Set Up

  1. Stacking Order of Native Items
    Q: In what order are the items in a Native's box stacked?

    A: They are stacked in the box in the same order they were set up there. When you trade with the natives, do not disturb the order of the goods. When you sell things to the natives, put the things sold at the bottom of their layer of goods. (Meaning if a weapon is sold to the Order, it is put at the bottom of the stack of weapons.) During setup, items are placed in the order they are printed on the set-up card- first listed item on bottom, etc.

  2. Spells' Order
    Q: When placing spells in boxes that hold multiple spells (Spell Books and Sites) what is the order that they are placed, is it as written, so the first spells listed are on the bottom, or the other way around?

    A: Put them in the box in the order listed, with first listed first in the box, i.e. on the bottom. It was indeed intended to put the lowest-numbered Spells on the bottom, to encourage characters to read the whole book. It was also intended to give the Magician a bit of an advantage, since he can read and use the high-numbered spells.

  3. Following

  4. Dwarf's Capabilities When Following
    Q: Can the Dwarf FOLLOW someone who uses Sunlight phases without being left behind?

    A: Yes. The Dwarf's restriction is only against recording Sunlight phases.

  5. Followers and Monsters
    Q: When a guide finishes his turn, all the followers are placed back on the map. Do they summon monsters normally? When a follower stops following, does he summon monsters normally?

    A: Yes. At the end of the guide's turn, each follower is treated as if they end a turn as well; you also end your turn at the end of the phase in which you stop following. This means that if the chits summon a monster to another clearing of the tile at the end of the guide's turn, the monster will then move to the guide and follower's clearing as the follower ends his turn.

  6. Followers and Spell Activities
    Q: Can followers use a guide's SPELL activity the way they can an ALERT or REST activity?

    A: No, followers cannot use SPELL activities to do their own enchantments.

  7. Searching

  8. Magic Sight
    Q: When using Magic Sight and receiving a roll of 3, assuming one has discovered the Cairns or Pool, is it necessary to fatigue a chit to draw the treasure?

    A: Yes, you must fatigue in both cases. Note that since Magic Sight targets the clearing and then you choose where to draw from if you roll a treasure result, you only need to fatigue when you get something from the Cairns, making it more like the pool.

    Q: When using Magic Sight and receiving a roll of 3 or 2, assuming one has discovered the Vault or Crypt of the Knight, must a T chit be fatigued to draw a treasure or horse/weapon counter?

    A: You must fatigue a T chit (or use the lost keys, of course) to draw treasures from the Vault or Crypt.
    1. The Vault. The T penalty (or lost keys) is used once per game, to open the Vault. Thereafter treasures are taken from it normally, by everyone. Magic Sight can be used to search it. No, you cannot use the keys to lock up the Vault again.
    2. The Crypt: The T penalty (or lost keys) are needed each time you try to take a treasure from the site. You cannot use the Magic Sight table or the Loot table--you must use the "Crypt of the Knight" table on the Set Up card. You must use T strength or the lost keys each time you roll on this table.

  9. Dragon Essense and Transformed Characters
    Q: A player with a tranmorphizing spell cast on him loots the Dragon Essence. The rules say that when he loots an object a character has the choice of activating, deactivating, or abandoning/dropping the objects. On the other hand, items that a character is carrying when he is transmorphized transmorphize with him and can't be used or abandoned.
    There is a question of timing here: a character gets to choose what he wants to do with item as soon as he loots it, but he is transmorphized immediately when the Dragon Essence is uncovered. Which happens first?

    A: The untransformed character must complete his LOOT before he can transform. Completing his LOOT includes defining what he does with the item. Therefore:
    A. He draws the item, looks at it, and then decides what to do with it. He can keep it or drop it.
    B. Then he transforms.

  10. Trading

  11. Optional Commerce Rule
    Q: Each group of natives have their own special price for objects, for example the gold natives' special price is the objects gold value plus the Fame value (with negative Fame subtracting from the objects value as in the example). Is this special price used just for *selling* the item to the native group (like the Optional Commerce Table) or is it used in buying an object from the natives as well?
    If it's used in buying, what do you do with an object which has a greater negative fame than its gold price? For example, the Black Book has a gold value of 10 and a Fame value of -15. If you are buying the Black Book, do they just give it to you and pay you 5 gold to take it?

    A: Yes, it is used for buying as well.
    In the example, you roll on the meeting table normally. If you roll a purchase, they give it to you and indeed pay you 5 gold to take it. In other words, when the item has a negative cost they pay you just so they can be rid of it, but they pay only the basic cost, without multiplication.

  12. Blocking and Trading
    Q: Can a hidden character trade with one who has been blocked?

    A: No, a blocked character may not trade at all.

  13. Combat

  14. Wounds
    Q: What happens if a character is wounded and has no active chits, but does still have some chits fatigued or converted to color?

    A: There are two answers to this. The original intent is that you must wound an active chit if you have one, but if not, you must wound a fatigued chit. However, this is not what the 2nd Ed rules state- under the strict rules, if you have no active chits to wound, you die.

  15. Casting a Spell on Yourself While Hidden
    Q: Can you cast a spell on yourself while you are hidden without having found hidden enemies?

    A: Yes. This unhides you, because you were the target of a spell. (If you are using the AMBUSH rule, you get to make a hide roll to avoid becoming unhidden.)

  16. Transformed Monsters
    Q: If a monster is transformed (say into a frog or a squirrel), does it stay on your sheet even though it "doesn't attack"?

    A: Yes, it is assigned to his sheet, and yes, it interferes with the action chits he can play.

    Q: Do the transformed monsters keep trying to attack until it is killed or combat ends?

    A: Yes. Treat the bird (or frog) just like a non-attacking (light-side up) spear Goblin (rule 24.2).

  17. Tremendous Monsters and Heads/Clubs
    Q: When a tremendous monster hits with a head or a club, does the body turn red side up?

    A: Yes.

  18. Harm Greater Then Tremendous
    Q: Is there harm greater than tremendous? Specifically, if playing with Serious Wounds, will T* or greater kill the Beserker when he is beserk?

    A: It is suggested that you add a "Special:" rule to Advanced rule 4.5: When damage exceeding Tremendous is inflicted on a Tremendous target, the target is killed.

  19. Free Flying Denizens
    Q: When a character, hired leader, or controlled monster flies away from combat, he has to record a Fly phase as his first activity on the next turn, which he uses to land. If the spell is cast on an uncontrolled monster or unhired leader, when does the denizen land (since he does not get a turn)

    A: Free flying denizens should land as the very first thing during Sunrise, after the attention chits are mixed together but before any are picked (i.e. as the first thing in step 4 in the Daily Sequence of Play on page 43).

  20. Demons' Spell Attack
    Q: When a Demon's Power of the Pit attack is nullified by a spell (either Exorcise or Protection from Magic), is he still deemed to have hit (i.e. does he turn red side up)?

    A: No, his spell must take effect for it to count as a hit.

  21. Hired Underlings In Combat
    Q: Is the phrase "hired leaders" in 26.1 an error? Should it be "hired natives"?

    A: Correct. "3. The individuals in the clearing do rounds of combat until there are no characters or hired natives in the clearing, or until there are two consecutive rounds in which nothing is killed, no action chits are inactivated and no tremendous monsters are red-side-up."

    Q: If a character is not in the clearing or is hidden, and he rolls for random assignment, could he assign all the monsters/unhired natives to only one of his hirelings by random assignment and leave the others without an attacker?

    A: Okay, what these rules are supposed to mean is that:
    1. The character must roll for each unassigned denizen who wants to attack him.
    2. When he "wins" an attacking denizen, he can assign it to any of his forces in the clearing, including himself. However:
    a. If he is in the clearing, he can assign no more than one attacking denizen to each of his hired natives. The character himself gets all the remaining attackers.
    b. If he is NOT in the clearing, he must assign the attacking denizens to his hired natives, one per hireling. If there are more attackers than hirelings, he still must assign the remaining attackers to his hirelings, until all of the attackers are assigned. Once each of his hirelings has an attacker, the character is allowed to assign additional attackers to his hirelings as he chooses.

  22. Combat with Transmorphized Characters
    Q: Can a character transformed (or absorbed) into a monster play different maneuvers (e.g. Fight in Thrust and Maneuver in Swing) or must the monster match attack and maneuver directions?

    A: Absolutely! Look at 46.4/3: "Instead of playing his own chits, a transmorphized character plays unused chits [note the plural] symbol side up a dummies, and *each* [emphasis added] chit has the value defined by the spell."
    Also, 46.4/3b says, he uses the move values to maneuver and the attack values to attack. But they are in the direction as given by the dummy chits.

  23. Attacking with Unalerted Spears
    Q: Can you attack with an unalerted spear?

    Yes. It deals negligable damage, which can be raised to Light if you play a Heavy or Tremendous fight chit (remember that the weight of the weapon is still Medium). It can be alerted by missing or not selecting a target.

  24. Distributing Heads, Clubs, and Horses
    Q: How do you distribute heads, clubs, and horses when you have lots of monsters on your sheet?

    Consensus seems to be that when the rule says you must put counters in as many boxes as possible, the counters need to be on the table of monsters or the table of natives; in other words, you cannot put 5 natives in one box and split their native horses between the other two.

    Magic

  25. Permanent Spells and Color Magic Chits
    Q: Can a permanent spell (e.g. "Sense Danger") give a character an extra phase even though it is not activated when orders are written at Birdsong?

    A: Yes. See rule 43.3 for details- you can record the move during birdsong, and are committed to energizing the spell if you can.

  26. Duplicated Curses
    Q: The spell "Remedy" says it removes one spell or Curse in the spellcasters clearing, and adds, "Duplicates of the spell or Curse are not affected." Does this mean that if someone has the same curse more than once it requires more than one Remedy to remove it?

    A: No. Remedy breaks a specific Curse no matter how many times the character has had it inflicted upon him. Put another way, a Curse is ignored if it is already afflicting its target.

  27. Permanent Control Spells
    Q: In the pink boxed summary at the beginning of the Fourth Encounter section of the Second Edition rules, the entry for Sunset under the Daily Sequence of Play states that an attention chit is taken from clearings containing a controlled monster. The three monster controlling spells (Control Bats, Guide Spider or Octopus, Dragonfang Necklace) are all day spells, which means that they expire at Sunset. So, technically, at this point in time, there cannot be a single controlled monster on the map. Is this simply an oversight, or am I missing something?

    A: This rule is for the benefit of permanent control spells that were slated to be in Expansion kits.

  28. Transmorphized Characters
    Q: What are the attributes in daytime of transmorphized characters? Does the Dwarf still have only two phases if he is a Troll? Does the Witch King still have to use Magic Sight to search if he is an Eagle?

    A: Yes, a transformed Dwarf still has only two phases, and a transformed Witch King still uses Magic Sight.

  29. Regenerating Bewitched Denizens
    Q: If a monster/native is bewitched by a spell (Transform, for example) and regenerates to the Setup Card, does it remain bewitched?

    A: Regeneration breaks all spells.

  30. Hired Natives "Wished Elsewhere"
    Q: On the Wish Table, if you wish a hired native is elsewhere, he goes back to the setup card. Is he considered to be unhired for regeneration purposes?

    A: When he hits the APPEARANCE CHART he instantly becomes unhired. If the native is a garrison native, it goes to its dwelling. Since it never hits the appearance chart, it is still hired.

  31. Spells and Hired Natives
    Q: Can you cast spells on hired natives or do they "rebel" when they are selected as a target for a spell?

    A: Natives only rebel when the target of an ATTACK spell.
    (Clarification: Roof Collapses is cast on the clearing, not the natives, so they remain hired even when the roof attacks them. Other dirty tricks are also allowed (e.g. Broomsticks and Hurricane Winds).
    Both "Poison" and "Elvin Grace" on hired natives are allowed. And you can turn a Rogue into a dragon. Or a frog, if you roll poorly.)

  32. Melt Into Mist and Blocking
    Q: Can a character transmorphized into Mist can block or be blocked?

    A: No.

  33. Amulets and Hidden, Cursed Characters
    Q: Can the Amulet remove a Curse on a hidden character if the Amulet's wielder has not found Hidden Enemies that day?

    A: Yes- it is targetting the Curse, not the character. This also applies to other spells that target spells and Curses.

  34. Rolling for Transformations
    Q: Do you roll just once when you cast transform, or each time the spell is activated?

    Just the once.

    Natives

  35. HQ and dice rolls
    Q: Captain hires a Rogue at the Inn and then moves out of the clearing, leaving the Rogue behind (a common mistake!) The Company are unhired and in the clearing. There are also other characters in the clearing, so Combat will start and the Captain has to roll to see if his hired Rogue is battling the Company.
    1) The Cloven Hoof is active at the Inn. (A player activated it but didn't buy it.) Does it affect the Captain's roll on the Meeting Table to see if his hired Rogue battles the Company? The text under the Cloven Hoof says it only affects characters, and Rule 32.1/1 state that hired natives don't use character's die modifiers. On the other hand, the description of finding if hired natives are battling unhired natives says the character rolls "just as if he were in the clearing" (Rule 32.7/5).
    2) Can the Captain buy drinks to affect his Rogue hireling's Block/Battle roll, given that the Captain isn't in the clearing?
    3) Does anything change if the Captain was carrying the Cloven Hoof (i.e., the Cloven Hoof was in the Captain's clearing but not at the Inn with the hired Rogue).

    A:
    1) The Cloven Hoof does not affect the die roll. For the cloven hoof to take effect, it and the character must be in the same clearing, and it affects only that clearing. The rules about affecting only characters and about modifiers not affecting natives have precedence, since they explicitly address the issue. It takes some stretching to interpret "just as if he were in the clearing" to cover this case.
    2) No.
    3) Nope. The lonely native rolls on his own, so to speak, with no die roll modifiers.

  36. Hire Periods and Weather
    Q: Do days that are skipped over due to weather counted towards a hired native's term of hire?

    A: Yes. If the final day of the term of hire would be on a skipped day, he becomes unhired at Midnight of the last active day before that.

  37. Monsters

  38. Ogres and Weapon Length
    Q: The Ogre is pictured as wielding a club, but its weapon length is not listed. What is it?

    A: 0- tooth/claw. Some people have introduced a house rule giving the Ogre a weapon length, ranging from 1 to 4, usually.

  39. Treasures

  40. Flowers of Rest
    Q: If you are subject to the WITHER curse, do the Flowers of Rest put you to sleep and, if so, are your chits rested?

    A: Due to the WITHER curse, you cannot rest your chits. It is the act of resting the chits that puts you to sleep, and so the Flowers do not put you to sleep.

    Q: If you are put to sleep by the Flowers of Rest, do you cause chits to turn up and summon monsters?

    A: No. You skip the rest of your turn, including the "end of turn" when the chits would turn up.

  41. Enchanted Cards Owned by Native Groups
    Q: An enchanted treasure is held by a native group, and it has been turned up by a character looking at it. Is it revealed and active, giving color magic to the native leader's clearing, even if a character just examined the treasures during a trade roll?

    A: Yes. Looking at an Enchanted card during a TRADE activity turns it on.

    Q: What happens if that native group is hired? Rule 32.2/1 says that when hired "the leader's own belongings are left on the SET UP CARD, out of play." But 3.4/3 says that "when a character finds [an enchanted card] he must turn it face up, and it stays face up for the rest of the game, even if is put back on the SET UP CARD or on the map. It cannot be inactivated."

    A: As long as the leader has the face-up Enchanted card, he is a source of its color magic for everyone in his clearing, whether he is hired or not.

    Q: If the hired leader is killed, Rule 35.7 says that his belonging remain out of play on the SET UP CARD until he regenerates. In this case the color of the enchanted cards must be inactive, because there's no clearing defined for it to affect!

    A: It is not inactive, it is just unusable. It remains on the set-up card, radiating color magic into some unknown dimension, until a new leader for that group pops up.

  42. Enchanted Cards and Wish For Vision
    Q: When a player examines a treasure pile due to a "Wish for Vision" and finds an enchanted card, does the card turn face up and start radiating color magic?

    A: No.

  43. Dragon Essense in Valley and Woods Tiles
    Q: Does the Dragon Essence treasure attract Dragons in Valleys and Woods tiles?

    A: Dragon Essence only attracts Dragons in Cave or Mountain tiles (including Deep Woods).

  44. Errata

  45. Woodfolk Leader's Bow
    Q: Is the Woodfolk HQ wielding a medium or light bow?

    A: He has a medium bow, with length of 16. He was left off the list of Natives.

  46. Deal With Goblins
    Q: The card for this spell claims it is Black magic, while the rulebook says Grey. Which is true?

    A: The card. Deal with Goblins is a Black magic spell.

  47. Typo on a Workhorse
    Q: The horses price lists shows an L5/M6 workhorse (worth 9GP), but I have a L4/M6 workhorse counter instead. Which one is correct?

    A: The horse is L4/M6. The L4/M6 workhorse is worth 9 gp.

  48. Warlock and Scroll of Alchemy
    Q: Does the Warlock pay 50 gp for the Scroll of Nature, or the Scroll of Alchemy? (The 2nd Ed rulebook lists him as wanting the Scroll of Nature.)

    A: This is in error; the Warlock should want the Scroll of Alchemy rather than the Scroll of Nature.

  49. Magician Errata
    Q: In the Magician's lower levels, he doesn't have the right Magic chits to play his spells. Is this an error?

    A: Yes. At each stage of Development the Magician gets the Magic counters indicated by that Stage's spells - at stage 2 he gets a Type II counter instead of a Type VIII, and at stage 3, he has Types II and III instead of V and VI.

  50. Octopus Move Time
    Q: What is the move time of the Octopus red side up?

    A: 3. This was left off of some of the counters. (Its attack time is 4.)

  51. Other

  52. Suicide
    Q: When can you commit suicide?

    At midnight.

  53. Development Beyond 4th Stage
    Q: Are there rules for running a character beyond the 4th stage of development?

    A: Yes. From the General Vol 16, no. 4, you get the following bonuses at the higher levels (these are cumulative):

    5th stage: 15 extra GP
    6th stage: take one random treasure card from any native group
    7th stage: start with 10N and 5F
    8th stage: take one horse from any native group
    9th stage: gets bonus phase every day
    10th stage: take one weapon or armor counter from any native group OR record one extra spell of any appropriate type
    11th stage: character is declared an immortal and retired

  54. Probabilities
    Q: What are the chances of rolling each result on two dice?

    A:
    1: 3% (1/36)
    2: 8% (1/12)
    3: 14% (roughly 1/8)
    4: 19% (roughly 1/5)
    5: 25% (1/4)
    6: 31% (roughly 1/3)

  55. Tables
    Q: Which search table should I use?

    A: This does not include Magic Sight.
    To find...TableChance per roll
    Hidden enemies? Peer 36%
    Hidden Paths? Peer 25%
    Secret Passages? Locate 25%
    Clues? Peer 36%
    Discover chits? Locate 22%

  56. Distribution of Stuff
    Q: Where's the stuff? What are the chances of finding good stuff?

    A: [This answer taken directly from Daniel T's FAQ. Thanks again to Daniel and here another link to his FAQ!]
    There are a total of 17 great treasures in the game, 10 large and 7 small. This means that about 3.27 of the great treasures will be in the possession of the natives/Scholar. The rest will be in the site chits. If you plan on staying away from monsters, go really light on this requirement. The best places to look are the hoard, pool and vault. They account for over 1/3 of the great treasures.

    3.3 with the natives/Scholar 19%
    13.7 at the treasure locations 81%


    As a point of interest, the average great treasure has a notoriety value of 6.59 and a fame value of -8.46 (yes, that's negative.) [from Elliot Wilen: Of note, though, is that the great treasures can basically be divided into "creepy" items (large negative fame) and "good" times (no fame value, but are worth fame when sold to the right person.) There are about the same number of each. So at first sight you might want to consider FAME and GREAT TREASURES to be contradictory goals, but it's not too bad to take both.]

    Seven of the small treasures contain spells (22 spells total). Six of the large treasures contain spells (for only 6 spells total). Several of the treasure locations and visitors also have spells; see page 9 of the 2nd edition rulebook for a chart showing exactly where they are.
    This means that about 3.27 of the spell books & artifacts will be with the natives/Scholar, but since most of the spells are contained in the (small) books, they account for about 10.3 of the spells in active play -- add to this the 6 spells that the other visitors have and you get 16.3. The statue, pool, shrine and cairns combined account for over 1/3 of the spells available.

    16.3 spells with natives/visitors 40%
    24.7 spells at the treasure locations 60%
    Breakdown by type:
    Spell Type -> I II III IV V VI VII VIII
    with natives/visitors 35% 39% 39% 48% 39% 48% 19% 48%
    at treasure locations 65% 61% 61% 52% 61% 52% 81% 52%

  57. Distribution of Fame
    Q: What is the average Fame value of the Treasures?

    A: The average treasure card has a fame value of -1.6. Some of the treasures have conditional fame -- you must sell the treasure to its rightful owner to get the fame. The average for this kind of fame is 2.6.