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wootersl said:
Once they are activated, they do not unactivate. But, I am sure that there would be people yelling "well, it doesn't explicitly say that". So I would put your question on the Sticky so it can be answered in the FAQ
I think you're misunderstanding the definition of "activate." I don't think it's an on/off state that determines whether or not something can act.
Activate seems to me to be a term that means a figure (or token) receives actions. For example, familiars:
"A hero player may activate each familiar his hero controls once during his hero turn"
And monsters:
"The overlord activates each of his monster groups, one at at time"
Even the little card that heroes have that they flip over when they start or end their turn is called an Activation Card.
The same goes for the Militiamen in Encounter 2 of Castle Daerion:
"Militiamen activate at the end of the last hero turn each round"
To the duration of an "activation" seems to be that figure/token's turn. When that turn comes around again, they are "activated" again. It seems not to be a persistent state.
Manning the Wall in Regina, Saskatchewan since 2002.
KristoffStark said:
I think you're misunderstanding the definition of "activate." I don't think it's an on/off state that determines whether or not something can act.
Activate seems to me to be a term that means a figure (or token) receives actions. For example, familiars:
"A hero player may activate each familiar his hero controls once during his hero turn"
And monsters:
"The overlord activates each of his monster groups, one at at time"
Even the little card that heroes have that they flip over when they start or end their turn is called an Activation Card.
The same goes for the Militiamen in Encounter 2 of Castle Daerion:
"Militiamen activate at the end of the last hero turn each round"
To the duration of an "activation" seems to be that figure/token's turn. When that turn comes around again, they are "activated" again. It seems not to be a persistent state.
While I completely agree with your interpretation of the rules, that would make the Guard tokens even more useless than my initial post implied lol.
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eeeealmo said:
While I completely agree with your interpretation of the rules, that would make the Guard tokens even more useless than my initial post implied lol.
They're not there to be useful, they're there for the Overlord to try to kill, and provide some resistance to this.
So yes, a monster group with range (I chose Flesh Moulders) can pick off most of the guards without them activating.
For the Guards in the Cabin, only the northern most guard can be hit without stepping on the cabin tile, and he would be at a range of 4 (note that the tile begins two spaces before the floor changes to hardwood), which is by no means a guaranteed hit.
The Gatehouse is a bit more vulnerable. The more southern guard is at a range of 2, while (I think, based on the map) a monster standing just outside of the Gatehouse tile, on the southern of the two squares, can hit the northern guard at a range of 3.
However, in the two hero game I played, this did not stop them from winning, and Belthir was quickly caught and defeated.
Is it a little silly? Yes.
Should they activate if they're damaged? I think so.
Will this be in the FAQ? Maybe.
Manning the Wall in Regina, Saskatchewan since 2002.
Hey All,
So I've one for You… Does Belthir activates Guards? Why Am I asking? Because Belthir is not MONSTER from a definition. He is adherent. And the rules say only about Heros and Monsters.
"Lieutenants are represented on the map by lieutenant tokens, but they are treated
A dirty mind is its own reward.
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