Buffy Board Game Supplemental FAQ
Created 24 Sep 2003
Modified 26 Feb 2006
Note: nothing here is really "official"; answers reflect either my decision or
the consensus I see on rec.games.board. Remember, houserules can be your
friend.
Q: If the closest open doorway for a vampire fleeing sunlight is already
occupied, what happens?
A: Consensus is that the vampire moves through
the ally to find an empty space in the building without taking extra damage
for the movement -- if it's not in sunlight, it shouldn't count. If the
building is full, then the vampire has to go somewhere else, of course.
Q: If a werewolf has the Glove, and turns into a werewolf, what happens?
A: No consensus, since I've just raised the question, but I'd say the
Glove is dropped. Werewolf dropping trumps the non-droppability of the Glove.
Why? Because it'd be really abusive for them to keep it, given that they
heal. Plus they're already really buff fighters, and clearly weren't meant to
have any weapon or artifact help.
Q: Is first use of the Glove optional?
A: Yes. (See 6.4 in the
first FAQ.)
Q: What about after you've used it?
A: No consensus. You could read
the above as saying "yes, always optional", but it could be argued the other
way.
Q: Can Willow heal herself?
A: No. A rule variant might be to allow
characters to use a Help card as a spellcaster. E.g. if Buffy is carrying
Healing and Tara, instead of casting the spell herself (with 1 die) or with
Tara (3 dice) she'd "ask" Tara to cast the spell, and roll Tara's 2 dice.
Adding a bit of flexibility, especially when Buffy is the last one left alive.
If a Help card gives no Magik help, tough.
Q: If the Big Bad is minionless, and the black die rolls 3 small flames,
can we just say the Big Bad gets to move?
A: General consensus is "no",
although I've played that way in my recent games.
Q: Can we get rid of the black die?
A: Consensus seems to be that
just tossing the black die is too unbalancing for Evil (although I don't know
how much, if any, direct experience backs that up), but there might be room
for modification. Steven Sharp suggests replacing the die with a choice of
moving the 3 minions or moving the Big Bad and 1 minion. Or you could just
move the Big Bad and two minions all the time, though that comes out slightly
better than the die, on average (in 3 turns you'd get to make 3 Bad moves and
6 minion moves, vs. 2 Bad moves and 6 minion moves with the die.) Sharp's
scheme comes out worse than the die but the upside is that you get to choose,
e.g. you don't get stuck unable to even fight back while someone beats up the
Bad.
Q: What happens when Angelus is carrying the Mark of the Anointed and
gets ensouled? Does he drop it? Does his damage done still heal the Master?
A: I don't know.
Q: Are there other scenarios?
A: Yes, see the other links on the
main page.