Joined: 03 Feb 2008 Posts: 1064 Playing: Pathfinder.
Posted: Tue Dec 30, 2008 12:00 pm Post subject: Tomb rules.
I'm glad that everybody enjoyed the game last night, I've checked through the rules on stuff that came up during the game.
Rules clarifications:
1. All XP on cards in your party, and in your XP bank, are counted toward your XP total at the end of the game.
So all XP on items is counted up at the end. (I was wrong on this one, Sorry Roger).
2. Pre-Combat:
1. If there are no Monsters, begin Resolution.
2. The CM declares that “There are Monsters!”
3. The Raider may exit the crypt if he wants (move the party to the crypt door).
4. The CM flips over all Monsters.
5. The Monsters are “revealed.”
6. Begin Combat.
You can return to the crypt door after you find out there are monsters (but you don't know what they are) but not mid fight.
2. Combat:
1. If there are no Monsters, begin Resolution.
2. Begin a new round of combat.
3. The CM selects a Monster to legally take a Battle action (if able).
4. The Raider selects a Character to legally take a Battle action (if able).
5. Repeat from step 3 until no Character or Monster may legally take a Battle
action.
6. Repeat from step 1.
So it goes monster (CM's choice), then character etc. not all monsters, then all characters.
3. No Raiders:
If, at the beginning of any Combat Round, there are no Raiders in the crypt, the raid ends. The CM removes all wounds from Monsters, and places all unresolved Traps, undefeated Monsters, and unclaimed Treasures back onto the crypt facedown. All Inn cards attached to Monsters are discarded. End the raider’s turn.
The crypt is 'reset' monsters do not keep their wounds or attached cards.
4. If a player’s entire party dies:
1. The party token moves to the Inn.
2. The party draws (not recruits!) one Character from the Character Pool.
You don't get the 'recruit effect' of a new character after a TPK.
Also I think you can look at the tomb cards when you are placing them it the crypts at the start of the game.
Joined: 05 Dec 2006 Posts: 543 Playing: Boardgames
Location: Hawarden
Posted: Wed Dec 31, 2008 11:36 am Post subject: Re: Tomb rules.
Teflon Billy wrote:
2. Pre-Combat:
1. If there are no Monsters, begin Resolution.
2. The CM declares that “There are Monsters!”
3. The Raider may exit the crypt if he wants (move the party to the crypt door).
4. The CM flips over all Monsters.
5. The Monsters are “revealed.”
6. Begin Combat.
You can return to the crypt door after you find out there are monsters (but you don't know what they are) but not mid fight.
The crypt reveal sequence is,
Announce if there is a trap (not how many)
Party resolves trap
Party has option to flee (with no information about what else is in the crypt)
If there is another trap, announce and resolve as above,
if there are monsters combat starts and the party does not get a chance to flee untill they get a battle action.
Joined: 17 Mar 2008 Posts: 943 Playing: Pathfinder Society Planning: Aces and Eights: Shattered Frontier
Location: Northwich
Posted: Tue Jan 27, 2009 12:59 am Post subject:
Ok, Reread the rules when I got back, and I *still* don't think we've got it right, so here are my interpretations:
1) On Traps: the TN is not announced. The player must make the roll not knowing what number they have to reach. Only characters and attributes are read out,
2) Spells, tactics and prayers: When initially received, spells, tactics and prayers are not attached to a character, they are given 'face down' in your hand. When cast, any spell, tactic or prayer that does not have 'discard after use' is attached face up to the caster. The attachment remains for the rest of the game, death of the character, or an effect removing the attached spell.
The attached card, regardless of whether it is battle, turn, or react, may only be cast once per turn. This means only once per combat, not once per combat round.
Exception: Burn the Inn is stated in the Errata that it is discard after use.
3. The inn: fleeing to inn does not heal wounds until the beginning of the players next turn as a free action. Normally this will not make a difference, but may make a difference to vincdictive and/or lucky parties.
Can anyone let me know if they have read the rules differently? I used the original rules since I actually find them a little easier to read. _________________ The Master can blow me, Monkey-Suit. Bloodrayne 2
Joined: 05 Dec 2006 Posts: 543 Playing: Boardgames
Location: Hawarden
Posted: Tue Jan 27, 2009 11:28 am Post subject:
1) You're right, that was my fault, remembering wrong.
Yeah you get to know which attribute you can use but that's it, not the TN or any effects.
2) Yes spells, prayers and tactics go into your hand, and are only attached when used, I think officially you can re-distribute these around the party the same as items/treasures, but I prefer not to allow that as it seems more thematic (pass me that sword, ok. Unlearn that spell then teach it to me, NO)
There is debate about the subject.
Yes all cards are once per Turn, other than permanant effects.
So battle/react/turn are once per ENTIRE player turn only.
Joined: 03 Feb 2008 Posts: 1064 Playing: Pathfinder.
Posted: Tue Jan 27, 2009 6:11 pm Post subject:
metagaia wrote:
1) On Traps: the TN is not announced. The player must make the roll not knowing what number they have to reach. Only characters and attributes are read out,
2) Spells, tactics and prayers: When initially received, spells, tactics and prayers are not attached to a character, they are given 'face down' in your hand. When cast, any spell, tactic or prayer that does not have 'discard after use' is attached face up to the caster. The attachment remains for the rest of the game, death of the character, or an effect removing the attached spell.
The attached card, regardless of whether it is battle, turn, or react, may only be cast once per turn. This means only once per combat, not once per combat round.
Exception: Burn the Inn is stated in the Errata that it is discard after use.
3. The inn: fleeing to inn does not heal wounds until the beginning of the players next turn as a free action. Normally this will not make a difference, but may make a difference to vincdictive and/or lucky parties.
Sounds good to me , we'll try implementing all this next week if you like (last week before CoCT starts up again).
On 'recruiting' as opposed to 'drawing'. Am I right in thinking that you don't get the 'recruit' effect in your initial 'draw' or when you again 'draw' a character after a TPK. You only get it when you spend a turn 'recruiting'? _________________ Mass Effect 3 ending: WTF was that???
Joined: 17 Mar 2008 Posts: 943 Playing: Pathfinder Society Planning: Aces and Eights: Shattered Frontier
Location: Northwich
Posted: Wed Jan 28, 2009 2:09 pm Post subject:
Teflon Billy wrote:
On 'recruiting' as opposed to 'drawing'. Am I right in thinking that you don't get the 'recruit' effect in your initial 'draw' or when you again 'draw' a character after a TPK. You only get it when you spend a turn 'recruiting'?
This is a tricky one, as it's not even implied in the rules, let alone stated explicitly.
The faq says this:
Quote:
Q) If a wizard or cleric joins my party in some manner other than traditional recruitment, do I still get to draw the bonus spell/prayer?
A) No. You only get it if you are using the standard turn action, or if the effect giving you the character uses the term “recruit”.
This also implies that you don't get spell or prayer cards from a TPK either.
The exception to this is the initial draw from the character pool. When you are starting the game and it clearly states you still get spell and prayer cards.
The recruit effects are not explicitly stated, so there are two interpretations as far as I can see:
1) The recruit effect *only* applies when a standard action is used to recruit
2) The recruit effect applies also for the first draw at the start of the game (but not a TPK).
I am leaning towards 1) if you are reading it 'RAW' but 2) I think is a perfectly acceptable house rule. _________________ The Master can blow me, Monkey-Suit. Bloodrayne 2
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