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Re: Chaos spell: Command

PostPosted: Wednesday October 23rd, 2019 12:34pm
by lestodante
I guess one of the best (but dramatic) use of this spell is to move the hero over traps or into the pit of chaos!

Re: Chaos spell: Command

PostPosted: Tuesday November 5th, 2019 1:52pm
by The Admiral
lestodante wrote:I guess one of the best (but dramatic) use of this spell is to move the hero over traps or into the pit of chaos!


Absolutely not! :shock:

Re: Chaos spell: Command

PostPosted: Tuesday November 5th, 2019 9:15pm
by wallydubbs
lestodante wrote:I guess one of the best (but dramatic) use of this spell is to move the hero over traps or into the pit of chaos!

That's just evil. Although that's entirely possible with Dominate in Quest 5 of AtOH, I couldn't bring myself to do it.
In my mind marching a hero into the Pit of Chaos is just as bad as marking a hero dead from a Falling Block Trap, trapping them in an inescapable room; or slipping off the Ice Ledge in FH.
It's fair to kill a hero with worn down Body Points, but the game is broken when they can die suddenly without warning from an unlucky roll. Such a kill is not earned and a fair Zargon would give his heroes a way out of it.

Re: Chaos spell: Command

PostPosted: Tuesday November 5th, 2019 9:45pm
by Jalapenotrellis
If you're "moving and attacking as a monster during Zargon's turn" as the card says, I don't think you can trigger traps. I guess it depends how mean you want to be. Technically it doesn't say that the character can't take their own turn either. It just says that during Zargon's turn, he can move and attack as a monster.
I'm not sure if that would mean that spell casting would be off limits either then because Zargon can cast spells If the character has spells to cast. I'm not sure if that means chaos spells only. It also depends if you interpret attack liberally or conservatively: did they just mean action?

Re: Chaos spell: Command

PostPosted: Wednesday November 6th, 2019 4:39am
by Goblin-King
mitchiemasha wrote:Pretty clear on the card to the rules. "can move the hero as a monster and attack other Heroes" That's no search, trigger traps or open doors. Due to wording, It could be argued that an attack spell is an attack, it could also be argued that the Hero moved himself as normal in his own turn but monsters don't search, trigger traps or open doors.

Came here to say this.
I disagree with the possibility of casting spells though. Spells are not attacks.
The big one is whether he actually is allowed to move normally during his own turn. RAW he should be able to move and goes through a Jekyll/Hyde cycle until the curse is broken. But thematically he should remain under the Evil Wizard player's control for the duration of the spell.
Personally I rule that the player gets to roll the appropriate dice at the beginning of his turn. If he fails he must skip his turn.