Krusk Bloodletter
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Her 1 power is to move her and/or someone at end of her turn. Can she move normally at beginning and also have option to move at the end as well? For example we were playin with 1 location, I forget which, where if you start your turn there you need to make a wisdom/survival check or bury a card so was curious if can move there, explore and resolve that then move back out after.
Doug Maynard
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I have played that she can move as normal (after the optional give a card step) and use that power to move at the end of her turn. I don't see anything that would restrict her from doing both in one turn. If I'm reading it right, it can be very handy for locations like the one you mention. I think Garrison is like that, where, if you start your turn there, you have to summon a Bandit henchman before continuing with your turn. I've had Amiri start elsewhere, move to the Garrison (it's no longer the start of her turn, since she already advanced the Blessings Deck), explore etc., then move back away from the Garrison at the end of her turn. She could normally handle the Bandit no problem, but why take the risk and/or expend resources?
(A side point, but the one good thing about the Bandit is it would allow you to recharge a card that was not helping you, which could then hopefully be replaced by a more useful card during the reset phase of your turn.)
That said, if I've got all that wrong, I'm sure Hawkmoon will be by to clear things up for us!
EDIT: It's not the Garrison like I thought, but the Guard Tower that has this "At This Location" ability.
| Hawkmoon269 |
Doug Maynard is NOT wrong. That is exactly what her power does. She gets to move normally as part of the turn. Then when she gets to the "Reset your hand" step, she gets to move again (and/or move someone else to where she ends her turn if she takes the power feat) as part of applying "end of the turn effects."
Its an awesome power, and one that is easy to underestimate at the beginning. But so many locations have start of the turn or end of the turn things you want to avoid (or you want to take advantage of). The Mountain Peak, for instance. I jokingly refer to that as Amiri's favorite location. She can also keep set people up to give cards on their turns, or keep people away from Merisiel.
Just note that if something forces you to reset your hand (like the Ghoul) you can't activate any powers while applying "end of the turn" effects, so she'd be unable to move in that case.