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New Rules Index. (Each Answer From Jason C. Hill)
02-25-2013, 07:36 PM (This post was last modified: 03-06-2013 11:12 PM by samuraitrev.)
Post: #3
RE: New Rules Index. (Each Answer From Jason C. Hill) (I'm currently editing this)
Character's Abilities
Hero abilities can only be used on Fights they are involved in (just like Hand Weapon 'Combat Bonuses' can only be used in a Fight involving the Hero that actually has the weapon).
Kenny can ONLY use his 'Clean Up on Aisle 7' ability when he beats a Zombie in a Fight.
Sally can ONLY use her 'Lucky' ability on a Zombie she is Fighting.
http://boardgamegeek.com/article/5008233#5008233

Alice
Alice's two Move Actions are completely independant of one another (except for the fact that she uses the same move roll of 1 or 2 for both of them).
'Always on the Go' can be a powerful ability. That being said, if you never roll a 1 or 2 for move, then it won't ever come into play.
http://boardgamegeek.com/article/10128425#10128425

Becky
Because Becky's First Aid ability happens at the end of the 'Hero Turn', it MAY still be used even if she (and/or the target) lost their individual turns.
http://boardgamegeek.com/article/1835765#1835765

Becky can heal one wound from another Hero in her space at the end of the overall Hero Turn.
http://boardgamegeek.com/article/2046865#2046865

Becky CAN still use her ability to Heal another Hero at the end of the total Hero Turn. Losing HER turn just means that she does not get to go through the 4 phases for an individual Hero (Move Action, Exchange Items, Ranged Attack, Fight).
http://boardgamegeek.com/article/5123258#5123258

Father Joseph
When he uses the 'Strength of Spirit' ability, Father Joseph takes a wound and then rolls to see if the Zombie Card is canceled or not. Father Joseph can use this ability even if taking the wound will kill him (he still gets to roll to see if the card is canceled). He can even use the ability if he is about to take a wound in a Fight (as a final act of defiance!).
http://boardgamegeek.com/article/1727481#1727481

As worded, Father Joseph must take a wound and then roll. This makes it dangerous (and exciting).
There is no limit to the number of times he can use the ability (he just takes a wound for each attempt). He can even use the ability if the wound will kill him (he still gets to roll to cancel the Zombie card). Father Joseph can even use his Strength of Spirit if he has one wound left, is in a Fight, and currently losing (which is going to kill him when the Fight is resolved). He can pre-emptively take a wound to try to cancel a card on the way out (sort of a, "with my last breath..." kind of thing).
He can use the ability on ANY Zombie card (even ones that are 'Remains in Play'). And yes, Father Joseph and Becky are a great combo!
http://boardgamegeek.com/article/1753199#1753199

Father Joseph CAN use his 'Strength of Spirit' ability multiple times to try to cancel the same card if it doesn't work the first time. Obviously this is dangerous as he is hurting himself, but if you really want something canceled...
http://boardgamegeek.com/article/1754166#1754166

You can even still use the ability if taking the wound kills Father Joseph (you still get to roll to cancel the Zombie Card).
http://boardgamegeek.com/article/1981919#1981919

Father Joseph may not use Guns himself, but he is more than happy to run around town with an armload of shotguns passing them out.
http://boardgamegeek.com/article/2059509#2059509

Father Joseph may use his Strength of Spirit ability multiple times to try and cancel the same card (be careful though, this has lead to his untimely demise more times than I can count).
http://boardgamegeek.com/article/2059509#2059509

Jake Cartwright
The Drifter's Resourceful ability 'may' be used when drawing cards. In this case, the 'may' just means that you can choose to use the ability or not. You must, however, choose whether or not to use the ability before drawing any cards.
http://boardgamegeek.com/article/2480799#2480799

The Road out of Town is NOT a building and Heroes may not Search there. It IS Jake's Start location though, so if it is on the board, he does NOT start in the Center of Town with a free Hero card. One of the reasons Jake starts on the Road out of Town is because it is NOT a building (and it fits the theme well). This is meant to balance out the fact that he is so good at searching due to his Resourceful ability.
http://boardgamegeek.com/article/2421070#2421070

Any time he is 'drawing' a card, Jake DOES get to take 2 and choose which to keep (this includes the free Hero card for starting in the Center of Town).
http://boardgamegeek.com/article/2421070#2421070

With the Drifter's ability, you draw 2 Hero cards and choose which you want to keep and discard the other. Then, if the one you have chosen is 'Play Immediately', you must play it. The card that is discarded is completely ignored, even if it is 'Play Immediately'.
http://boardgamegeek.com/article/2603868#2603868

Jake Cartwright and Keys
Keys allows a Hero to 'Draw' 2 Hero cards so Jake Cartwright's ability does work (and is very, very good). It should, however, be played as draw 2 cards and choose, then draw the other 2 cards and choose (as opposed to draw 4 and choose 2).
http://boardgamegeek.com/article/1727481#1727481

Jake Cartwright and Junkyard
The text of the Junkyard is a little more obscure (because it needed to be brief to fit), but it does hint at the wording by saying, "...to Pull from". With the Junkyard, his ability does not work (you are 'pulling' a Random card from the discard pile rather than actually 'drawing').
http://boardgamegeek.com/article/1727481#1727481

Jenny
Jenny with a Baseball Bat is very good as the Bat only breaks on the roll of 1 after each use.
http://boardgamegeek.com/article/1737253#1737253

Jenny's 'Handy' Ability does allow you to add or subtract 1 to the die roll when rolling to see if a Hand weapon Breaks. Unfotunately, this may not bring the roll below 1. So most Hand Weapons will always still break if you roll a 1.

The 'or Subtract' is really just there for potential future Items.

This is a good catch and will be included in the forthcoming Updated FAQ on the Ofical Website.

'A die roll may never be reduced to 0 or less. It MAY, however, be incresed to 7 or more.'
http://boardgamegeek.com/article/1684761#1684761

Johnny
With the Blitz ability, Johnny may move into a space with one or more Zombies, Fight each of them, and then continue moving (win or lose, assuming he is not dead). This may be done multiple times during your move, even involving the same Zombie(s) more than once. For instance, Johnny could move into a space with a Zombie and Fight, move out, then move back into the same space and Fight that Zombie again. Blitz can be a really fun ability to use (especially with a Chainsaw), but it can easily get you killed. You have been warned!
http://boardgamegeek.com/article/1712567#1712567

The intent is that the Hero must WIN and get doubles on any of their dice. So, yes Johnny could do a wound to the Zombie by getting a Tie and doubles.
http://boardgamegeek.com/article/2513370#2513370

Rachelle
A wound can only be prevented if it has been assigned to the Hero. For this to be the case, the Fight has to have been Resolved and a wound is about to be placed (too late to cancel the Fight once it has been Resolved though you can cancel the Fight up until it has been Resolved).
http://boardgamegeek.com/article/2211590#2211590

Anytime Rachelle would be wounded, roll a D6. On the roll of 6, prevent that wound.
http://boardgamegeek.com/article/2513623#2513623

The Intuition ability of Rachelle 'prevents' a Wound from being taken which means that it is never placed in the Health Box and can be done ANY TIME a Wound is about to be placed.
http://boardgamegeek.com/article/4323737#4323737

Abilities like Rachelle's Intuition require a single additional die roll to see if it is successful. The reason it is listed as 6+ is to account for being able to modify the roll to more than 6
http://boardgamegeek.com/article/4564578#4564578

Sally
Only Sally may benefit from her 'Lucky' ability.
http://boardgamegeek.com/article/1746913#1746913

You'll notice that the Signal Flare is not Keyword Gun (and does not have the Gun Symbol on it). This means that Sally can use it with no problems.
http://boardgamegeek.com/article/1765056#1765056

Hero abilities that affect a Fight (such as Sally's 'Lucky' ability) may only be used on a Fight involving that Hero.

Sheriff Anderson (Joining Mid-Game)
When Sheriff Anderson comes into play he takes a Revolver card from the Hero deck then re-shuffles (if there are none left in the Hero deck, take one from the discard pile).
http://boardgamegeek.com/article/1782478#1782478

Actually, Sheriff Anderson's ability DOES let him take one of the Revolver cards out of the Hero deck at the start of the game. This means when he runs out of Ammo, he can use his 'Man of Action' ability in any building to get it back (unless the Zombies remove it from the game using the card - "There's no time, Leave it!" etc). This makes Sheriff Anderson a really good character for killing off Zombies.
http://boardgamegeek.com/article/1685254#1685254

Victor
Victor’s Criminal Ability It may be canceled just like any other 'Remains in Play' Zombie Card.
http://boardgamegeek.com/article/4598771#4598771

Victor's 'Rage' ability says, "Rolls an extra Fight Dice for each Hand Weapon he has.". This is Automatic because the Hero does not have the option to roll or not to roll the extra dice; they must roll the extra dice.

Corner Walls Prevent Diagonal Movement
The term 'Corner Walls' is defined in the basic LNOE rulebook and simply refers to the small wall extensions that protrude from some of the corners inside the Manor House as well as the small 'plus' shaped wall in the center of the Manor.
http://boardgamegeek.com/article/4564595#4564595

Corn Field
With the Cornfield, it is ALWAYS the Hero's choice as to whether they want to hide or not (force the Zombie to roll to find them). Zombies can't use the Cornfield to 'Hide' from Heroes.
http://boardgamegeek.com/article/2059509#2059509

Discard Pile
You can look through any discard pile at any time.

The reason that you are not supposed to count is to help preserve suspense (if the Hero player can count their discard pile, then they can reasonably know how many cards they have remaining). This rule is more about Theme than functionality. If everyone in your group agrees, you can let players count the discard piles; it just sucks some of the fun out of things.
In a tournament situation, this non-counting rule would not be feasible to enforce.

Empty Space
A space is 'empty' if there is not a Hero or Zombie model in it. (And if you want to get really picky, it also has to not have a Townsfolk Hero in it - which is part of a Scenario Special Rule in the free Web Download Scenario "Run For It!").
The intent is that to be 'Empty' the space must not have a character in it that gets a turn during either the Hero or Zombie Turn of the game (moved around and controlled by a player).

End of the Turn
For the Zombie Turn, it is after you have finished step '6) Place Newly Spawned Zombies'.
For the Heroes, the 'End of the Turn' is after the last Hero has finished their step '4) Fight Zombies' phase.
http://boardgamegeek.com/article/1744816#1744816

Except During a Fight
Some exceptions are cards that say, "except during a Fight" which means that if Fight Dice have been rolled, you can't play the card until that Fight has been resolved (and any resulting wounds dealt).
http://boardgamegeek.com/article/1699719#1699719

Exchanging Items
In the Exchange Items phase, the acting Hero may give and/or receive any number of Items to/from any other Heroes in their space. You can give Items, get Items, or both.
http://boardgamegeek.com/article/1725104#1725104

Exploration Marker: New Hero
Exploration Markers are meant to be NO dot cost. It is an optional rule that should be agreed upon by all players before hand. The reason for this is that it CAN BE a bit lopsided in favor of the Heroes or Zombies depending on which markers are randomly revealed. This also allows it to add a lot more tension to the basic act of entering a building (which is the bread and butter for Heroes).
If a Hero moves into a building and finds the '2x Zombie Surprise Attack', he's probably in serious trouble! Even the '1x Zombie' can be quite deadly. This offsets the obvious bonus of getting the much more common 'Free Search'.
http://boardgamegeek.com/article/2461286#2461286

Exploration Marker: New Hero and Heroes Replenish Scenario Special Rule
It is meant to be played so that only the 'New Hero Found' character is never replaced. Any other Hero that is killed while you have Heroes Replenish should still be replaced as normal (even while the 5th 'New
Hero' is still alive).
http://boardgamegeek.com/article/4572349#4572349
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RE: New Rules Index. (Each Answer From Jason C. Hill) (I'm currently editing this) - samuraitrev - 02-25-2013 07:36 PM

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