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(2 edits)

I've been having a lot of fun playing this game. Great job on this, it really is very cool. Below are some of the questions we've had at the table that we weren't quite able to suss out on our own:


The rules for traps contradict one another, with one version saying trap damage is triggered at the start of every turn, and another that it triggers at the end. Which should we use? If the former, would it happen before you pick your new stance? 


Does armor apply to trap damage? If so does it apply to both instances of stepping into a trap, and lingering on a trap? Can Iron Tokens be spent on trap damage? There is a note about this under Volcanic, but I can't tell if that's a specific edge case or not.


There's a note under Puppet's Style about being able to spend actions to gain speed tokens if you are walked off of an edge at the start of your turn. Is that a special exception to how Puppet's Style works, or a more general rule that you can always spend actions on your turn to gain speed tokens and avoid falls? If the latter, does that mean someone in a Patient/Reversal stance can do the same off turn with their one action? And in a related question, could you use an action to save someone else from going over an edge with a pull mechanic if you have an action handy? The former seems like it might be specific to Puppet's, but the latter we've been back and forth about in my group.


When a character with Wild Form is Taken Out, do they get their extra dice while rolling up numbers for another player using the Heroic Spirit rule? Under Judgment Style it states that abilities turn off while unconscious, so we were unsure.


Can Volcanic Dancer generate a bunch of speed tokens, then just zoom across the field creating a line of fire behind them and dragging a person through it for tons of trap damage? We ruled yes, but this one also brought up the question of whether armor should protect universally from trap damage. We had been playing that it didn't up until then, when Volcanic Dancer was turning numbers on the die into 1 to 1 speed tokens, that were then 1 to 1 damage.


(Edited to add one more)


Trickster style allows you to spend any basic tokens as iron tokens. Does that include for paying the token cost of abilities, or only for reducing damage? Does the focused version of the Trickster ability let you spend tokens like Burning and Weak to do the same?

(+1)

1: Trap damage is supposed to be End of Turn or when you are moved into it. I will try to find and remove wherever it states Start of Turn instead.

2: Armor blocks 1 damage from all damage sources, including Traps. Iron tokens can be spent on any damage source, up to 2 tokens per source, so yes they can reduce Trap damage.

3: It is a general rule that if you have Speed tokens, you can spend them to escape an Edge you are moved onto. It is a specific note in Puppet Style because Puppet Shadow and Puppet Reversal are one of the few ways to move someone off an edge at the start of their own turn, before they can take any Actions. So, I added the clause that they can immediately spend an action die to use the Basic Action Movement to gain the Speed  tokens needed to escape, because otherwise this is an extremely cheesy way to get a ringout. lt happens after they roll their action dice and after they had missed the chance to pass them off with Heroic Spirit, but before they could spend them to do anything, so it was a turn skip combo.

4: Yes, Wild Form is excellent for passing along Heroic Spirit for this reason. Abilities you apply to OTHERS deactivate while you are Taken Out, but still apply to yourself - this is how Vigilance Form can wake you back up from zero HP.

5: Volcanic Dance can indeed deal a ton of damage by dragging someone behind you, although there are two important things to note: first, Iron tokens can stop any forced movement, even Dance's pull, and second, Traps can only deal damage once per turn, so you need to only drag them through new Traps each time. Also, Armor negates this strategy entirely, as mentioned above.

6: The Trickster abilities can be used to pay for Iron token actions, yes. And yes , a Focused Trickster can spend Burning or Weakness tokens to block attacks or to pay for Iron token actions.

Thanks a ton, you rock.