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Author Topic: Ghost Archipelago Rules Thread  (Read 59341 times)

Offline randwulf

  • Assistant
  • Posts: 38
Re: Ghost Archipelago Rules Thread
« Reply #30 on: March 01, 2018, 12:46:17 PM »
Tonight we had a very watery / boaty type of game and a few issues came up.

  • When the heritor activates with a boat full of crew, say 5 others, do only 3 help out for movement or can the heritor get everyone in the boat to help with movement?
  • Does the boat crew get the additional half move as well?
  • Does this movement take up all their actions?
  • If you jump off a rock into water do you still take falling damage?
  • If you jump off a rock into water as the last part of your movement when do you do the will roll for swimming, if it is at this stage there is no loss of activation.
Justice for Sirius!

Offline joe5mc

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Re: Ghost Archipelago Rules Thread
« Reply #31 on: March 02, 2018, 12:49:14 PM »
1. Boat movement is abstracted. It only matters the number of people in the boat at the time it moves. It doesn't matter whose activation caused the move. So, in your example the boat could move 6".
2/3. Boat movement is completely independent of what any actions taken by figures inside the boat. So, the boat could move in the Heritor phase. In the crew phase the boat won't move, but all figure inside it that activate in that phase can take two actions.
4. I don't know. I would probably roll a die. Evens the figure is fine, odds he hits a rock and takes fallin damage.
5. You only make Swimming Rolls when you activate while in Deep Water. So you essentially get the first move into Deep Water for free. I see this rule could be better written.

Offline randwulf

  • Assistant
  • Posts: 38
Re: Ghost Archipelago Rules Thread
« Reply #32 on: March 03, 2018, 08:14:59 AM »
So you can swim through short sections of deep water without a roll at all, it just counts as rough ground and 1/2 movement?

Also it would be good if we got +5 XP for killing any member of war-bands of someone called "Tim" ;D

Offline joe5mc

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Re: Ghost Archipelago Rules Thread
« Reply #33 on: March 04, 2018, 12:37:04 PM »
Yup.

I'll take the anit-Tim experience under advisement.

Offline LiamFrostfang

  • Mad Scientist
  • Posts: 670
Re: Ghost Archipelago Rules Thread
« Reply #34 on: March 26, 2018, 08:40:39 AM »
 ??? when invisible...does the use of a heritor power make you visible?

maybe I missed it...surrounded by snakemen an such...

Offline LiamFrostfang

  • Mad Scientist
  • Posts: 670
Re: Ghost Archipelago Rules Thread
« Reply #35 on: March 30, 2018, 01:45:08 PM »
 ;) moved thru terrain... stayed invis...still ended up thumped.

Offline nozza_uk

  • Mad Scientist
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    • The wargaming world of Nozza
Re: Ghost Archipelago Rules Thread
« Reply #36 on: April 05, 2018, 08:59:38 AM »
Played Scenario 3 the other night. A couple of questions arose.

1) Are there any rules for walking up stairs? We ended up playing an inch per step level.
2) Are there any benefits gained from being higher then someone when you attack them on stairs?
3) Is it an action to hand a treasure token from one figure to another? Sure I've read this somewhere???
4) At what point does the Screamer Monkey attack?
5) Can I use Wraithwalk when carrying a treasure token?

Offline nozza_uk

  • Mad Scientist
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    • The wargaming world of Nozza
Re: Ghost Archipelago Rules Thread
« Reply #37 on: April 05, 2018, 09:06:27 AM »
Thanks for the quick reply.

I was trying to ask more about handling the Dricheans. The scenario says that once the prisoner is freed, they will move towards the prisoner rather than a random move. Is the prisoner freed once the cage is opened or when a crewman "picks up" the prisoner to start escorting him off the board?

Regarding the Drichean guards, I read it that do not react to you walking up to the prisoner to free him. Is that correct? When we played scenario 2, we didn't have access to a cage and used a Standing Stone with a figure chained to it. As a result our Drichean guards were about 3 - 4 inches apart which created a gap for any would be rescuers to move through. The lack of reaction seemed to be a bit odd. Of course, once the prisoner was freed he was then swamped by the 4 guards!!!

Offline joe5mc

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Re: Ghost Archipelago Rules Thread
« Reply #38 on: April 06, 2018, 09:59:20 AM »
Hey guys,  Sorry about the slow response. I have been away and then ill, but back now.

LiamFrostfang - Can you clarify. How did your Heritor become invisible? In general, I would say no, use of a Heritor Ability would not cause you to become visible, but I need to know the specifics.

nozza_uk
1) No. Most people, i think, treat them as normal ground requiring no additional movement, but best to clarify with your opponent the rules for your specific terrain before the game.
2) No.
3) Treasure cannot be 'passed', but it can be dropped by the figure carrying it (requiring an action) and picked up by another character next to it (requiring another action).
4) Screamer Monkeys follow the normal rules for creature with regards to movement and fighting.
5) Yes

The Dricheans in the Drichean cages follow standard rules for uncontrolled creatures, except if they would be called upon to make a 'random move'. They will still move and attack anyone who comes withing line of sight.

Offline nozza_uk

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    • The wargaming world of Nozza
Re: Ghost Archipelago Rules Thread
« Reply #39 on: April 06, 2018, 04:13:54 PM »
4) Screamer Monkeys follow the normal rules for creature with regards to movement and fighting.

Good, that's how we played it.

The Dricheans in the Drichean cages follow standard rules for uncontrolled creatures, except if they would be called upon to make a 'random move'. They will still move and attack anyone who comes withing line of sight.

Oh well, got an excuse (if I needed one) to replay Scenario 2  ;)

Offline LiamFrostfang

  • Mad Scientist
  • Posts: 670
Re: Ghost Archipelago Rules Thread
« Reply #40 on: April 07, 2018, 08:11:28 AM »
 8) cool. thanks joe.
my son tried his hand at writing a solo scenario for me...
the supposed remains of his necromancer were trapped in an iceberg melting in the waters of GA...
upon opening the casket...no body...just an amulet of invisibility 1x game.
so...
we ruled it as long as it wasnt any attack or picking up items heritor stayed invisible.
snakemen are cool brother...yet ouch.
anyways...thanks again for making a great worl to play in!!!!

Offline Knabe

  • Bookworm
  • Posts: 63
Re: Ghost Archipelago Rules Thread
« Reply #41 on: April 25, 2018, 01:46:15 AM »
Joe,

How does Envenom work when cast on an Archer - Next bow attack, or next bow attack that causes damage? 

Inquiring Beast Warden wants to know.

Thanks,
Don

Offline joe5mc

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Re: Ghost Archipelago Rules Thread
« Reply #42 on: April 25, 2018, 01:33:00 PM »
Just the next attack I'm afraid. One arrow, fire it, and it's gone.

Offline KevinE

  • Student
  • Posts: 10
Re: Ghost Archipelago Rules Thread
« Reply #43 on: August 14, 2018, 10:57:24 AM »
Hi Joe,
We recently played our first game of Ghost Archipelago and have a couple of questions:
1/ If a warden is carrying a treasure token does it affect his spellcasting ability?
2/ On page 64 it says 'a Heritor can only learn one new Heritor Ability for every five levels he gains'. Does this mean one new ability at level 5, a second at level 10 etc. or one new ability at some point in levels 1 to 5, a second at some point in levels 6 to 10 etc.?
Thanks,
Kevin
« Last Edit: August 16, 2018, 10:23:52 AM by KevinE »

Offline joe5mc

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Re: Ghost Archipelago Rules Thread
« Reply #44 on: August 17, 2018, 06:36:37 AM »
1) No. It has no effect on spellcasting.
2) A Heritor chooses what advance to take every time they gain a level. This can be a new Heritor Ability, so long as their total number of NEW Heritor abilities isn't greater than their current level divided by 5.

 

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