Rulings about battlefields, spaces and movement on specific maps.
Updated
about 1 month ago · 3 min
Rulings about battlefields, spaces and movement on specific maps.
Each answer links to the full, sourced ruling in the Disputes tool.
Q: Are secret passagePassageA special board connection (such as a door or teleport) linking spaces that are not otherwise adjacent.spacesSpaceA single position on the battlefield. Fighters occupy one space and move between connected spaces along printed lines. considered adjacentAdjacentTwo spaces connected by a single line. Melee attacks require the attacker and target to be adjacent.?
No. You may move through them as if they are adjacent. But they are not adjacent for combatCombatThe exchange after an attack is declared: both players play a card face down, reveal, resolve effects by timing, then compare values..
Q: Two spacesSpaceA single position on the battlefield. Fighters occupy one space and move between connected spaces along printed lines. are connected by a secret passagePassageA special board connection (such as a door or teleport) linking spaces that are not otherwise adjacent. on Baskerville ManormapBaskerville Manor. Can a fighterFighterAny miniature or token you control on the battlefield — your hero plus any sidekicks. make a melee attackMelee attackAn attack that may only target an adjacent fighter. from one to the other?
Q: Can the High Ground attackAttackAn action that pits an attack value against a defense value to deal damage. Can be melee or ranged. bonus stack?
No. You only get one bonus no matter how many spacesSpaceA single position on the battlefield. Fighters occupy one space and move between connected spaces along printed lines. your fighterFighterAny miniature or token you control on the battlefield — your hero plus any sidekicks. is on.
Q: Does a player in starting position not have to take High Ground damageDamageA successful attack deals damage equal to its value, reducing the target's health. because it says so in the rules?
No. It’s poor wording. The rules were referring to the starting point of arrows and where they pointed.
Q: Does the High Ground advantage get added to rangedRanged attackAn attack that may target any fighter in the same zone, not just an adjacent one.attacksAttackAn action that pits an attack value against a defense value to deal damage. Can be melee or ranged. or only meleeMelee attackAn attack that may only target an adjacent fighter.?
They only affect adjacentAdjacentTwo spaces connected by a single line. Melee attacks require the attacker and target to be adjacent.spacesSpaceA single position on the battlefield. Fighters occupy one space and move between connected spaces along printed lines. in the direction of the arrow.
Q: Does the High Ground attackAttackAn action that pits an attack value against a defense value to deal damage. Can be melee or ranged. bonus apply to bonus attacks if the opponent moved away afterAfter combatAn AFTER COMBAT effect resolves once damage from the combat has been dealt. the first attack?
No. The bonus is checked and applied when the combatCombatThe exchange after an attack is declared: both players play a card face down, reveal, resolve effects by timing, then compare values.damageDamageA successful attack deals damage equal to its value, reducing the target's health. is resolved after the During CombatDuring combatA DURING COMBAT effect resolves after immediate effects and before attack and defense values are compared. step.
Q: An attacker gets +1 from a high-ground arrow on Hanging GardensmapHanging Gardens. The defender plays Feint to cancel effects on the attackAttackAn action that pits an attack value against a defense value to deal damage. Can be melee or ranged. card. Is the +1 canceled?
Q: When a fighterFighterAny miniature or token you control on the battlefield — your hero plus any sidekicks. uses the Map item, can a different fighter attackAttackAn action that pits an attack value against a defense value to deal damage. Can be melee or ranged.?
No. The fighter that used the item must be the one to attack.
Q: When a fighterFighterAny miniature or token you control on the battlefield — your hero plus any sidekicks. uses the healing schemeSchemeA scheme action: play a scheme (purple) card from your hand to resolve its non-combat effect. token, who heals? Can I heal another sidekickSidekickA secondary fighter represented by a token. A sidekick can be defeated without ending the game. or heroHeroYour primary fighter, with a character card, special ability and unique deck. If your hero is defeated, you lose.?
The fighter that used the token is the one that heals.
Q: DuringDuring combatA DURING COMBAT effect resolves after immediate effects and before attack and defense values are compared. a ManeuverManeuverA maneuver action: draw a card and move one of your fighters up to its move value (you may do either or both)., can you open/close a doorPassageA special board connection (such as a door or teleport) linking spaces that are not otherwise adjacent. while sharing a spaceSpaceA single position on the battlefield. Fighters occupy one space and move between connected spaces along printed lines. with another fighterFighterAny miniature or token you control on the battlefield — your hero plus any sidekicks., before moving off?
Yes. You interact with spaces during movement even when moving through occupied spaces. This includes Muldoon's traps and opening/closing doors. The only effects you ignore are ones that would make you end your movement in the same space as another fighter.
Q: When doorsPassageA special board connection (such as a door or teleport) linking spaces that are not otherwise adjacent. are closed, are the spacesSpaceA single position on the battlefield. Fighters occupy one space and move between connected spaces along printed lines. cut off still in the same zoneZoneA coloured region of the battlefield. Ranged attacks and many effects care about which zone a fighter is in.?
When a door is closed, treat any lines crossing the door as if they did not exist. This blocks movement and attacksAttackAn action that pits an attack value against a defense value to deal damage. Can be melee or ranged., eliminates adjacencyAdjacentTwo spaces connected by a single line. Melee attacks require the attacker and target to be adjacent., and breaks up zones. (Two spaces that would normally be in the same zone are treated as if they are in different zones if there is a closed door on the shortest path between them).
Q: On HeorotmapHeorot, can you open or close a doorPassageA special board connection (such as a door or teleport) linking spaces that are not otherwise adjacent. as part of a movement effect like Skirmish?
Q: On Kaer MorhenmapKaer Morhen, a card effect would placePlacedA fighter set directly into a space by an effect. Placing is not a maneuver, so it ignores normal movement rules. a fighterFighterAny miniature or token you control on the battlefield — your hero plus any sidekicks. onto a spaceSpaceA single position on the battlefield. Fighters occupy one space and move between connected spaces along printed lines. across a one-way arrow, against the arrow’s direction. Is that allowed?
Q: On NaglfarmapNaglfar, two spacesSpaceA single position on the battlefield. Fighters occupy one space and move between connected spaces along printed lines. on different decksAction deckA hero's unique deck of action cards, played to maneuver, scheme and fight. are connected by matching icons. Are they adjacentAdjacentTwo spaces connected by a single line. Melee attacks require the attacker and target to be adjacent. for attacksAttackAn action that pits an attack value against a defense value to deal damage. Can be melee or ranged. and effects, not just movement?
Q: Are the one way paths adjacentAdjacentTwo spaces connected by a single line. Melee attacks require the attacker and target to be adjacent. for combatCombatThe exchange after an attack is declared: both players play a card face down, reveal, resolve effects by timing, then compare values.?
Q: A fighterFighterAny miniature or token you control on the battlefield — your hero plus any sidekicks. plays a combatCombatThe exchange after an attack is declared: both players play a card face down, reveal, resolve effects by timing, then compare values. card on a spaceSpaceA single position on the battlefield. Fighters occupy one space and move between connected spaces along printed lines. with a combat-item token, gaining +valueValueThe combat number on a card or fighter. In combat the attack value is compared against the defense value.. Can that bonus be canceled like a card effect?
Q: What happens when Brazier of Bom'Galiath is used and there are no valid schemesSchemeA scheme action: play a scheme (purple) card from your hand to resolve its non-combat effect. for that fighterFighterAny miniature or token you control on the battlefield — your hero plus any sidekicks. to play from the deckAction deckA hero's unique deck of action cards, played to maneuver, scheme and fight.?
If all relevant schemes are in the discard pile, nothing happens. If some are in handHandThe cards a player holds. You start with five and may hold up to seven, discarding down at the end of your turn., reveal the necessary schemes to prove they are not in the end.
Q: At the end of a turn the conveyor belt moves fightersFighterAny miniature or token you control on the battlefield — your hero plus any sidekicks. along its arrows. Are large fighters moved too?
Q: AfterAfter combatAn AFTER COMBAT effect resolves once damage from the combat has been dealt. a fighterFighterAny miniature or token you control on the battlefield — your hero plus any sidekicks. enters a spaceSpaceA single position on the battlefield. Fighters occupy one space and move between connected spaces along printed lines. with a trap, can the fighter still open a doorPassageA special board connection (such as a door or teleport) linking spaces that are not otherwise adjacent.?