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In post 236, Gammagooey wrote:Uh I'd say definitely more than 1%, dice are finicky creatures and turning one/two people into vamps would swing the game pretty hard
Do remember that monsters move differently than explorers and that they get to do things that we can't, like climbing up the coal chute.
As LLD said it's up to you though.
That was a generous piece of advice to give him~.
Winnings cool and all but hoping to win because the enemy player doesn't read the rulebook closely enough to figure out a totally non-intuitive thing they can do just seems kinda dickish, ya know?
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Post #243 (isolation #9) » Thu Nov 17, 2016 9:54 am
Postby Gammagooey »
In post 242, Morning Tweet wrote:I did know the traitor and monsters could ignore negative effect/utility rooms, but for some reason I thought the coal chute was an exception. Thanks for mentioning. I'm sure it won't cost you the game, though.
yeah it's an exception they stuck in the rules to make sure the monsters don't get stuck in the basement and completely unable to win if the traitor dies/dissapears/becomes a monster/whatever since monsters can't find new rooms
Monsters do still have to go down the coal chute if they move onto it normally or end their turn on it, so you can't end a monster on top of it to keep it safe or anything like that. http://media.wizards.com/2015/downloads ... 2605-2.pdf
, you're up. You take your turn first, then the monsters. And Monsters can't climb the Chute until you've left the basement. Just a heads up.
?
rules wrote:Like the traitor, monsters can ignore any harmful text on a room tile. A monster still
slides to the Basement Landing when it moves onto the Coal Chute. It can pass through
the Revolving Wall without rolling. Monsters can freely move up or down from the Coal
Chute and Collapsed Room, and they can climb up to the Gallery. However, monsters
cannot benefit from text on a room tile that increases a trait (such as the Larder or
Gymnasium).
I don't think collapsed room applies yet since it doesn't have a room beneath it until someone jumps down it, but coal chute should still work.
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Post #324 (isolation #24) » Sun Dec 11, 2016 5:13 am
Postby Gammagooey »
Staying where you are is the safest play, you could also move to the east of the bloody room and still be safe from Drac unless he rolls an 8 for speed with 5 dice.