- Counter Attack
If a Hero didn't move, he may both
defend and then attack in place of a
single defense on his turn; however, he
uses only half of the usual combat dice
to do so (round up). This counter attack
is declared just after a monster's attack
roll, and any black shields rolled by
Zargon are set aside for the monster's
defense against it.
As an example,
are attacking a lone
. Zargon rolls
for the first Fimir.The Barbarian recklessly announces a counter attack, as he wants to quickly take them down before they get too many attacks. Zargon sets aside the
for the first Fimir's defense. Next the Barbarian defends with half of his 2 Defend dice and rolls a
. He fails to defend and loses a Body Point.Last he attacks with half of his attack dice (rounded up) with a
. The Fimir's
defends the hit. The second Fimir may now attack without any chance for the Barbarian to counter attack. As if to spite the Barbarian player, Zargon rolls
. D'oh! Monsters should probably be allowed counter attacks as well for Quest balance, but...
In my house rules I plan to limit the use of counter attacks (and other combat advantages) with Exertion Points. Essentially, a newer Hero probably won't counter attack more than a couple of times in a Quest, as counter attacking adds an Exertion Point. If a Hero's Exertion Points equal or exceed his current Body score then he is penalized in a way similar to shock. A new type of potion will help a Hero resist gaining Exertion Points, thus allowing a sort of leveling up with increased gold.
As for monsters counter attacking, I plan to allow it with a card from a Zargon encounter deck that I'm working on.

























