How do you handle Fear vs Courage
[This topic was moved from Board index ‹ HeroQuest Rooms ‹ General HeroQuest Discussion on 6/30/17.]
I did some searching but didn't find anything concrete abut a ruling between these two. The YeOlde Inn's FAQ provides a suggestion but that's all it is, a suggestion. It's up to Zargon how these two spells resolve when conflicting with each other. I'm not looking for opinions or suggestions, rather, I'm curious as to how we've all finally decided (or how we would decide) to handle the matter. I'm referring the US version of the spell, not any other. For reference, here's the wording to both...
(Chaos Spell) Fear - This spell causes any one hero to become so fearful that his attacks are reduced to one combat die. The spell can be broken by the hero on a future turn by rolling one red die for each of his mind points. If a 6 is rolled, the spell is broken.
(Hero Spell) Courage - This spell may be cast on any one hero, including yourself. The next time that hero attacks, he may roll two extra combat dice. The spell is broken the moment a hero can no longer "see" a monster.
What did you decide?
I did some searching but didn't find anything concrete abut a ruling between these two. The YeOlde Inn's FAQ provides a suggestion but that's all it is, a suggestion. It's up to Zargon how these two spells resolve when conflicting with each other. I'm not looking for opinions or suggestions, rather, I'm curious as to how we've all finally decided (or how we would decide) to handle the matter. I'm referring the US version of the spell, not any other. For reference, here's the wording to both...
(Chaos Spell) Fear - This spell causes any one hero to become so fearful that his attacks are reduced to one combat die. The spell can be broken by the hero on a future turn by rolling one red die for each of his mind points. If a 6 is rolled, the spell is broken.
(Hero Spell) Courage - This spell may be cast on any one hero, including yourself. The next time that hero attacks, he may roll two extra combat dice. The spell is broken the moment a hero can no longer "see" a monster.
What did you decide?