Stephen McKnight |
Richard Hamblen |
21.
Woodfolk HQ bow
Does the Woodfolk HQ Have a Medium Bow? The Woodfolk
HQ has an M** on his counter rather than an L**, which looks like a medium
bow.
Nevertheless, he is an Archer, and the "List of Natives" clearly
says that Archers have a length of 14 (Light Bow). Should the WHQ be played
to have a length of 16 (Medium Bow) instead?
|
Answer
The Woodfolk HQ has a Medium bow, with a length
of 16. He was just left off the list of characters.
|
22.
Sense Danger and Color Magic chit
Can "Sense Danger" Be Activated by a
Color Magic Chit? "Sense Danger" is a permanent spell that gives
a character an extra alert spell in purple. I assume that the spell must
be active when moves are recorded at Birdsong and also when the phase
is taken during Daylight.
As a permanent spell, it falls inert at midnight
and can be activated in any following day by color present in the clearing
at Daybreak from the tile, from an artifact, or from the day of the month.
Bit what about color from a character's enchanted chits?
Color chits can be played to activate a permanent spell during Daylight
at the beginning of any phase of the character's or any other character's
turn or during combat (Rule 42.9/2b). But this is after Birdsong when
moves are recorded. There seems to be no way that "Sense Danger"
can be activated at Birdsong through the use of a color magic counter,
and therefore "Sense Danger" can't be used with color magic
chits. Is this right?
|
Answer
Bad assumption. See rule 43.3 for specifics. You
may fairly ask, what's that rule doing there, of all places? Didn't know
where else to put it, with the rules structured as they are.
|
23.
Duplicated Curses
The Remedy spell says it removes one spell or Curse
in the spellcasters clearing, and adds, "Duplicates of the spell
or Curse are not affected." This implies, I believe, that if a character
has received the same Curse twice (two instances of DISGUST, for example),
"Remedy" must be cast twice to remove the Curse and its duplicate.
I was not accustomed to even recording duplicate
Curses, since the according to Rule 15.2 "[If a character] gets a
Curse that he already has, he suffers no additional effects--repetitions
of the same Curse have no effect." Additionally, the Curse table
says, "Duplicates of the same Curse have no additional effect. If
a character gets a Curse that duplicates a Curse he already has, the additional
Curse is ignored."
But although the effects of the duplicate Curse are ignored, these passages
don't say that the duplicate Curse doesn't exist. This doesn't usually
come up because Curses are usually removed by spending a night at the
Chapel that removes all Curses, not just one. The "Exorcise"
spell also removes all Curses in effect. But "Remedy" seems
to be more limited and requires that duplicate Curses be kept track of
and removed one at a time.
Is this right, or is there some other meaning to
the reference to "duplicate" Curses in Remedy?
|
Answer
You might be right about the implication, but
the fact is that the rule is WRONG in referring to "duplicates of
Curses". I don't know how this happened--I never caught it in the
second edition rulebook--but my reference edition of the first edition
rulebook clearly indicates that one remedy removes one curse completely,
not matter how many times the target has been hit with that curse. My
original longhand of the Spell description say "Duplicates of the
spell are not affected", with no reference to Curses. My guess is
that someone at Avalon Hill decided to be helpful and added the reference
to Curses, and I never caught it.
Actually, I am pretty sure this came up in a General question box, while
I was still answering the questions (i.e. first edition).
The rules lawyer in me wants to say something like
"OK, then, the duplicate Curse exists, but the rules make clear that
it has no effect on play--so treat it as a ghost Curse, without effect".
Those rule lawyer instincts getcha into trouble every time. When Remedy
removes a specific curse, it also removes all duplicates of that curse,
whether they exist or not.
I have no idea of what the reference to duplicates
curses in Remedy means, because it doesn't belong there! I didn't put
it there! It's wrong!
|
24.
Permanent control spells
In the pink boxed summary at the beginning of the
Fourth Encounter section of the Second Edition rules, the entry for Sunset
under the Daily Sequence of Play states that an attention chit is taken
from clearings containing, among others, a controlled monster. Since controlled
monsters behave like hired leaders, this seems reasonable enough. However,
the three monster controlling spells (Control Bats, Guide Spider or Octopus,
Dragonfang Necklace) are all day spells, which means that they expire at
Sunset. So, technically, at this point in time, there cannot be a single
controlled monster on the map. Is this simply an oversight, or am I missing
something? |
Answer
Well, the fact is...there are permanent control
spells. In the Expansion kits. I just wanted to be ready, in case the
expansion kits ever actually happened. |
25.
Deal with Goblins and Black magic
Here is a straightforward question, the answer to
which, to my deep surprise, I have never seen mentioned in any FAQ, Q&A,
or errata: the List of Spells states that Deal with Goblins requires Grey
magic, whereas the spell card has Black. So, which is it? Since I see no
reason why pacifying goblins should involve Demonic Power, I assume that
the card is wrong. |
Answer
AHA! This is simply a mistake that crept into the
second edition rulebook. The card is right--it should be Black Magic,
as specified in the First Edition rulebook.
As for the verisimilitude argument (why Black?), it is terror that drags
the Goblins to the bargaining table. "Deal with Goblins" doesn't
bedazzle the Goblins, it intimidates them. |
26.
Free flying denizens
When a character, hired leader, or controlled monster
flies away from combat, he has to record a Fly phase as his first activity
on the next turn, which he uses to land. If the spell is cast on an uncontrolled
monster or unhired leader, when does the denizen land (since he does not
get a turn)?
I would say that end of combat is not a good idea,
since the denizen might land in a clearing where combat has not yet been
resolved this turn; that would be undesirable, since the same cannot happen
when the spell is cast on a character, hired leader, or controlled monster.
This suggests that a better time would be either
Daylight (i.e. before the first character moves), or Sunset (i.e. after
the last character moves). Another possibility would be immediately before
or after the spellcaster's next turn.
|
Answer
Free flying denizens should land as the very first
thing during Sunrise, after the attention chits are mixed together but
before any are picked (i.e. as the first thing in step 4 in the Daily
Sequence of Play on page 43). Oddly enough, I can recall this coming up
only once, during a tournament.
The idea is to have free denizens land at roughly
the same time as flying characters, i.e. during Daylight.
Daylight, right. At the start of the day so they
can affect play that day--I find it hard to visualize them floating around
in the air all day, out of action.
|
27.
Repositioning denizens
This is not a question, but an error which I have
not seen mentioned in any FAQ, Q&A, or errata. All three tables for
repositioning denizens are wrong. This error is very minor, since I doubt
anyone actually uses the tables when figuring out where to place denizens,
but it has always bothered me.
In all three tables, the entries for 5 (shift down and right) and 6 (shift
up and left) are switched. Just compare with the textual description in
Rule 22.5/2. |
Answer
Hah! You're right. I even have the correction noted
in my correction copy of the second edition rulebook. I had completely
forgotten this error existed! I presume I told someone about it...? |
28.
Pack Horses
Here is something that has always puzzled me: advanced
rule 2 (Pack Horses) seems no do nothing but re-state at great length
what is already in rule 3.6/4. I am guessing that this redundancy may
have been introduced in the transition to the second edition rules?
|
Answer
Good question. Good answer, too--"transition
to the second edition rules" is exactly right, and I won't burden
either of us with the details. Unless you ask for them. |
29
Demon' spell attack
When a Demon's Power of the Pit attack is nullified
by a spell (either Exorcise or Protection from Magic), is he still deemed
to have hit (i.e. does he turn red side up)? I would assume so, but just
checking... |
Answer
NO! The spell's got to hit for him to turn red side
up.
|
30
Spells order
When placing spells in boxes that hold multiple
spells (Spell Books and Sites) what is the order that they are placed,
is it as written, so the first spells listed are on the bottom, or the
other way around?
For example, are the Good Book spells from TOP
of the pile to BOTTOM of
the pile:
Type VII Spell
Type VII Spell
Type I Spell
Type I Spell
So, for example, if the White Knight wants to
Learn the Type I spells, he would have to cycle through the two Type VII
spells first?
|
Answer
Yes, the idea was to put them in the box in the
order listed, with first listed first in the box, i.e. on the bottom.
It was indeed intended to put the lowest-numbered Spells on the bottom,
to encourage characters to read the whole book. It was also intended to
give the Magician a bit of an advantage, since he can read and use the
high-numbered spells.
Of course, the players are free to make a house
rule to shuffle the cards, if they prefer. Some players have always seemed
to prefer this, and I have played the game that way myself. I suppose
they envision themselves opening the book to a random page and reading
what is there. I, on the other hand, feel that magic books would have
a strong sense of protocol and would resist being read out of order. And
then there's the point that the characters would have to start at the
beginning in order to learn the simpler spells before they could learn
the more powerful spells at the back of the book. Sort of like a testbook.
|
31.
Regenerating Bewitched Denizens
If a monster/native is bewitched by a spell (Transform,
for example) and regenerates to the Setup Card, does it remain bewitched?
So if a Dragon has been Transformed to a bird and
the Dragon returns to the Setup Card on Day 14 because Dragons are prowling,
is it still under the influence of the spell when it returns to the board?
I don't see anywhere in the rules that the spell
is broken when the monster returns to the Setup Card, and I wouldn't expect
a prowling garrison native who returns to his dwelling to lose the spell.
So I assume that the denizen stays bewitched even on the Setup Card, the
Magic chit is still committed to the spell, and the spell-casting character
can't use the spell again.
|
Answer
No. Regenerating releases all spells. When a denizen
goes back onto the Appearance Chart, all Spells on it are broken. This
is hinted at in note 2 of the WISHES table, and it supposed to be somewhere
else in the rules, but I can't find it--maybe it got excised without me
noticing?
|
32.
Battling Hired Underlings/Random Assignment to Natives (1)
If a character and his unhired underlings are in
a clearing with monsters/unhired natives and the character runs away,
do the underlings continue to fight to the death? When does combat stop?
Rule 32.7 says: "Underlings cannot start a fight by themselves, but
once combat begins they fight just like hired leaders."
When combat begins, it's pretty clear that monsters and unhired natives
are assigned to attack the underlings even if the character is not in
the clearing:
Rule 34.3/2 (Random Assignment) says: "a.
... A character must roll only if he is unhidden and in the clearing,
or if he has an unhidden native in the clearing... b. The character who
rolls highest must assign the attacker to himself, if he is unhidden and
in the clearing; otherwise he must assign it to one of his unhidden hired
natives."
Finally, in the question of when combat ends, Rule 34.9 is pretty explicit:
"Combat ends in the clearing when no characters or hired natives
are left in the clearing. When a character or hired native remains, rounds
of combat are repeated until nothing is killed, damaged, wounded, or fatigued
for two consecutive rounds."
So it sounds as if a character is in the clearing and causes combat to
start, even if he runs his hired underlings have to fight until they kill
or are killed, or until 2 rounds of combat go by with nothing killed.
However, the turn summary in 26.1 says, under Resolving
Combat in a Clearing: "3. The individuals in the clearing do rounds
of combat until there are no characters or *hired leaders* in the clearing,
or until there are two consecutive rounds in which nothing is killed,
no action chits are inactivated and no tremendous monsters are red-side-up."
I think the "hired leaders" in 26.1 is in error. Any comment?
|
Answer
The above is correct and you're right. There's a
story about the "hired leaders" in 26.1, but who cares. |
33.
Battling Hired Underlings/Random Assignment to Natives (2)
If a character is not in the clearing or is hidden,
and he rolls for random assignment, he can assign the monster/unhired
native to any of his hired natives in the clearing.
So could he assign all the monsters/unhired natives to only one of his
hirelings by random assignment and leave the others without an attacker?
Even though each native could only lure *one* monster or hired native?
Rule 34.3/2b seems to say so: "The character who rolls highest must
assign the attacker to himself, if he is unhidden and in the clearing;
otherwise, he must assign it to one of his unhidden hired natives. There
is no limit to the attackers that can be assigned to a hired native randomly." |
Answer
Okay, what these rules are supposed to mean is that:
1. The character must roll for each unassigned denizen who wants to attack
him.
2. When he "wins" an attacking denizen, he can assign it to
any of his forces in the clearing, including himself. However:
a. If he is in the clearing, he can assign no more than one attacking
denizen to each of his hired natives. The character himself gets all the
remaining attackers.
b. If he is NOT in the clearing, he must assign the attacking denizens
to his hired natives, one per hireling. If there are more attackers than
hirelings, he still must assign the remaining attackers to his hirelings,
until all of the attackers are assigned. Necessarily, then, in this case
some hireling(s) will get more than one attacker.
Which raises the question, is he free to
assign them as he chooses, assigning one attacker to each hireling and
then massing all of the remaining attackers against one unfortunate hireling?
Yes, he can do this. When the character is not in the clearing himself,
he must assign each attacker to a different hireling until he runs out
of attackers or hirelings. Once each of his hirelings has an attacker,
the character is allowed to assign additional attackers to his hirelings
as he chooses.
Jim Stahler once raised this issue, and made a
good case that the attackers should be spread among the hirelings as much
as possible. This does seem more fair, and I accept it as a house rule,
but I prefer the character get the unfair advantage of deploying his attackers
to his advantage--one of the perks of being a character, I guess.
|
34.
Dragon Essence in Valley and Woods Tiles
Does the Dragon Essence treasure only attracts Dragons
in Cave tiles or Mountain tiles (including Deep Woods)? Dragon Essence
doesn't attract Dragons in valley or woods tiles, does it?
I have always assumed this was the case. The Setup Card has SMOKE(M) and
SMOKE(C) on it, so I figured that Dragon Essence in an M tile attracted
the SMOKE(M) dragons and in a C tile it attracts the SMOKE(C) dragons.
The reason I ask is because if you look at the treasure definitions for
Dragon
Essence under 3. DAYLIGHT Cards, it says: "In a tile with a cave
clearing it counts like a SMOKE C chit; otherwise it counts like SMOKE
M chit."
If I read this literally, it sounds like Dragon Essence would attract
Dragons to valley and woods tiles! The definition on the card ("Treat
like Smoke Chit") is much more what I had always played: in a "C"
tile it attracts SMOKE C dragons, in an "M" tile it attracts
the SMOKE M monsters, and in a V or W tile it doesn't attract anything. |
Answer
Sigh. Dragon Essence is supposed to work the way
you think it does--it is supposed to attract Dragons only to Caves and
Mountains, not Woods and Valleys. In the rule you quoted about "other
clearings", the general phrasing was just to include the Deep Woods,
not all the other tiles. I assumed that the reader would realize that
Dragons appear only in the Caves and Mountains, which of course you did.
In fact, that's they way it has to be. Dragons cannot be summoned to a
clearing that contains unhired natives--the rules are just not there to
cover what to do.
So the rule should be "In any treasure tile without a cave, it summons
Dragons like a SMOKE M chit". |
35.
Hired Natives "Wished Elsewhere"
On the Wish Table, if you wish a hired native is
elsewhere, he goes back to the setup card. Is he considered to be unhired
for regeneration purposes?
Since hired natives don't regenerate, do you have
to wait until his term of hire runs out before he's eligible to regenerate
on the 7th, 14th, 21st, or 28th of the month. Or does he automatically
become unhired when he gets wished back to the Setup Card?
|
Answer
When he hits the APPEARANCE CHART, he instantly
becomes unhired. |
36.
Magic Sight (1)
When using Magic Sight and receiving a roll of 3,
assuming one has discovered the Cairns or Pool, is it necessary to fatigue
a chit to draw the treasure? |
Answer
Yes, you must fatigue in both cases. The Pool treasure
location displays the message "fatigue each draw"; there is
nothing in the rules to indicate that what caused the draw makes any difference.
Similarly, the Cairns display "fatigue each SEARCH", and both
LOOT and MAGIC SIGHT spring from the SEARCH activity, so both get fatigued. |
37.
Magic Sight (2)
When using Magic Sight and receiving a roll of 3
or 2, assuming one has discovered the Vault or Crypt of the Knight, must
a T chit be fatigued to draw a treasure or horse/weapon counter?
Our interpretation so far has been "no"
to both questions. The fatiguing and use of T chits is only described
under the Loot table section, which doesn't apply to a character using
Magic Sight. No such restrictions are discussed in the Magic Sight section.
Just as the character is immune to curses when learning spells using Magic
Sight, we figure there could be similar differences when drawing treasures.
However, this could be just another oversight in the rules, and some players
have argued otherwise.
|
Answer
The short answer is yes, you must fatigue a T chit
(or use the lost keys, of course) to draw treasures from the Vault or
Crypt. The long answer is, not exactly. There are differences between
the Vault and Crypt. See rule 9.3/3b.
1. The Vault. The T penalty (or lost keys) is used
once per game, to open the Vault. Thereafter treasures are taken from
it normally, by everyone. Magic Sight can be used to search it. No, you
cannot use the keys to lock up the Vault again.
2. The Crypt: The T penalty (or lost keys) are
needed each time you try to take a treasure from the site. You cannot
use the Magic Sight table or the Loot table--you must use the "Crypt
of the Knight" table on the Set Up card. You must use T strength
or the lost keys each time you roll on this table.
This is actually an example of the dangers of
trying to write rules that are both precise and concise. On the setup
card, the penalties are described as "each SEARCH" or "each
draw". The implication is that the search table you use does not
matter, since it is not specified. If I had wanted the penalty to apply
only to the LOOT table, I would have said so on the Set Up card or in
the rules, or both.
I agree that rule 9.3 can be misleading, because
it uses the word "loot" in two ways. When "loot" is
printed in lowercase, it refers to taking (or trying to take) a treasure,
regardless of the table being used. When "LOOT" is printed in
uppercase, it refers only to the LOOT table. Obviously, I spent too much
time looking for a decent synonym for loot, when I should have just given
up and explained what the uppercase meant. When you're trying to be concise
everywhere, sometimes a baby goes out with the bathwater. Oops.
|
38.
Spells and Hired Natives
Can you cast spells on hired natives or do they
"rebel" when they are selected as a target for a spell? Below
is a more complete description of the question (from a posting on www.magicrealm.net):
I've been going through various scenarios, and I've come up with this
question for the group. Rule 32.7/6 says "When a character specifies
one of his own hired natives as a target for himself or one of his hired
natives, all members of the target's group that are currently under hire
to that character instantly rebel".
What if you target them with a benevolent spell?
How strictly do people play this? Do they allow the Druid to hire a Rogue
swordsman and cast "Poison" on him? Or the Elf to cast "Elvin
Grace" on his hired natives?
I was wondering if a character with Dissolve Spell
and Transform could transform one of his hirelings. If so, the Sorcerer
could hire a Rogue then turn him into a dragon.
I suppose a strict reading of the rules would make
them rebel (I guess they don't like mucking about with magic).
I would like to see that as a strategy though.
So is there any leeway here? If not, I guess you could cast "Peace"
on your hirelings in order to "fire" them.
|
Answer
Spell targets hireling, hireling rebels. Longstanding
official ruling that must be continued for the sake of uniformity.
Unfortunately, there was a controversy over this
sort of thing at Avalon Hill, and I was (rightfully) obliged to answer
such questions in accordance with the Second Edition written rules. In
this case, since no exceptions to magic-induced treachery were specified,
none could be allowed. From that time on, the official ruling was that
any Spell aimed at a hireling triggers treachery. And of course I was
not allowed to change the rule in the Second Edition. I would have included
it as an optional rule, if I'd had the space in the rulebook.
To cut to the quick: the official ruling is that
any Spell cast on a hireling causes rebellion. Now, you don't like this,
and I don't like it (you can see from the list of Spells that I designed
some Spells for friendly use with natives). Since you are now adding more
optional rules, it is the perfect time to change it. That's why I proposed
the optional rule allowing Day Spells, Combat Spells, and Peace with Nature
to be cast without triggering rebellion (or battling, for that matter).
Transform, Melt into Mist, Hurricane Winds, and Power of the Pit should
not be used without rebellion. From the verisimilitude point of view,
I think the natives would neither like it nor consider it what they were
hired for. From a play-balance point of view, it gives too much power
to the magic users. (Actually, when I was writing the first edition rulebook
I would have allowed them, but when I had time to think it over, after
the game came out, I realized it would have been a mistake).
|
39.
Combat with Tranmorphized Characters
I wanted to make sure that I was correct about this:
Q: Can a character transformed (or absorbed)
into a monster play different maneuvers (e.g. Fight in Thrust and Maneuver
in Swing) or must the monster match attack and maneuver directions? I'd
always played the latter, but upon looking at the rules (46.4/3b) I see
I am probably mistaken. Can you verify?
A: Absolutely! Look
at 46.4/3: "Instead of playing his own chits, a transmorphized character
plays unused chits [note the plural] symbol side up a dummies, and *each*
[emphasis added] chit has the value defined by the spell."
Also, 46.4/3b says, he uses the move values to maneuver and the attack
values to attack. But they are in the direction as given by the dummy
chits.
This makes a character transmorphized into a monster *much* tougher than
a monster!
So, Richard, what say you? Can a character transformed
as a monster play a Fight in Thrust and a Move in Dodge?
|
Answer
Yes, he can. You have it precisely correct.
However, I cannot resist commenting that there
is a similar spell in the Expansion kits (aka the complete game) which
does require the target to fight precisely like a monster. It is viewed
as an unfortunate Spell to be hit with, but it does have some interestingly
perverse tactical/diplomatic uses. It is of course a different Spell (hight
"Become") with its own (more potent) table of transformations,
and it is not clear whether it will make the final cut in the supergame.
However, in MR you are correct, there is no such
spell. Monstrous players play chits to define the directions of their
attacks and maneuvers.
|
40.
Dragon Essence and Transfomed Characters
A player with a tranmorphizing spell cast on him
loots the Dragon Essence. The rules say that when he loots an object a
character has the choice of activating, deactivating, or abandoning/dropping
the objects. On the other hand, items that a character is carrying when
he is transmorphized transmorphize with him and can't be used or abandoned.
There is a question of timing here: a character gets to choose what he
wants to do with item as soon as he loots it, but he is transmorphized
immediately when the Dragon Essence is uncovered. Which happens first?
So there are three possibilities that I see:
1. Player loots Dragon Essence, gets transformed before he has a chance
to abandon/drop it, plays entire game as Bird.
2. Player loots Dragon Essence, abandons item,
gets transformed after the item is abandoned, can exit clearing leaving
the Dragon Essence behind (or loot to see if he can pick it up).
3. Player loots Dragon Essence, gets transformed,
gets to treat the Dragon Essence as an item that the transformed creature
can carry (unless he is transformed into Mist that can't carry items).
Can carry the Dragon Essence out of clearing and abandon it anytime he
wants in the future.
|
Answer
The untransformed character must complete his LOOT
before he can transform. Completing his LOOT includes defining what he
does with the item. Therefore:
A. He draws the item, looks at it, and then decides
what to do with it. He can keep it or drop it.
B. Then he transforms.
1. Only if he chooses to hang on to the Dragon
Essence. This actually happened in an early MR tournament, when the question
first arose. The player was intrigued and chose to be a bird, but he got
bored quickly and suicided out. Of course, you don't have to suicide if
you have a friend handy who can break spells.
I discussed the tactic thoroughly with one of my playtesters (maybe Jim
Stahler), and our conclusion was that the tactic was intriguing, but probably
not worthwhile. The best use is to become a bird, fly to explore remote
areas and attract monsters, then fly back to rendezvous with your spellbreaker.
This might actually be worthwhile, with some board/treasure configurations.
2. Perfectly legal.
3. Nope. Not allowed.
|