by semicharm
ilaij wrote:
We had the most difficult time on both sides figuring out what we could do and how to do it. If someone could shed some light on our confusion, it could salvage this game for me since after a few different haunts, it seems like the rules are not very clear or thought out.
I think the biggest issue we had was. As heroes, we win by killing the bodies the spirit inhabits, but at the beginning, there are no bodies. We had a loyal traitor, which I think added onto the confusion.
Are bad traitors considered inhabited/possessed? If we kill the traitor before a hero becomes inhabited, does that mean victory?
I think the biggest issue we had was. As heroes, we win by killing the bodies the spirit inhabits, but at the beginning, there are no bodies. We had a loyal traitor, which I think added onto the confusion.
Are bad traitors considered inhabited/possessed? If we kill the traitor before a hero becomes inhabited, does that mean victory?
1. Destroying the crystal ball. It only states in the traitor's manual that the heroes must target the room the ball is in to destroy it, heroes are assumed to need to figure that our for themselves if a loyal traitor does not figure to tell them.
a. since rooms have might/speed 5, does that mean heroes need to do a might roll of 6+ and say "attacking the crystal ball" to attempt to destroy it?
a. since rooms have might/speed 5, does that mean heroes need to do a might roll of 6+ and say "attacking the crystal ball" to attempt to destroy it?
2. Special attack using the crystal ball. It states that it is a distance attack, assuming it means the target does not have to be in the same room as the user.
a. if the traitor is loyal and the heroes have not been turned yet, does that mean there are no viable targets? Can rooms be targets?
3. Rooms
a. the heroes' manual states that they can weaken the spirit by physically damaging the rooms. To be clear, since the room has might 5, a hero needs to roll a 7+ on a might to do the 2+ damage necessary to place the token in the room to weaken the spirit?
a. the heroes' manual states that they can weaken the spirit by physically damaging the rooms. To be clear, since the room has might 5, a hero needs to roll a 7+ on a might to do the 2+ damage necessary to place the token in the room to weaken the spirit?
b. Are all rooms targetable? there is nothing in either manual that states which rooms are targets of this type of attack. And the traitor's manual doesn't even acknowledge it's existence. which makes sense if the traitor is not loyal.
4. Damage/death of heroes
a. When the hero's knowledge drops to skull, they become catatonic. Does this just mean that they are not dead, but cannot really do anything except when attack, respond with 0? What is even the difference to being dead except the items are not dropped?
a. When the hero's knowledge drops to skull, they become catatonic. Does this just mean that they are not dead, but cannot really do anything except when attack, respond with 0? What is even the difference to being dead except the items are not dropped?
b. When sanity drops to skull, the hero becomes a monster. Does this mean they are possessed and therefore a 'possessed body'? Or are they just monsters that can attack in addition to the spirit? EX: hero reaches 0 sanity, becomes monster 'a'. Spirit attacks another hero. with 6 rolls. monster 'a' also attacks a hero, except with 4 rolls?
c. So before any hero's sanity drops to 0, are there zero bodies/heroes inhabited by the spirit? Or does the traitor count as 1?
d. if the possessed hero becomes catatonic, that just means any other heroes in the same room may be attacked right? Still with 4 rolls.
This haunt has really made me never want to play this game again. And question why anyone else puts up with it.