the Tremendous monster still turned red side up?
A: No.
Q: When the Demon or Winged Demon counter attacks, hits and rolls on the POWER
OF THE PIT table, is it then turned red side up for the next Round of Combat?
A: Yes (unless its target is killed.)
Q: When two (or more) weapons with the same length and attack time simultaneously
kill the same monster, who gets the FAME for killing that monster?
A: The FAME is divided equally between the characters making the simultaneous
attacks. EXAMPLE: If three characters simultaneously kill a 10-point monster,
it is as if each one had killed a monster worth 3 1/3 points. If the monster
was the third kill of the day for one of the characters, he would triple his
FAME gain and record 10 points for his part in the kill.
Q: What does the circled number on the red side of the Tremendous monsters mean?
A: This indicates that the attack kills automatically when it hits. The circled
number is the attack's time number.
TREASURES AND ITEMS
Q: If a character is Blocked before he takes his turn, can he still activate,
inactivate, abandon and/or sell items he is carrying?
A: No.
Q: Can I use the DRAGONFANG NECKLACE to control another dragon if the dragon
I was con-trolling is killed in combat?
A: Not until the next day. The necklace can control only one dragon per day
and is still committed to that dragon even if it is killed.
Q: If I sell an item with FAME points on it, do I keep the FAME points?
A: No. The FAME and NOTORIETY points belong to the holder of the card (except
for conditional FAME, which is gained by the character who delivers the card
to the proper native group).
Q: Do the effects of a Potion treasure stop when the Potion card is discarded
at the end of the day or are the effects permanent?
A: The effects stop when the card is discarded.
Q: Are the horses at the CRYPT and MEADOW killed if they are discovered in a
Cave?
A: Yes.
Q: When the Witch King loots one of the TREASURES WITHIN TREASURES cards, does
he use the MAGIC SIGHT table or the table printed on the set up chart?
A: The table on the set up chart.
NATIVES
Q: After the native groups are introduced, all of the armor and weapon counters
are setup in the groups' boxes at the start of the game. Where do the characters
get the armor and weapons with which they start the game?
A: Each character takes his starting armor and weapon counters from the native
box(es) that contain them. If a character is entitled to a counter that is in
several boxes he can choose which box to take it from - so a character entitled
to a helmet could take it from the Company, Patrol, Soldiers or Guard.
Q: Can characters buy and sell damaged armor?
A: Yes, at full price as if it were not damaged.
Q: What happens if a character chooses one of his own hirelings as the target
for a weapon attack?
A: The hireling's whole group is no longer under hire to that character and
he must subtract their value from his recorded FAME and NOTORIETY (natives that
are not under hire to him are not affected and he doesn't lose their value).
The freed natives instantly start fighting like unhired natives; freed natives
on other characters' or natives' MELEE SECTIONS stay there and attack, but if
a freed native is on his own sheet all monsters and unhired natives there become
uncommitted and all hired natives there return to their own sheets - and one
of them can take the freed native's counter (if none of them take it then the
freed native is uncommitted). No one has to roll to be battled when natives
are freed, but the freed natives' group battles the owners of the sheets where
they are placed and all characters who attack a group member, starting at the
moment they are freed (so at the very least they will battle the character who
doublecrossed them and all other characters who were attacking them at that
moment). Since the natives are freed when targets are being chosen at the start
of the melee step, monsters and natives that become uncommitted as a result
will not be committed until the next Round's encounter step. At the end of the
day the freed natives are returned to the locations where they started the game.
Q: What happens when a character chooses one of his hirelings as a target for
a Spell?
A: If it is an attack Spell, it is treated like a weapon attack (see above).
If it is any other Spell, the native stays hired and things proceed normally.
Q: What happens if a character places one of his hirelings' counters on another
of his hirelings' MELEE SECTION, so they fight each other?
A: The owner of the MELEE SECTION stays loyal, but the other native is freed
(along with the rest of his group) as if he were attacked by his owner (see
previous two questions). In this case monsters and battling natives that become
uncommitted are committed again that same Round, at the same time that other
uncommitted monsters and natives are committed.
Q: If I leave my horse behind when I go into a Cave, can I leave a hired native
with it to hold it so I need not search for it when I return?
A: No. You could leave a hired leader to guard the horse by Blocking anyone
who moved in and tried to search for it, but he cannot hold the horse. (A hired
captain could hold the horse, as explained in optional rule 5.5; also, you would
not have to search if you cached the horse as explained in optional rule 4.1.)
SPELLS (GENERAL RULES)
Q: Can a Spell card at a Treasure location (e.g., the Altar), be freed and Cast
in the same way Spells can be Cast by Artifacts?
A: No. They can only be learned and recorded.
Q: Exactly how can a Permanent Spell be broken?
A: In three ways: 1) by killing the target on whom it is Cast; 2) by killing
the character who Cast the Permanent Spell; or 3) by using a Spell-breaking
Spell such as REMEDY.
Q: When a Spell is Cast against a character who is riding a horse, does the
Spell affect the horse or the rider?
A: Attack Spells inflict damage like weapons and so affect the horse, if it
is played. Other Spells affect the rider directly although they may include
the horse in their effects; for example, MELT INTO MIST affects a character
and his items, including any horses he may have.
Q: How many times can I use a transformed color counter before it fatigues?
A: Only once, to enchant one tile, Cast one Spell or activate one Permanent
Spell or Treasure.
SPECIFIC TREASURES AND SPELLS
Q: When a character uses the CRYSTAL BALL to execute a SPELL phase in a remote
Clearing, can he use color magic that is present in that Clearing? Can he use
color magic (including his own counters) that is present in his own Clearing?
A: Yes and yes, the color magic can come from either Clearing.
Q: Can ASK DEMON be used to ask a player's future intentions?
A: No.
Q: If ENCHANT ARTIFACT is used to add a Spell to an artifact, can that Spell
be learned by reading runes?
A: Yes, but only when the ENCHANT ARTIFACT Spell is activated.
Q: Exactly how does MELT INTO MIST affect a character?
A: He cannot do any activities except MOVE (with Tremendous carrying capacity),
he cannot Block nor be Blocked and he cannot attack nor be attacked with weapons
or Spells. He can use hidden paths and secret passages freely as he moves (without
discovering them). Otherwise he plays normally.
Q: Exactly how does MELT INTO MIST affect a native or monster?
A: The counter moves around normally but otherwise is ignored.
Q: Can counters that have been fatigued because of the WITHER curse be rested
and brought back into play before the curse is removed?
A: No. The character can rest to change his wounds to fatigue but he cannot
bring his asterisked counters into play until the curse is removed.
Q: Can REMEDY (or a similar Spell) be used to break a Spell in the same Round
that that other Spell is Cast?
A: No, the target Spell must be in effect at the start of the Round
Q: If REMEDY is Cast on a character who is suffering from two curses, are both
removed? If the same curse was inflicted twice, are both removed by one REMEDY?
A: No and yes. Each time REMEDY is Cast it removes any one curse (e.g., ASHES
or DISGUST, but not both) no matter how many times the curse was inflicted.
Q: When rolling WISHES, can I accumulate 'I wish for strength' results so that
my attack will inflict damage for several attacks in a row?
A: No. It is always the very next attack that is affected.
Q: Where does a garrison native go when I apply 'I wish you were elsewhere'
results to him when he is already at his starting dwelling?
A: He stays where he is.
Q: What are the differences between hiring a monster and controlling a monster?
A: Hired monsters are treated like hired non-leaders - they cannot move, search
or Block independently and they cannot carry items Controlled monsters are treated
like hired leaders and can move, etc. independently and they can be ridden if
they fly. Hired monsters remain loyal until their term of hire expires regardless
of the expiration of the Spells that hired them, while controlled monsters stop
being controlled when the Spell expires.
FLYING
Q: How do I use a treasure or Spell that allows me to fly?
A: Use n as if it were a MOVE counter during an encounter step you can play
it to run away or stop someone else from running away, during melee you can
play it to do a maneuver and during movement you can use it to define your carrying
capacity when you move, except you fly when you move.
Q: What are the values shown on the treasure or Spell?
A: The letter is the strength letter, showing the weight you can be carrying
when you use the treasure or Spell. The number is the time number, which is
used like a MOVE counter's time number if the Spell of treasure is used in a
melee or encounter step. The 'FLY' indicates that if you use the treasure or
Spell to leave the Clearing, either moving or running away, you fly from tile
to tile instead of moving along the roadways.
Q: How do I use a Spell or treasure to fly away during combat?
A: Play it at the same time and under the same circumstances that you would
play a MOVE counter to run away. If it's a treasure, play the card itself; if
it's a Spell play the MAGIC counter you used to Cast the Spell. Assuming its
time number is low enough to escape, instead of running halfway to the next
Clearing you fly halfway to the next tile - you choose any adjacent tile, place
your character counter half on that tile and you must start your next turn with
a FLY phase either into that tile or back into the tile you are flying out of.
Upon executing that FLY phase you must land before continuing your turn.
Q: How do I use it to maneuver or to stop someone else from running away?
A: You play the treasure card or MAGIC counter exactly as if it were a MOVE
counter. You do not fly out of the Clearing.
Q: How do 1 use the treasure or Spell to fly from tile to tile during movement?
A: Record FLY phases and when you execute them display the card or MAGIC counter
that allows you to fly. As long as you continue executing FLY phases you do
not land; you must land as soon as you execute a non-FLY phase or end your turn
Q: Where do I land in the tile?
A: Roll a die and land in the Clearing that matches the roll. If no Clearing
matches the roll, roll again.
Q: Can I Block or be Blocked while flying?
A: Not until you land.
Q: What are the differences between the different ways of flying?
A: HURRICANE WINDS can be used only to fly out of a Clearing, and it must be
used on the Round after it goes into effect. BROOMSTICK can be used to fly in
any of the ways described above and it can be used any time after the Spell
is Cast and goes into effect, but it can be used only once before it expires
(if you are flying from tile to tile it expires as soon as you land; otherwise
it expires at the end of the encounter or melee step in which it is used). The
FLYING CARPET can be used repeatedly any number of times, flying and landing,
as long as it has been activated that day. Characters who are riding flying
monsters can fly repeatedly as they move, but they cannot fly during combat;
characters who have been turned into flying monsters can fly repeatedly during
movement and combat.
TRANSFORMATIONS AND ENCHANTMENTS
Q: Can characters who have been transformed into birds, squirrels or frogs Block?
Can they stop other characters from running away in combat?
A: Yes, yes.
Q: Can frogs, lions and squirrels move from one tile to another?
A: Yes, but they must use the roadways if they move from tile to tile.
Q: If a frog (or squirrel or lion) moves into a Clearing without using a roadway,
where does he go if he runs away during combat that day?
A: If he is still a frog (or etc.) he goes into the woods in the tile. lf he
has changed back into a character he cannot run away that day.
Q: I f a character moves into a Clearing on a roadway that vanishes (because
the tile is enchanted later that day), where does he go if he runs away that
day?
A: He cannot run away if the roadway has vanished or has been changed into a
secret passage or hidden path that he cannot use.
Q: Where does a character go if he runs onto a roadway and the roadway vanishes
(because the tile is enchanted) before he takes his next turn?
A: lf the roadway vanishes or turns into a hidden path or secret passage that
the character cannot use, he goes on the woods in that tile.
Q: What happens when a character (not a frog, etc.) is not on a roadway or Clearing
at the start of his turn - where can he go if he starts his turn out in the
woods?
A: He must start his turn by moving back to the Clearing that he ran out of
the previous day - i.e., the last Clearing that he was in.
Q: When a character has been turned into a monster (by TRANSFORM or ABSORB ESSENCE),
does he move from Clearing to Clearing automatically like a monster or does
he record moves like a character? Similarly, when a monster is transformed into
a different monster is it treated like what it really is or like what it has
been changed into) For example, when a wolf is changed into a dragon, is it
active when the wolves are or when the dragons are?
A: A transformed character still moves like a character (except that he must
FLY if he has been transformed into a flying monster). A transformed monster
(or native) acts like what it really is - the transformed wolf is active when
the wolves are, not when the dragons are.
Q: Can a character who has been turned into a monster or animal (by TRANSFORM
or ABSORB ESSENCE) still use his weapons, Spells and combat counters?
A: No. he can carry items (subject to the monster/animal's carrying capacity)
but they must be inactivated, and he must use the monster/animal's combat values.
CAMPAIGN COUNTERS
Q: There are only six campaign/mission/visitor counters to place in the seven
boxes on the APPEARANCE CHART. Which box is left empty?
A: That varies from game to game, depending on where the players place the counters.
The player who places a counter can place it in any empty box; the box that
is left when all six counters have been placed remains empty for that game.
Q: What is the reward for successfully completing a campaign?
A: There is no reward (except for not having to pay the campaign cost again).
The only benefit you get for taking a campaign counter is the power you get
by having all those allies.
Q: Can a character have one of his hired leaders deliver a mission counter?
A: Not unless optional rule 5.5 is being used, because without that rule the
leader cannot record the gold he would be paid for the delivery.
Q: Where does a mission or campaign counter go when the month ends or the character
carrying it is killed?
A: The counter is placed in the Clearing where the character is located (and
the counter is turned over if it is the end of the month). Characters can pick
up such counters when they are mission or campaign side up; if a character picks
up a mission he determines where he is going and calculates his reward all over
again, starting from the Clearing where he picks up his counter.
Q: Can a hired leader pick up a campaign or mission counter for his owner?
A: Yes It travels with the leader, who can give it to his owner when they are
in the same Clearing, but it counts as belonging to the owner - so the leader
could not take a campaign if his owner (or any of the owner's other hired leaders)
already had a campaign that month.