Yes - unless someone cancels that Event card which in a cooperative game is unlikely (although a Mystery Card might do that).
Ok. I’ll use it on myself and try and gain the investigation.
@gmwhite999 asked for a die roll:
Good call - and your search for those clues using your Spirit gets you … 3d6: 3 + 1 + 3 = 7
@gmwhite999 asked for a die roll:
Sadly nothing with another unfortunate roll - and those Investigation remain on the board.
I don’t believe there is anything further that your character can do this round, so on to the Mystery Phase - and first up, those Hounds go a hunting! The Barghest Hound around the Manor catches Isabella’s scent and moves two spaces to the Fields. The Hound in the Olde Woods recognises his old chum (as in Pedigree) Thomas and heads to the Crossroads for the rematch!
Without further ado, here are the rolls for Fight Round 1:
-
Thomas:
3d6: 5 + 1 + 3 = 9
-
Barghest Hound:
4d6: 5 + 4 + 1 + 6 = 16
@gmwhite999 asked for a die roll:
Thomas inflicts one Wound on the Hound - but it’s not enough and loses two Wounds in return, KO’ing him again! He awakes shortly afterwards back in the Town Hall with only his pride being wounded.
Now, for the Cooperative Mystery Chart we roll a … d6: 3
@gmwhite999 asked for a die roll:
Minion Attack roll: d6: 3
@gmwhite999 asked for a die roll:
Evil comes out again, this time in the form of a troop of Ghost Soldiers - and they appear in the Marsh and ambush Heinrich!
This fight uses Spirit instead of Combat, luckily for our Drifter. Ghost Soldiers have 3 Fight Dice and 3 Wounds. So, the First Round commences!
-
Heinrich:
4d6: 4 + 5 + 6 + 5 = 20
-
Ghost Soldiers:
3d6: 6 + 3 + 3 = 12
Displaying remarkable fortitude and strength of will, Heinrich quickly defeats the Ghosts, banishing them back to their graves - and gains 5 Investigation for his efforts but also takes 1 Wound.
Now the Mystery Card, which is …
- "We Mustn’t Linger!" (Remains in Play) When rolling for Lingering, a Hero is now attacked on the roll of a 1 or 2 (instead of only on the roll of 1).
This will remain in play until someone with a relevant Event card or ability wishes to cancel or remove it.
'ave it
I threatened to play them some Blazin’ Squad
@gmwhite999 asked for a die roll:
I’m off to bed shortly so will do the board for the next round first thing in the morning. However, in summary, here is the turn order, Hero/Minion positions and movement rolls:
-
Anne Marie (@COMaestro) is at the Magistrate’s Office and has a movement of
d6: 6
-
Isabella (@RogerBW) is at the Windmill and has a movement of
d6: 2
-
Thomas (@RossM) is at the Town Hall and has a movement of
d6+2: 7
-
Heinrich (@Captbnut) is at the Marsh and has a movement of
d6: 2
There are Barghest Hounds in the Fields and the Crossroads, and remember if you Linger you are attacked on a d6 roll of 1 or 2 now.
Anne Marie (@COMaestro) up first - where do you wish to go, or do you wish to linger again?
Anne Marie will move to the Church and try to pick up the Investigation there.
@gmwhite999 asked for a die roll:
Here’s the board at the start of Round 4 and a reminder of the movement rolls for this round.
-
Anne Marie (@COMaestro) has a movement of
d6: 6
-
Isabella (@RogerBW) has a movement of
d6: 2
-
Thomas (@RossM) has a movement of
d6+2: 7
-
Heinrich (@Captbnut) has a movement of
d6: 2
Don’t forget to keep an eye on your own and everyone’s Event cards in hand too during your turns and theirs, as some can be used to help each other in fights, tests, rolls or searches.
Round 4 begins with Anne Marie moving to the Church and drawing an Event Card which is …
- Intuitive Hunch. Play to give any Hero or Town Elder +2 Spirit for the rest of the turn or Showdown Fight Round OR Play to immediately peek at the Secrets of one Town Elder without revealling them.
She also rolls to search for clues and pick up the Investigation, rolling … 4d6: 2 + 3 + 2 + 4 = 11
Despite her best efforts, Anne Marie doesn’t find any new clues and the Investigation stays on the board. Do you wish to do any more actions in your turn?
Question: Why do I have 3 Investigation? I had 2 last round and spent them at the Magistrate’s Office to increase my Cunning.
Might have forgotten to remove those two - sorry. Will check and update the board. Did you want to take any other actions?
Nope, I am good.
Okay - let’s correct that board for the start of Round 4.
Isabella (@RogerBW) to go next: where do you wish to move with your movement of 2 - or will you linger at the Windmill again?
How does the blacksmiths work?
Can’t find it in the rules.
At the Blacksmiths you draw an Event card and then can go shopping, spending between 2 and 10 Investigation on Items in the Town Items deck. I’ll post them again later - or look at post #10 in this thread for the image of what is available to buy.