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Swift Wind Spell

Discuss the Rules of HeroQuest as set out by Milton Bradley Game Systems and Quest Packs.

Swift Wind Spell

Postby Redav » April 3rd, 2015, 7:45 am

How do people play the wording of the swift wind spell when it comes to them 'moving next' in the situation that they play the spell card before the have moved on that time? In the game tonight I allowed them to spell first and then roll four dice for their movement on that same turn. I allowed it because the quest was dragging a little so I wasn't being particularly strict. I feel the intent is that you cast the spell this turn and the effect is used next turn (just like other spells) but because the wording is 'when they next move' and not 'on their next turn', that is arguably legitimate when 'played as written'.
Last edited by Redav on April 3rd, 2015, 4:54 pm, edited 1 time in total.
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Re: Swift Wind Spell

Postby Count Mohawk » April 3rd, 2015, 9:07 am

Well, first of all I believe you are referring to the spell "Swift Wind", as Tempest does much the opposite by stunning one monster for a turn. As for how it's played, the text is accurate as written; that is, if you cast it on yourself before moving, you can roll four dice for movement on that same turn. In contrast, if you Swift Wind any other Hero, or do it to yourself after having already moved, then your target will roll four dice to move on his or her next turn as normal.


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Re: Tempest Spell

Postby knightkrawler » April 3rd, 2015, 9:43 am

What Count Mohawk said.
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Re: Tempest Spell

Postby whitebeard » April 3rd, 2015, 10:12 am

To make the caster wait a turn is clearly misinterpreting the card. If you cast before you move, then you have not moved. The not so clear area would be to roll the dice, then try to cast the spell because you rolled something terrible (like a 2). The card says you roll 4 dice not 2 and 2. But here again, if there are no monsters around and the wizard is falling behind, you might decide to just take the spell from him and give him 2 more dice to keep him engaged in the game. That's against the rules, but the first rule is to have fun.
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Re: Tempest Spell

Postby knightkrawler » April 3rd, 2015, 10:31 am

I think it should be clear from ANY game involving dice a dice roll is never seperated from the action it's rolled for.
In this case, as soon as you roll the dice for movement, you move, nothing (no action and no effect) being in between.
You can even interpret the rules (not possible: move part - take action - move rest) that way, arguing that rolling the dice is a part of the movement action in its own right.

In any game, once you rolled, that roll counts and is only modifiable or re-rolled or anything if a special rule is temporarily overruling the main rule.
HQ works that way with the main body of the rules being the rulebook, the rules wherein may be temporarily overruled by card or quest text (effects).
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Re: Swift Wind Spell

Postby Redav » April 3rd, 2015, 5:35 pm

Count Mohawk wrote:Well, first of all I believe you are referring to the spell "Swift Wind"

Yeah, I was, I was pretty tired last night when I'd posted this :lol:

Count Mohawk wrote:As for how it's played, the text is accurate as written;

Yup, fair enough. It's kinda obvious in hind sight. Cheers
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