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  #1  
Old June 24th, 2006, 01:39 PM
Masterdaishi Masterdaishi is offline
 
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Movement in water?

I've checked in the rulebook and the FAQ here and cannot find my question, so sorry in advance if it's been asked 100 times before.


When a figure moves into water his turn is over, but next turn if he is not by the shore how far can he move in the water?


We were playing a game yesterday and couldn't find any rules about it at all.
So we just figured, if hes in the water he can swim for the same ammout of moves he could make on land.


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  #2  
Old June 24th, 2006, 01:40 PM
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netherspirit netherspirit is offline
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Check out the second edition rulebook.

http://www.heroscapers.com/community...read.php?t=432

Its there.


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  #3  
Old June 24th, 2006, 04:10 PM
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Hahnarama Hahnarama is offline
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Moving into Water When you move onto a water space from any other space, even from another water space, you must end your turn.

Moving from water to land For water spaces that are lower than land the moving up rule applies.

So it would take you 6 turns to get onto land.

Hope this helps, game on and enjoy





GAME OVER Moon Pie!

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  #4  
Old June 24th, 2006, 04:23 PM
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netherspirit netherspirit is offline
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Quote:
Originally Posted by Hahnarama
Moving into Water When you move onto a water space from any other space, even from another water space, you must end your turn.

Moving from water to land For water spaces that are lower than land the moving up rule applies.

So it would take you 6 turns to get onto land.

Hope this helps, game on and enjoy
Almost correct...you don't end your turn, just your move.


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  #5  
Old June 24th, 2006, 05:40 PM
B376Bishop B376Bishop is offline
 
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So, (you guys know I like all the imagination I can possibly cram into my figures), is a figure in water that's one space from land considered standing (or wading) in "shallow water"?
And I know that it says you can't occupy a water space if it's surrounded by nothing but more water. Would this, then be considered "deep water"?
And, now that there's snow and movement restrictions that go along with it...
Is it time we amended the 2nd edition rules... Again?

I'm all for allowing some figures to move across any water, without slowing them at all. Snakes are a good example of this. If water doesn't slow them down in any way, shouldn't they be able to glide across the surface no matter how deep?
And if we're taking our imaginations to the fullest, should a Legionaire of Knight even be able to wade through shallow water? I can see them taking forever to get across even knee high water.
But how about the Airborne or Krav Mags..?
What about a flyer that could simply hover over water?

On a side note, I sure am glad we have a community of great people to answer our questions. Can you imagine if we had to send an email to Hasbro and wait on their sorry buts to reply..?
Think I'll look up how to donate to this site, it'd suck if this one crashes like the others with nobody to jump up and carry on, you know?


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  #6  
Old June 24th, 2006, 05:47 PM
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netherspirit netherspirit is offline
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Quote:
Originally Posted by B376Bishop
So, (you guys know I like all the imagination I can possibly cram into my figures), is a figure in water that's one space from land considered standing (or wading) in "shallow water"?
And I know that it says you can't occupy a water space if it's surrounded by nothing but more water. Would this, then be considered "deep water"?
And, now that there's snow and movement restrictions that go along with it...
Is it time we amended the 2nd edition rules... Again?
Where did you get those rules from? There is nothing saying a figure can't be on a water space that is only surrounded by more water....perhaps you need to reread the second edition rules again?

There is no distinction between water tiles.


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  #7  
Old June 24th, 2006, 07:18 PM
DJ Ducki DJ Ducki is offline
 
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There's a certain senario which counts water as 'shallow' water and you dont have to stop in it and it only counts for one movement. I think it's "The Standoff at Durgeth Swamp" that's on the main Heroscape webpage, here's a part of it

"Setup: Glyph of Erland is placed as shown. Each Player must place only 1 Hero in the Neutral Zone before all other troops are placed. Heroes in the Neutral Zone may be placed next to each other, but cannot attack.

Three Players: Each player drafts or brings pre-made 400-point armies. Each player must have at least 1 Unique Hero in his/her army to be placed in the Neutral Zone.

Players can start in one of the 3 starting zones: brown, navy or purple.

Two Players: Each player drafts or brings pre-made 400-point armies. Each player must have at least 1 Unique Hero in his/her army to be must be placed in the Neutral Zone.

One player starts in the brown starting zone; the other player starts in the navy starting zone.cial Rules: At the start of the game, a truce exists between all players. This means their armies are all considered friendly and may move through and adjacent to other opponent's figures. Until the truce is broken, 1) no attacks are allowed between any players; 2) No figures may enter or exit the Neutral Zone.

Movement through water spaces is treated the same as a grass space (due to shallow water). No stopping is required when entering or exiting, and movement can be more than 1 space per turn. Water is still 1 height below the adjacent shore.

From the 2nd round on, each player, before his/her turn, rolls the 20-sided die once to break the truce. If a player rolls 17-20, the truce is broken and all players may now engage and attack each other. The first player to break the truce also places the Glyph of Astrid (Attack +1) on any space in the Neutral Zone, including under his/her own Hero. All figures adjacent to enemy figures when the truce is broken, are now considered engaged in battle. "


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  #8  
Old June 24th, 2006, 07:34 PM
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StarSlayer StarSlayer is offline
 
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So that is a single senario rule. That does not make it an offical rule that carries over into the normal games.

Senario specific rules will and often do make changes to a rule. I have seen several rules that are just for one game.

I like to keep track of these changes, but I have to keep them off to the side, with things that can be added, but are not fully normal rules.


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  #9  
Old June 24th, 2006, 08:15 PM
B376Bishop B376Bishop is offline
 
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Okay, I should've been more specific, let's see...
Now that I think about it, that rule about not being able to occupy "deep water" might've been an error I've been gaming with for quite some time.
Thanks for pointing that out Nether.

But if I can come up with a final judgement that works even for all sides and all scenarios that would be preferred.

And I really don't like the idea that all figures are the same, that they all may move one hex in water, no matter what. Just seems too simple, know what I mean?


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  #10  
Old June 24th, 2006, 09:54 PM
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StarSlayer StarSlayer is offline
 
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It really is a simple rule.

That is the course of the game, simple rules.

We did try out some rules with water depth. they really did slow down the game and overall, just seemed to be against the KISS rule of HS.

We looked at things like size and movement, set up water depths and how to cross them. Overall, good for more in depth games, but not really good for HS.


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  #11  
Old June 24th, 2006, 10:19 PM
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geddy lifeson geddy lifeson is offline
 
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Before I really read the rules, I thought a figure only stopped when the moved into water. I was assuming once in their next turn would progress as normal with them swimming. It wasn't until playing UD, he questioned what I was doing and I later looked at the rule book and figured it out. I thought about instituting some house water rules, but abandoned the idea when I realized it made things too complicated. I tend to drink when I play and that complicates things enuff.


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  #12  
Old June 25th, 2006, 09:55 PM
gorillanator gorillanator is offline
 
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For a long time I played with the rules that after you stopped in water and ended your turn you could freely move in it after that.


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Make peace!

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