| chipmafia |
A few questions I can't reconcile in my mind using the FAQ.
Let's say I encounter a Hill Giant. He's big, and I'm afraid I might take damage.
1. Can I cast Cure after I flip the Hill Giant but before I start the check? I'd like to get it out of my hand as opposed to losing it due to damage.
Let's say my friend encounters a Grizzled Mercenary. His diplomacy sucks and he wants the card.
2. Can I cast Glibness after he flips the Grizzled Mercenary. I'd like to add the bonus to his check, but I'd only like to cast the spell if he is going to use it.
My questions are coming from my thoughts that casting a spell once the encounter has begun is not right. My initial thoughts are that there is a problem with #1 and no problem with #2. The only problem I could see with #2 is that the wording seems to indicate that you choose to cast it before encountering something, but I'm likely trying to be too complicated.
Thanks in advance for your help.
| Hawkmoon269 |
1. No you can't cast cure. By flipping the card you've started the encounter sequence. No where during the encounter sequence are you able to play a spell like cure. The encounter sequence consists of these steps:
- Evade the card (optional).
- Apply any effects that happen before the encounter, if needed.
- Attempt the check.
- Attempt the next check, if needed.
- Apply any effects that happen after the encounter, if needed.
- Resolve the encounter.
None of those steps allow for cure to be played.
2. Yes. During the encounter sequence, you will attempt the check, which starts the attempting a check sequence. That sequence consists of these step:
- Determine which die you’re using.
- Determine the difficulty.
- Play cards and use powers that affect the check (optional).
- Assemble your dice.
- Attempt the roll.
- Take Damage if you fail a check to defeat a monster.
Glibness can be played on the step "Play cards and use power that affect the check" since your friend will be using Charisma to attempt to acquire the Girzzled Mercenary (who has only 1 check to acquire Charisma/Diplomacy 6) and Glibness effects Charisma. The effect of Glibness will remain for the rest of your friends turn, so if he were to attempt another check later that also used his Charisma die, he could add 3 to that check as well.
Note that Glibness has an errata to make it a "display" spell. While Glibness and Strength are worded slightly differently than other support spells, remember that the rule of thumb is that cards do what they say and don't do what they don't say. Glibness has no limit on what part of the turn it can be played. So long as it is allowed by that step of your turn (i.e. effects the check or there is no encounter or check happening) it is playable. So you can play it at the very beginning or a turn, during an encounter as part of the attempting the check sequence, or in between explorations, when making a check to close a location, etc. As long as the rules don't prohibit it, it can be played.
So you are right on both your feelings about these situations.
For reference: These sequences are covered in the updated rulebook on page 10. The sequences are also listed on the back cover.