So, remember a few weeks back when I first wrote about Claustrophobia?
Remember my comment about how the human player had "more and more interesting choices" to make? Okay - that may not have been here - it may have been over on the 'Geek.
Either way, I take it back. See, there is some errata - the rules say the Red-marked items on the Demon Player's Board of Destiny are usable once per Game. They are, in fact, usable once per Turn. It takes a fairly bland Demon Player's turn and makes it significantly more interesting. It also means the Demon Player will (more often than not) be rolling four dice on their turn. And the Human Player will have a tougher time of it.
CROC has been very active on the actual BGG forums answering questions and clarifying rules - but there isn't a lot of clarification necessary. The English rules I received were very good and required only minor changes. And, so far, none of my suggested changes have required further clarification. That's a good feeling.
Also: My session report was linked to directly by Asmodee on their US Website. Another good feeling.
Showing posts with label errata. Show all posts
Showing posts with label errata. Show all posts
Wednesday, January 13, 2010
Saturday, March 22, 2008
Dungeon Twister: Mercenaries Errata and Clarifications
Posted by
Eric Franklin
This entry (which I will be bookmarking on the main page) will contain Errata and Clarifications for Dungeon Twister: Mercenaries
Last Update: January 27, 2011
Columns: Columns are 3D obstacles which block both movement and line of sight (and line of sight attacks).
The Samurai may still use his free attack after you have spent your last action.
Last Update: January 27, 2011
Columns: Columns are 3D obstacles which block both movement and line of sight (and line of sight attacks).
The Samurai may still use his free attack after you have spent your last action.
Friday, July 06, 2007
Forces of Darkness Errata and Clarifications
Posted by
Eric Franklin
Last Update to this Page: 10/20/08
Forces of Darkness turned out pretty well, actually. One small errata, however, that will become more important later (when the Assassin enters play):
The Vampire only gets his Blood Counter when he eliminates a wounded character from play.
Cursed Objects: If an unwounded character moves through a space containing a wounded character and a Cursed Object, the unwounded character must pick up the cursed object and drop anything else they were carrying.
This set adds Token characters to the game for the first time - check the General Rules Clarifications page for information on Token characters.
When adding tiles over Darkness squares, you may look at the tile before placing it, but not before drawing it. You may also align the tile however you choose, provided it doesn't cover any non-Darkness squares. Once a tile is laid over a Darkness square, it's not considered a Darkness square anymore.
Undead characters may not suicide in the Sacred Tomb. The description of the Sacred Tomb specifically prevents their entering under their own power (they may be pushed in via the Ring of Repulsion or carried in by a friendly while wounded, however).
The Vampire, while in Bat form does not gain an additional Blood Token for eliminating a wounded character (I had to ask Chris about this one ... ).
A clarification on the Spectre: He may escape the maze without reincarnating, but he's worth 0 VP if he does so.
Forces of Darkness turned out pretty well, actually. One small errata, however, that will become more important later (when the Assassin enters play):
The Vampire only gets his Blood Counter when he eliminates a wounded character from play.
Cursed Objects: If an unwounded character moves through a space containing a wounded character and a Cursed Object, the unwounded character must pick up the cursed object and drop anything else they were carrying.
This set adds Token characters to the game for the first time - check the General Rules Clarifications page for information on Token characters.
When adding tiles over Darkness squares, you may look at the tile before placing it, but not before drawing it. You may also align the tile however you choose, provided it doesn't cover any non-Darkness squares. Once a tile is laid over a Darkness square, it's not considered a Darkness square anymore.
Undead characters may not suicide in the Sacred Tomb. The description of the Sacred Tomb specifically prevents their entering under their own power (they may be pushed in via the Ring of Repulsion or carried in by a friendly while wounded, however).
The Vampire, while in Bat form does not gain an additional Blood Token for eliminating a wounded character (I had to ask Chris about this one ... ).
A clarification on the Spectre: He may escape the maze without reincarnating, but he's worth 0 VP if he does so.
Sunday, May 13, 2007
Mission: Red Planet Errata and Clarifications
Posted by
Eric Franklin
There isn't a lot of errata for Mission: Red Planet. There also aren't many clarifications. Other than the production issues, this turned out pretty well.
First, the Errata:
Page 4, 2nd Paragraph. Change the sentence about "starting from" the starting player - it should read "starting with" the starting player.
Page 6, 1st Paragraph. Remove the last sentence. This is a HUGE error, and I don't know how it slipped past both myself and Mr. Faidutti.
Clarifications:
1) When performing character actions, always load your Astronauts first before using the character abilities.
2) No, the "Analysis Error" card and "Lost in Space" card were not deliberately mangled. I have a pre-printing .pdf of all the cards, and there are no missing letters on these cards in that file - it's apparently an issue with the printer.

The actual text should read:
First, the Errata:
Page 4, 2nd Paragraph. Change the sentence about "starting from" the starting player - it should read "starting with" the starting player.
Page 6, 1st Paragraph. Remove the last sentence. This is a HUGE error, and I don't know how it slipped past both myself and Mr. Faidutti.
Clarifications:
1) When performing character actions, always load your Astronauts first before using the character abilities.
2) No, the "Analysis Error" card and "Lost in Space" card were not deliberately mangled. I have a pre-printing .pdf of all the cards, and there are no missing letters on these cards in that file - it's apparently an issue with the printer.
The actual text should read:
Analysis Error
The resource token in this zone is discarded and replaced with another resource token chosen at random. If there were any score tokens left in this zone, they are also replaced by new score tokens matching the new resource.
L.I.S. (Lost In Space Memorial)
At the end of the game, received one Bonus Point for each of your Astronauts lost in space, killed by the Femme Fatale, the Saboteur or the Soldier
Wednesday, April 25, 2007
Dungeon Twister Rules Clarifications
Posted by
Eric Franklin
Rather than have a long-running list of clarifications which require constant re-linking and back-linking, I will update this same entry as new clarifications become necessary.
Even though these aren't technically errata, I will tag them as such for ease of classification.
Also: If you don't see it here (or just want a very useful resource to check for DT FAQ Questions), go here.
Last Updated: May 22, 2011
Revealing A Room
This is very unclear in the English release - and it's my fault, as I'd never played the game before I helped with the rules. When a room is revealed, the player revealing the room places ALL characters, and all of their opponent's Objects. Then the opponent places the revealer's Objects.
There are two exceptions (so far) to this:
Players will always place their own Cursed Items.
The player who reveals the room will always place Torches.
Even with the exceptions, the order remains the same - the player who revealed the room places everything they are permitted to place first, and then their opponent places the rest.
Order of Resolution for Combat
It's not as important with the basic set, but it becomes important with later expansions.
First, the Attacking Player makes (and declares) all decisions relevant to the combat at hand - which items to use or not use (including available 0 AP items), which optional character abilities to use, and so on.
Next, the Defending player makes (and declares) all decisions relevant to the combat at hand (again, including all items or optional character abilities).
Then the Attacking Player chooses and lays a combat card face-down.
Then the Defending Player chooses and lays a combat card face-down.
Note that there are character abilities (such as the Weapon Master) or items (such as the Scroll of Confusion) which can override the card-laying step.
Finally, both cards are turned up simultaneously and a winner is determined.
The Rope
When used to cross an obstacle square, the rope must have two valid anchor squares. One of these squares must be the square the character holding the rope leaves before entering the obstacle square with the rope. A good rule of thumb is that a valid anchor square is one which is safe for the character carrying the rope to move through. The primary exception to this rule of thumb is that if there is an enemy character in a square, it can still be used as a valid anchor square for the rope.
Squares which are normally obstacles, but which are 'disarmed' due to the presence of another rope, your Thief or a shield can also be used as valid anchor squares.
Weapons
All weapons grant their bonus and/or other special ability while attacking only. While defending, characters may not use any weapons. This applies to all weapons and all special effects of weapons. For example, the Dragon Slayer will not instantly kill a Dragon while on the defense, nor does it provide its +4 bonus when defending.
Armor and Shields
Armor and shields are continuous effects. Even wounded characters can benefit from their protection. They are useful only when defending, never when attacking.
Fireball Wand
This item is restricted to the Wizard. It is not a Scroll, and may not be used by other Magic-Users.
0 AP Items
0 AP items will be introduced to the English-speaking audience with the release of Forces of Darkness. They fall into two basic categories:
- 0 AP items which may be used freely at any time
- 0 AP items which must be used as though they were an action
Use of a 0 AP item which must be used as though it were an actions is treated exactly as though that character had taken an action, but does not cost the controlling player an Action Point. The Torch from Forces of Darkness is an example of this. The First Golden Rule applies to these items. This means that, if a character wishes to use a torch to reveal Darkness squares, they cannot move/illuminate/continue moving (unless, of course, they wish to spend another Action Point to do so).
0 AP items which may be freely used at any time include the Potion of Strength from Mercenaries. These may be used even in the middle of an action - I can, for example, declare that I am initiating combat, and then decide to drink the Potion of Strength. These 0 AP items may also be used on your opponent's turn - if you are holding the Potion of Strength and I declare an attack, you may choose to drink the potion as part of your decision-making step in the combat. The key phrase to look for in the rules is "this item may be used at any time."
Placing Tokens Behind Your Starting Line
In Tournament play, every time one of your characters escapes the maze, you place that character's token between your starting line and the end of the table. Every time you kill an opposing character, you place that character's token between your starting line and the end of the table. If you get the treasure out of the maze, you set the treasure token (all together now) between your starting line and the end of the table.
This allows other players passing by to look and easily see the score without interrupting the game or distracting the players. The English release of Forces of Darkness references this in regards to Zombies to avoid accidentally summoning a fourth Zombie over the course of a game.
Token Characters
There are characters for whom stand-ups are not provided. The first of these appear in Forces of Darkness (the Zombies), but there are more coming in later expansions. These characters still have a healthy state and a wounded state. When a Token Character is wounded, turn the token face-down. Since all wounded characters have a base combat value of 0, it shouldn't make a difference.
Suicide
There is only one terrain which permits suicide by itself - the Falling Rocks squares which are introduced in Paladins and Dragons.
You can kill your own characters via the Remote Traps in Mercenaries, but the character has to be on the trap before it is triggered.
The Fire Elemental is permitted to wander into the water to kill himself in Fire & Water.
You can carry your own wounded undead into the Sacred Tomb, or walk your own undead into the Holy Cross in Forces of Darkness.
A good rule of thumb to follow for awarding VP's is this: Whenever a character is killed, the Victory Point for that death goes to the opponent of the player who normally controls that character - in a 2-player game, a Blue character's death will always give points to the Yellow player and vice versa. If you suicide in a 3/4 player game, then all of your opponents will get the appropriate points.
The Small Bridge
There have been questions about what causes a small bridge to break - does a sword increase my Strength? What about a Potion of Strength? A General? The answer is that the character must have a base strength of four or more to fall through. "Base strength" being defined as "the number printed on the character token." The reason for the line about characters of Strength of four or more finding themselves on the bridge has to do with the Ring of Repulsion - you can push characters onto the bridge that would otherwise not be able to move onto it.
Adjacency
This game has no diagonal effects (with the exception of one promo character). The Base Game doesn't specifically spell out that diagonal is not equal to adjacent, but Page 4 has some red text that states, "In Dungeon Twister, no Action, movement or shot can be performed diagonally." Also worth noting: if you look at the example on Page 8, it references characters being "In contact with" other characters. This is something I missed when reviewing the initial translation. "In contact with" should in all instances be read as "Adjacent to."
Even though these aren't technically errata, I will tag them as such for ease of classification.
Also: If you don't see it here (or just want a very useful resource to check for DT FAQ Questions), go here.
Last Updated: May 22, 2011
Revealing A Room
This is very unclear in the English release - and it's my fault, as I'd never played the game before I helped with the rules. When a room is revealed, the player revealing the room places ALL characters, and all of their opponent's Objects. Then the opponent places the revealer's Objects.
There are two exceptions (so far) to this:
Players will always place their own Cursed Items.
The player who reveals the room will always place Torches.
Even with the exceptions, the order remains the same - the player who revealed the room places everything they are permitted to place first, and then their opponent places the rest.
Order of Resolution for Combat
It's not as important with the basic set, but it becomes important with later expansions.
First, the Attacking Player makes (and declares) all decisions relevant to the combat at hand - which items to use or not use (including available 0 AP items), which optional character abilities to use, and so on.
Next, the Defending player makes (and declares) all decisions relevant to the combat at hand (again, including all items or optional character abilities).
Then the Attacking Player chooses and lays a combat card face-down.
Then the Defending Player chooses and lays a combat card face-down.
Note that there are character abilities (such as the Weapon Master) or items (such as the Scroll of Confusion) which can override the card-laying step.
Finally, both cards are turned up simultaneously and a winner is determined.
The Rope
When used to cross an obstacle square, the rope must have two valid anchor squares. One of these squares must be the square the character holding the rope leaves before entering the obstacle square with the rope. A good rule of thumb is that a valid anchor square is one which is safe for the character carrying the rope to move through. The primary exception to this rule of thumb is that if there is an enemy character in a square, it can still be used as a valid anchor square for the rope.
Squares which are normally obstacles, but which are 'disarmed' due to the presence of another rope, your Thief or a shield can also be used as valid anchor squares.
Weapons
All weapons grant their bonus and/or other special ability while attacking only. While defending, characters may not use any weapons. This applies to all weapons and all special effects of weapons. For example, the Dragon Slayer will not instantly kill a Dragon while on the defense, nor does it provide its +4 bonus when defending.
Armor and Shields
Armor and shields are continuous effects. Even wounded characters can benefit from their protection. They are useful only when defending, never when attacking.
Fireball Wand
This item is restricted to the Wizard. It is not a Scroll, and may not be used by other Magic-Users.
0 AP Items
0 AP items will be introduced to the English-speaking audience with the release of Forces of Darkness. They fall into two basic categories:
- 0 AP items which may be used freely at any time
- 0 AP items which must be used as though they were an action
Use of a 0 AP item which must be used as though it were an actions is treated exactly as though that character had taken an action, but does not cost the controlling player an Action Point. The Torch from Forces of Darkness is an example of this. The First Golden Rule applies to these items. This means that, if a character wishes to use a torch to reveal Darkness squares, they cannot move/illuminate/continue moving (unless, of course, they wish to spend another Action Point to do so).
0 AP items which may be freely used at any time include the Potion of Strength from Mercenaries. These may be used even in the middle of an action - I can, for example, declare that I am initiating combat, and then decide to drink the Potion of Strength. These 0 AP items may also be used on your opponent's turn - if you are holding the Potion of Strength and I declare an attack, you may choose to drink the potion as part of your decision-making step in the combat. The key phrase to look for in the rules is "this item may be used at any time."
Placing Tokens Behind Your Starting Line
In Tournament play, every time one of your characters escapes the maze, you place that character's token between your starting line and the end of the table. Every time you kill an opposing character, you place that character's token between your starting line and the end of the table. If you get the treasure out of the maze, you set the treasure token (all together now) between your starting line and the end of the table.
This allows other players passing by to look and easily see the score without interrupting the game or distracting the players. The English release of Forces of Darkness references this in regards to Zombies to avoid accidentally summoning a fourth Zombie over the course of a game.
Token Characters
There are characters for whom stand-ups are not provided. The first of these appear in Forces of Darkness (the Zombies), but there are more coming in later expansions. These characters still have a healthy state and a wounded state. When a Token Character is wounded, turn the token face-down. Since all wounded characters have a base combat value of 0, it shouldn't make a difference.
Suicide
There is only one terrain which permits suicide by itself - the Falling Rocks squares which are introduced in Paladins and Dragons.
You can kill your own characters via the Remote Traps in Mercenaries, but the character has to be on the trap before it is triggered.
The Fire Elemental is permitted to wander into the water to kill himself in Fire & Water.
You can carry your own wounded undead into the Sacred Tomb, or walk your own undead into the Holy Cross in Forces of Darkness.
A good rule of thumb to follow for awarding VP's is this: Whenever a character is killed, the Victory Point for that death goes to the opponent of the player who normally controls that character - in a 2-player game, a Blue character's death will always give points to the Yellow player and vice versa. If you suicide in a 3/4 player game, then all of your opponents will get the appropriate points.
The Small Bridge
There have been questions about what causes a small bridge to break - does a sword increase my Strength? What about a Potion of Strength? A General? The answer is that the character must have a base strength of four or more to fall through. "Base strength" being defined as "the number printed on the character token." The reason for the line about characters of Strength of four or more finding themselves on the bridge has to do with the Ring of Repulsion - you can push characters onto the bridge that would otherwise not be able to move onto it.
Adjacency
This game has no diagonal effects (with the exception of one promo character). The Base Game doesn't specifically spell out that diagonal is not equal to adjacent, but Page 4 has some red text that states, "In Dungeon Twister, no Action, movement or shot can be performed diagonally." Also worth noting: if you look at the example on Page 8, it references characters being "In contact with" other characters. This is something I missed when reviewing the initial translation. "In contact with" should in all instances be read as "Adjacent to."
Friday, January 06, 2006
My First Errata (Paladins and Dragons Errata and Clarifications)
Posted by
Eric Franklin
So I caught my first errata the other day. That is, I found the first error in a published item which is my fault.
From Paladins and Dragons, published by Asmodee Editions.
Game written and designed by Christophe Boelinger
As it appears:
The Dragonslayer from Paladins and Dragons (which also appears later in Mercenaries) is only usable in combat when attacking dragons, and does not work on the defensive. This applies both to its +4 and to its instant kill ability.
This one was pointed out for me via GeekMail, and doesn't apply to all versions of the rules - The rules you can download from Asmodee are different from the published rules - the difference is in Figure 1. In the downloadable version, the Golem is yellow. In the published version I have, the Golem is blue. Blue is the correct color for the Golem in this example. I don't know if this is different in any other printings of this expansion.
A few clarifications on the Charm Scroll:
1) Christophe very specifically worded worded the Charm Scroll. There are a number of ways to attack characters, but the Charm Scroll only prevents Combat. So, if you charm my Red Dragon, you can fireball my characters with it (provided they are in line of sight, of course).
2) This exact wording was suggested to me by Donald Walsh on BoardGameGeek. Change the phrase
I didn't write the English rules - I just edited, but it gives me a whole lot more respect for the people who write game rules. And a whole lot more understanding for games with errata - especially errata which significantly alter how a game works.
From Paladins and Dragons, published by Asmodee Editions.
Game written and designed by Christophe Boelinger
As it appears:
Pentacle RoomAs it should be:
The Pentacle Room is a goal. The Pentacle is made of 4 squares. A player earns 1 VP as long as he is the only one with at least any character (not wounded) standing on each of the 4 squares of the Pentacle. If characters from two or more different colors (wounded or alive) are standing on these pentacle squares, nobody gets the additional Victory Point. The 4 squares of the Pentacle are not considered regular floor squares.
Pentacle RoomThat's right. I changed two words, one of which almost completely changes the meaning of the paragraph.
The Pentacle Room is a goal. The Pentacle is made of 4 squares. A player earns 1 VP as long as he is the only one with at least one character (not wounded) standing on any of the 4 squares of the Pentacle. If characters from two or more different colors (wounded or alive) are standing on these pentacle squares, nobody gets the additional Victory Point. The 4 squares of the Pentacle are not considered regular floor squares.
The Dragonslayer from Paladins and Dragons (which also appears later in Mercenaries) is only usable in combat when attacking dragons, and does not work on the defensive. This applies both to its +4 and to its instant kill ability.
This one was pointed out for me via GeekMail, and doesn't apply to all versions of the rules - The rules you can download from Asmodee are different from the published rules - the difference is in Figure 1. In the downloadable version, the Golem is yellow. In the published version I have, the Golem is blue. Blue is the correct color for the Golem in this example. I don't know if this is different in any other printings of this expansion.
A few clarifications on the Charm Scroll:
1) Christophe very specifically worded worded the Charm Scroll. There are a number of ways to attack characters, but the Charm Scroll only prevents Combat. So, if you charm my Red Dragon, you can fireball my characters with it (provided they are in line of sight, of course).
2) This exact wording was suggested to me by Donald Walsh on BoardGameGeek. Change the phrase
If the charmed character kills another character, the VP goes to the player who normally controls this character.to
If the charmed character kills another character, the VP goes to the player who would normally receive for that character's death.A good rule of thumb to follow is this: Whenever a character is killed, the Victory Point for that death goes to the opponent of the player who normally controls that character - in a 2-player game, a Blue character's death will always give points to the Yellow player and vice versa.
I didn't write the English rules - I just edited, but it gives me a whole lot more respect for the people who write game rules. And a whole lot more understanding for games with errata - especially errata which significantly alter how a game works.
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