| skizzerz |
The full text of the relevant power is
Runelord Alderpash may not be evaded. To acquire this card, bury a spell that has an adventure deck number of 4 or higher; if you do not, each character is dealt 2d4+1 Fire damage.
As Hawkmoon previously said, that means every character regardless of location.
| Irgy |
I thought attempting to acquire a card was optional? And that the "being optional" part didn't involve evading. It's clear this one's meant to not be optional, since otherwise why would you ever take the damage, but I'm not clear why it isn't optional.
edit - Ok I guess it's just how you read the card. If you read it as "if you do not acquire the card [take damage]", or indeed even as "if you do not bury a spell for any reason" then it's fine. I just found it confusing because the template is similar to "To acquire, make [a check]. If you fail [consequence]", in which case the consequence only occurs if you attempt the check.
| Hawkmoon269 |
Yeah, you can choose to not attempt to acquire a card. But that still counts as not acquiring it. (Though not as failing a check.) So, the "if you do not (bury a spell to acquire this card" part still happens. The only way you could avoid it would be to evade it. But of course, it can't be evaded.
Not such a nice thing for those not packing a spell. But maybe we only have ourselves to blame.
| Hawkmoon269 |
Runelord Alderpash may not be evaded. To acquire this card, bury a spell that has an adventure deck number of 4 or higher; if you do not, each character is dealt 2d4+1 Fire damage.
Discard this card to add 2d4+1 and the Acid, Cold, Electricity, Fire or Force trait to your combat check.
Banish this card and discard your hand to permanently close your location, then end your turn.
I think basically at any time (except during an encounter of course). If you do it and there is a villain in the location deck, the normal process applies where you are just left with the villain, but the location stays open.