Page 1 of 3

Clarifying how to do???

PostPosted: May 29th, 2011, 5:21 pm
by SonandDad
Tried to find a thread that allows questions to be posted allowing feedback from others on how to do.... anything really

Thought it would be helpfull as different systems form different countries have variations within the game that could be incorperated by one and all.

For example have been looking at Ethica's Necromancy spells. With "Drain Spirit" .....The mind points are temporary, and not regained when healed... Does this mean that it is possible to heal Mind Points? If so how?

If this belongs within another thread that I have missed my apologies.

Re: Clarifying how to do???

PostPosted: May 29th, 2011, 5:44 pm
by drathe
No need for apologies. If any of the Innkeepers believe a post or thread should be in another section, we can easily move it. ;) If you can't find an area you feel best suits a question or topic, then General Discussion is the way to go.

Other than between Quests, a single Mind Point may be healed using a potion from the Alchemist's Shop added to the American Kellar's Keep and Return of the Witch Lord expansions. There is also a potion available in the Alchemist's Shop from the Mage of the Mirror expansion that will heal all Body and Mind Points, as well as cure the Werewolf's Curse. The potions from the three Alchemist's Shops (KK/WL, MM and FH) are too expensive for what they do and Heroes that happen to purchase a few will often never use them. In my games, I've reduced the prices dramatically. One-fifth in most cases. Now my Heroes buy and use them frequently.

Re: Clarifying how to do???

PostPosted: June 1st, 2011, 12:29 pm
by Daedalus
It's also worth mentioning that Mind Points are "healed" between successful Quests.
Found in the NA ed. Instruction Booklet, P.23:

What Happens
Between Quests?

As a Hero, your starting Body and Mind
Points are automatically restored once
you have successfully completed the
Quest and have returned safely to the
stairway. All spells are then returned to
the Wizard and the Elf.

Re: Clarifying how to do???

PostPosted: June 4th, 2011, 5:36 pm
by SonandDad
Daedalus wrote:It's also worth mentioning that Mind Points are "healed" between successful Quests.
Found in the NA ed. Instruction Booklet, P.23:


I appreciate what you are saying regarding the end of each quest, but if the “Drain Spirit” is played during a quest then the affected hero surely needs healing to survive to the end?

Thanks also to drathe and we have now added the healing potion to our game to allow this. Also noted your comment about the cost and followed your reasoning likewise

Re: Clarifying how to do???

PostPosted: June 10th, 2011, 4:55 pm
by SonandDad
O.k. Another point of clarification please.

With the dwarf, the character card reads” you will always disarm any traps that you find…” does this means that should he, for example, walk through a door straight into a pit trap, that rather than lose a b/p he just disarms the trap.

It also states “… you can disarm any visible trap in the room or passage way” Does the dwarf need to adjacent to the trap to disarm it or can it be removed as soon as Morcar/Zargon places it on the board after some-one searches?

We have played the traps encountered like any other character and moved the dwarf adjacent to any “searched” traps to disarm them. Is this really the correct way?
:?:

Re: Clarifying how to do???

PostPosted: June 10th, 2011, 5:03 pm
by drathe
I'll have to leave this one to another European player as the North American rules for the Dwarf and traps are different and I'm not as familiar with them. There may also be a difference in whether you have the first edition rules or second edition rules.

Re: Clarifying how to do???

PostPosted: June 10th, 2011, 6:02 pm
by Ethica
I've never seen anything in the uk rules about it. North american rules are clearer on alot of matters it seems.

I've always played that the dwarf needs to be next to the trap and it counts as the action phase of his move.

Re: Clarifying how to do???

PostPosted: June 11th, 2011, 2:14 am
by ken
Re buying Potions, drathe said" In my games, I've reduced the prices dramatically. One-fifth in most cases. Now my Heroes buy and use them frequently." How about charging one red dice times 100 gold for each potion? Could add a bit of spice to the proceedings. I am going to try it for my next series of Quests. :lol:

Re: Clarifying how to do???

PostPosted: June 11th, 2011, 7:45 am
by el_flesh
That's a cool way to randumbize the supply vs demand aspect...

adds spice to any game!

Re: Clarifying how to do???

PostPosted: June 11th, 2011, 2:59 pm
by Draven
SonandDad wrote:O.k. Another point of clarification please.

With the dwarf, the character card reads” you will always disarm any traps that you find…” does this means that should he, for example, walk through a door straight into a pit trap, that rather than lose a b/p he just disarms the trap.

It also states “… you can disarm any visible trap in the room or passage way” Does the dwarf need to adjacent to the trap to disarm it or can it be removed as soon as Morcar/Zargon places it on the board after some-one searches?

We have played the traps encountered like any other character and moved the dwarf adjacent to any “searched” traps to disarm them. Is this really the correct way?
:?:

We used to play to these rules, where the dwarf would move to any trap and ask to automatically disarm it. This led to most traps being made irrelevent, so we changed it to dwarf having to avoid rolling a black skull on one combat die to successfully disarm an unsprung trap. Once a trap is sprung however, they CANNOT be removed. It at least adds a little more tension to the game.