FAQ – Fürchterliche Feinde (Formidable Foes)


Game Preparation:
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Question: The monsters #1 - #4 are shuffled face down and placed face up on the 4 starting chambers. Does this mean you can see the monster or the backside of the tiles?

Answer: The monsters #1 - #4 are placed with the monster picture face up. All mosnters that show up in the fortress are always placed with the visible monster picture, they never hide or move secretly through the fortress.

General Course Of Play:
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Misprint in the rules sheet

Question: On page 5 of the rules booklet is an example of the new wisdom level of a player after the fight. This example mentions that in a 4-player game the base value is 6! The base value printed on the game board is 5 – which value is correct?

Answer: The value printed on the game board is correct – in games with 4 players the base value fort he new wisdom level is always 5 points plus the strength of the monster.


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Starting spaces of the 5th and 6th player

Question: The game says it's for 2 - 6 players but there are only four starting chambers. If you have 6 players, do they double up in the starting chambers?

Answer: The first player puts his pawn in any starting space when he starts his first turn; he obviously chooses the room containing monster #1. The second player could choose the same starting room, but has more interest in choosing the room with monster #2. Ditto for players 3 and 4. Player 5 can start in any starting room; he should choose a room where he can easily get to monster #5. The same goes for player 6 and monster #6.


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Power chip supply

Question: At the beginning of the game the power chip supply is completely empty. Can the starting player choose action c) „Take Power Chips“ in his first turn?

Answer: No, after choosing the starting space for his playing figure the starting player must choose between actions a) and b) in his first turn. He definitely cannot move (after choosing the starting space he stands on a monster). If he chooses action a) he can decide if he wants to fight.


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Intersection spaces on the game board

Question: Are the intersection spaces considered separated spaces regarding movement or are the adjacent spaces (up to the next yellow line) part of the same big space?

Answer: The intersections count as separate spaces and use up one movement point.


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Placement of Monsters

Question: We couldn't figure out how exactly the monsters are selected. During preparation, the monsters are sorted into 4 piles, with #1 - #4 being facedown in the first pile, #49 & #50 and three treasures facedown in the last pile. The second and third piles are face up.

Do monsters # 5- #23 and #24 - #48 enter in order as the rules seem to imply? ("Monster #5 should be on top and monster #23 on the bottom"). The monster placement rules state that the required number of monsters are to be taken from the draw pile then shuffled face down and placed, the monsters should be taken from the second and third draw pile in sequence. This should tend to make the early monsters weak, and the later monsters stronger. If the monsters are randomly drawn, it is possible that some of the early monsters are waaaaayyyy too tough.

Answer: At the start of the game you take the first monsters #1 - #4 and mix them up and place them in the first 4 rooms... then after someone has killed the first monster (normaly #1) they will see into more rooms.... say they see into 4 rooms... then you will take monsters #5 - #8 and mix them up and randomly place them in those 4 rooms, etc... So normaly if you only see 1 new room.. then you will just take the top most monster in put it there..


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Starting the game turn on a space with a monster

Question: If you start your turn in a chamber that has a monster and battle it, then can you move or is your turn over? I assume it's over.

Answer: You assume correctly. A battle always ends a player's turn.


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The complete fighting rules against monsters

Question: The rules for fighting against monsters are a little bit confusing and are sometimes hidden in other parts of the rules. Is there a complete overview of the fighting rules?

Answer: Here are the complete rules for fighting against monsters.

Monster too weak to give wisdom gain
(e.g., monster's strength plus wisdom advancement tile is less than or equal to your current wisdom)

• Monster dies of fright (no die roll)
- Pay green heart power chips
- Pelt = one less gold
- Draw spell

Monster is juuust riiiight
(e.g., your current wisdom is equal to or greater than monster's strength AND monster's strength plus wisdom advancement tile is greater than your current wisdom)

• Roll dice: (red - green) + number in green heart = power chip cost

• ‘LUCKY ROLL’ of -1
- NO GREEN HEART: pay 0 power chips and get +1 gold
- GREEN HEART: pay one less power chip and get +1 gold

• Pay power chips: ONE TO SUPPLY, remove rest from game
- Take pelt (keep secret)
- Draw spell (NO SPELL for monsters #43+ (bluish halo around green heart))
- Gain wisdom (monster level + wisdom advancement tile = new wisdom)

• Unable to pay required power chips
- Turn in all power chips
- Gain 1 wisdom
- May move 1 space away

Monster TOO STRONG!!!
(e.g., monster's strength is greater than your current wisdom score)

• Flee (start of turn ONLY)
- Pay 1 power chip
- Move x2 or move/battle as normal

Or

• Fight
- Roll dice: (red - green) = power chip cost
- ‘LUCKY ROLL’ of -1: pay 0 power chips (NO BONUS GOLD)
- Pay power chips: ONE TO SUPPLY, remove rest from game
- Gain 1 wisdom
- May move 1 space away
- NOTE: The monster stays put, alive and well!

So in terms of fighting (or not) a monster that is stronger than your wisdom, the question becomes:
• Pay one power chip and take a normal turn (flee); or
• Gamble on getting a Lucky Roll, pay nothing, gain a wisdom and get to step out of the room (fight)?


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Paying power chips

Question: If I fight against a monster but do not have enough power chips to pay I must discard all remaining chips. Is one of these chips placed on the power chip supply?

Answer: Yes, the first payed power chips is placed on the power chip supply, even if the fight is lost.


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New areas of the fortress

Question: The rules regarding revealing and placing monster in middle of the movement are not clear. Is there a better summary?

Answer: Basically, any time your charcter is in a room with a monster, his vision is blocked because he would naturally be completely preoccupied with the monster in the room.

But any time your character is in a room or pathway where there is no monster (or where you just killed a monster), he/she takes a minute to look around. The character can see the nearest chamber in all directions. Due to the layout of the board, sometimes this can mean your character "sees" around corners and bends - always up to the nearest chamber in all directions.

If your character "sees" power chips sitting in any of those chamber(s), you should remove all of those power chips, put them on the power chip supply, draw monsters from the pile and (after shuffling them around) put them faceup in the chambers your character sees. If the chambers your character "sees" are already emptied of power chips and had monsters placed in them (or killed in them already), then you do not add anything because those areas were already discovered.

Remember, your character can only "see" as far as the nearest chamber in all directions along the pathways, even if one or more of those chambers is already empty.


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Gaining wisdom as a student

Question: Does a student gets wisdom, if he chooses to take power chips as his action, when he shares a space with a master?

Answer: Yes, the master can stillteach some tricks while the student gains some power chips.

Question: Does a student gets wisdom the same turn a master ends his movement on the same space?

Answer: Yes, as a student you immediately start to look fort he better tricks of a master.


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The dumbest player and the weakest monster (Part 1)

Question: Can the dumbest player move the weakest monster if he is getting power chips that turn? I'm guessing yes. The rules say if you get power chips then you don't get to do anything else, but in the section on the dumbest player it says, "Before the start of his turn, the dumbest player may move the weakest monster...".

Answer: The rules state that you must move the dumbest monster before choosing any of the three actions (move+fight, double move, take power chips)


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The dumbest player and the weakest monster (Part 2)

Question: Can the dumbest player have a monster pick him up, drop him off and then leave the chamber? Or will the player have to fight the monster that carried him on the next turn (if he doesn't choose to be carried again)?

Answer: No, a player who has been taken cannot be left on an empty space. You either stay with the monster that carries you, or you're left at a room containing another monster. In any case, you're in for a fight.


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The dumbest player and the weakest monster (Part 3)

Question: The rule states: "If the weakest monster is blocked, the dumbest player can move the next weakest monster instead"

So can you split the monster's movement(up to 3 rooms) among different weak monsters? Like move the weakest monster first to a room with 2 players and get it blocked and then move the next weakest monster to another location. Or can you only do this if the weakest monster is blocked to start with?

Answer: The dumbest player can move the weakest monster only. If that monster is blocked at the start of the dumbest player's turn, the dumbest player can move the next weakest monster only.


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Wandering monster pickups

Question: “Monsters do not have unlimited strength and can only transport 1 player at a time, which means that if 2 players are in a space with a monster, the monster is blocked. If a monster is transporting another player (or players) while moving, the monster and all the players must stop in the next monster-free chamber they reach. The Monster is now blocked!”

As I read this, the first and second sentence totally contradict each other regarding how many plaers a monster can transport. Can anyone explain how this is meant to work?

Answer: The monster can only transport 1 player at a time, as a general matter. It can't just drop him off somewhere unless there's a monster there for him to deposit him with; in that case, the monster could move on because stationary monsters always ensare players being transported into their spaces. A monster starting out with 2 players cannot move.

Where the confusion lies, I think, is the scenario where the monster is heading along with a player in hand, and encounters another player in the corridor en route. Imagine that the corridor is narrow, and so the monster carrying a player cannot get past the player in the corridor, so intead they all three go crashing into the nearest chamber together. If that chamber had no monster in it, then they all stop there. But if that chamber had a monster in it already, then it busies itself with the 2 players, and the transporting monster is able to move on.


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Spell „Movement“

Question: The example fort he spell „Movement“ is not clear. Is there a better explanation?

Answer: If you use option (b) you cannot attack a monster. Period. With option (b) you can move more than 12 spaces with the use of spell cards but still are not allowed to attack the monster. If you moved more than 6 spaces using cards for the excess then you would really be using option (a). If you use option (a) you could potentially move far more than 6 spaces if you use spell cards and can still attack the monster. That's all that it appears to be saying.

An alternative wording: If you move more than 6 spaces without the use of spell cards (option b), you may not attack a monster or You may use movement spell cards with option (a) to increase your movement and still attack a monster.


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Spell „Invisibility“

Question: If I am starting on a space with a monster, can I use „Invisibility“ to leave that space?

Answer: Yes, this is one of the reasons this spell was included in the game.


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Spell „Transference“

Question: Can a player player move off of any monster with help of the transference spell (even of the weakest monster, which had been stuffed under them by the dumbest player)?. The invisibility spell allows this and the rules specifically state that the monster/treasure-swapping spell allows you to do this even if people are standing on the tiles, but it was not mentioned in the transference spell, so we decided that the player was stuck on the crappy monster.

Answer: The Transference spell can be used to leave the monster you are standing on, even i fit is the weakest monster stuffed under you by the dumbest player.


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Spell „Power Chips“

Question: The rules mention „The player can take the indicated power chips from the reserves (out of the game) rather than from the supply” and later “The player can obtain the power chips he needs to “pay” the difference on the dice”. From where do I take these chips?

Answer: The power chips from the spell card are taken from those not used for the game. The other supply they seem to refer to is the supply track. You don't take anything from this unless your using option (c).


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„Wisdom 50“

Question: When a player has a 50 wisdom does that mean that all monsters (including #'s 49 and 50, of course) are terrified by the player?

What I mean is this: A player with 50 has the maximum wisdom - it can't go any higher. So even if he fights the Prince, 50 + 4 (in a 3 player game) will still result in a wisdom of 50.

Do you fight these monsters as if the player's wisdom could potentially go above 50 and therefore roll the dice AND add the extra hearts? Or is every monster (even the 50) "terrified"?

Answer: This consensus is correct. The idea of the Wisdom barrier at "50" is, that the brains of the player characters have a natural limit and cannot get more wisdom at that stage. This means that they MUST fight the final monsters and can only use their spells as an advantage.

FAQ – Version 1.0, 26.04.2007