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So you would always discard it for the extra 2D6 at some point during your turn then right? I got the impression this spell allowed me to use a single card to use on multiple combat checks in a turn, but if I wanted the burst I would discard.

Now my understanding is if I want the burst then I no longer get to use it for the rest of the turn, that's the only downside.

So if I know I'm only doing 1 combat check then I would always discard it right away.

Compared to Geyser (from same AP) it seems very strong (extra D6 for 1 more on recharge and an optional weaker use to allow multiple combat checks.)


quick and easy question if I discard Aqueous Orb for the additional 2D6 do I still get a chance to recharge? My gut says no, but maybe you do.


I have not played the original set. My first time playing is S&S.

My question is when you first played through did you ever stop to look through the decks in the box to see what cards you might encounter down the road? or did you leave it a mystery?

I'm just curious.

When I did my original deckbuilding for my first adventure (currently on last scenario of base adventure) I scanned through the decks to find the basic trait and avoided reading the rest of the cards. For some of the scenarios I did not read the villain card before it was found during the game. This way when I go exploring I am often seeing things for the first time. It makes things a little more exciting when you find a new boon you didn't even know existed and makes it more challenging to prepare for encounters.

Am I the only one who plays like this? keeping everything a mystery?(no spoilers).


Hawkmoon269 wrote:

Yes, you have it correct. All this now happens in the "End your turn" step, which now includes resetting your hand as part of the step. The only cards and powers you can play during "End your turn" have to either specifically say to do them at the end of the turn or have to relate to another thing you are doing at the end of your turn.

So you can't play Cure unless it relates to some other end-of-the-turn thing, and so far nothing Cure would relate to exists.

If you earlier played a card that you have to attempt to recharge at the end of your turn, then you can play cards to help with that recharge check. For example, if you had played the spell Rage and now were attempting to recharge it at the end of the turn, you could play a blessing or ally to help with that recharge check.

This fact used to be rather explicit in the rules:

Original S&S Turn Sequence wrote:

Reset Your Hand: First, apply any effects that happen at the end of the turn; if a power allows or directs you to not reset your hand, you must still apply any effects that happen at the end of the turn. You may play cards and use powers unless a power directed you to reset your hand and end your turn. After resolving these effects, you may no longer play cards or use powers for the rest of the turn.

Next, you may discard any number of cards. Then, if you have more cards in your hand than your hand size specifies, you must discard until the number of cards in your hand matches your hand size. Finally, if you have fewer cards than your hand size, you must draw cards until the number of cards in your hand matches your hand size.

End Your Turn: When you’re done, the turn passes to the player on your left.

It was pretty obvious that once you finished that during that "First" paragraph you could only play cards and use powers that were end of the turn effects or related to them, but that once you were done applying those "end of the turn...

thanks for all the replies.


Question about how ending my turn works and when/what I can cast.

At the end of my turn before I reset my hand I swap a divine card for Cure. At this point I don't believe I can play cure (before I reset my hand). I have to wait until the start of the next player's turn. Is this correct? Doing this means after playing cure (on the next player's turn) I will be down to 5 cards, which is how I play it now (and I usually do not attempt to recharge cure and just leave it in my discard to grab when I want it).

Or can you play cure during that window between swapping and reseting. thereby giving you a full hand at the end of your turn and putting 1d4+1 cards into your deck from discard and leaving cure on your discard pile. I played this way for a turn or two and thought it felt very broken. But the rules did say that you can play power at this time (this is the last time you can do so in fact). But my thoughts were they were referencing specific powers that relate to end of turn/resetting your hand? and not any power you wish?

I have read a lot of threads on end of turn/resetting your hand and I couldn't find a specific answer to this. Most other spells (from the ones I know) would have no use to be cast during this small window, so it really only benefits cure and allows you to cure every turn and reset to a full hand as long as you leave cure in your discard and also have 1 spare divine card at the end of your turn.


My question is fairly general... when encountering cards summoned by other cards (e.g. the "when closing text" or a "barrier", etc.) are you actually trying to defeat a barrier anymore for the purpose of using a blessing that helps vs barriers or when asked to defeat a summoned monster to close a location is the check to defeat the summoned monster considered a check to close for the purpose of the blessing that gives 2 dice to close locations (green leaf graphic).

My guess is that the only checks that count for "closing a location" and using that blessing are directly on the card (knowledge 8 or survival 9, etc.) and when you summon something it is no longer a check to close but simply results in closing when you do defeat it.


Can I get confirmation that you cannot use the "stat gems" on someone else's check. I don't have the card beside me, but reading it last night it sounded like you use YOUR die on A check not on YOUR check.

It sounds very strong to me and we ended up not using it for each other's checks but I wanted to confirm for future scenarios.