Q. Is the second edition rulebook new, or is it just a variation of the first edition?
A. The rules were totally rewritten. The rules are reorganized into four Encounters (treasure hunting and trading, combat with monsters, war, and magic) with separate sections on the game pieces and how to set them up. There are also optional rules, many illustrated examples of play, reference tables, lists and so on. The result at least has the virtue of being complete; the new rulebook runs 80 pages.
Q. Does the game play the same way it used to?
A. The introductory versions changed because the Encounters were rearranged, and some optional rules are now built into the standard rules. However, the final version (with magic and the optional rules suggested in The GENERAL) plays the way it did.
Q. So nothing changed in the final, complete version of the game?
A. Oh, there are changes. There were many rough spots that had to be smoothed over, so there are a lot of changes that either replace a clumsy game mechanic, correct an error in the play balance, or guard against circumstances that can ruin the game.
Q. Are there any changes in the way the game starts?
A. Yes. To avoid early attacks, the Dwarf can start at the GUARD house, the Woods Girl can start at the HOUSE, the Captain and Wizard can start at the GUARD house or HOUSE, the Pilgrim and White Knight can start at the CHAPEL, and the Witch King can start with the Ghosts. These characters can still start at the INN, if they wish; they record where they will start when they record their victory conditions. Everyone else must start at the INN. In addition, everyone starts the game hidden.
Q. Do the play still record their victory conditions in each category?
A. Yes, but to prevent sudden lucky wins and long, drawn-out games, the game always lasts 28 game days, and the character with the highest score wins. To enable the characters to compare scores, the points a character assigns to each category defines his requirements and weights his results in that category: he converts his final score to victory points, subtracts the points he assigned, and multiplies the result by the points he assigned (minus scores are tripled). The character with the highest total score wins.
Q. If a second stage player wins, does he gain one stage (and if killed, does he lose one stage)?
A. No, he gains stages by earning chits; and he gains chits by earning victory points. If he is killed, he just starts over.
Q. Can a second stage character play the second encounter?
A. Yes.
Q. Is the Dwarf's special advantage still two rests in one phase?
A. Yes.
Q. Does the Dwarf still roll one die for loot in site cards (special tables)?
A. Yes.
Q. Until the "Disgust" curse is removed, is all of a character's fame (old and new) worthless?
A. Yes.
Q. When a character must choose which monsters go into each melee section attacking group, is it now possible that the largest group can have even two or three monsters more than the smallest group?
A. Yes - as long as each box has at least one denizen, and each head/club is in a different box than its body.
Q. Do attacks that exceed "tremendous" ever kill?
A. Yes, always.
Q. Do all attacks from red-side up tremendous monsters exceed tremendous level?
A. Yes.
Q. When a tremendous dragon is turned red-side up, is its head also turned red-side up?
A. No, the head and body turn over separately.
Q. Does a red-side up head have the same effects as a red-side up tremendous monster (24.5)?
A. No - the head just makes its own separate attack.
Q. What happened to the magic rules?
A. The Spells are explained in detail, including how they interact with each other and with pertinent treasures. Some important clarifications: when competing Spells are cast on the same target, only the first one counts (so you can't transform someone who is already transformed); MELT INTO MIST supersedes TRANSFORM which supersedes ABSORB ESSENCE; and when FLY chits conflict, the strongest one rules.

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