First question: Not that I am aware of. Second question: Yes, afaik. In the rulebook it states that you take your turn by going through the following steps in order. (pg 9) Advance the Blessings Deck (req)
So, you can give a card to someone at your current location, then move, then explore the location you moved to, AND, if no cards are left, you could also attempt to close it. All in one turn, as long as it follows that order.
Get the villain there! Just kidding, I read the posts. In this example, I think you lose. It was possible to win if you could have planned ahead and saved a blessing, spell, ally, or item that added to that roll. I find solo play with one character, if that was the case, to be very challenging. You have to plan more, and use every card sparingly. You may have a great amount of turns, but your options and life are the most limited. I don't think you could have removed the location in the beginning, since it was possible for the hero to close the location if he had a blessing. Unless you were playing Ezren.
paganeagle2001 wrote:
Just to clarify. Even if you beat a villain and there is at least one open location, he escapes (pg 18 rulebook). @OP Each location either contains the villain or a henchman which allow you to attempt to close a location when you beat them. The probability of these being near the top of any one of these decks increases when the number of decks increases. When that henchman pops up, everyone should be doing what they can to assist both the defeat, and the closure of that site. Greed is what gets players killed. Digging for treasure, after the henchman is dead, only leads to wasted turns. I've done it, my friends have done it, and the end result is typically losing the game by a couple of turns, all for a short sword and a potion of glibness. |