• Welcome to the Heroscapers 2.0 site! We've still got some dust to clear and adjustments to make, including launching a new front page, but we hope you enjoy the improvements to the site. Please post your feedback and any issues you encounter in this thread.

How do you play ladders?

Spoiler Alert!
 
Based on CVN's ruling...I believe that means the correct answers are...

A. 2
B. 1
C. 1
D. 1
E. 1
F. 1

This is correct. Simply put:

Ladders create an invisible column of hexes that can be occupied above that ladder's landing space. A figure occupying one of these ladder spaces is on the same space as the landing space (for purposes such as counting range and lateral movement). When on a ladder rung and moving to any adjacent space, a figure may use the top level of the ladder rung they occupy to determine how high they can climb. Similarly, when a figure moves from any adjacent space, that is not on the same level as the landing space, towards a landing space, that figure may instead immediately attach themselves to a rung that touches the level they are on.

DOUBLE EDIT: Seeing Flash's post on the FAQ. After some discussion in the Discord, the question is about upward movement, and theoretically should only be applied there.

I'm not the rules expert though so that one will have to be sorted out by someone else.
Spoiler Alert!
 
Last edited:
Based on CVN's ruling...I believe that means the correct answers are...

A. 2
B. 1
C. 1
D. 1
E. 1
F. 1

C is technically 2 by strict interpretation of the FAQ where it says that small and medium figures have to use a ladder if it's there (Rygarn is Medium 6). Other than that, yeah, that's what it looks like.

EDIT: here's the actual text

Only small or medium single-space figures can use a
ladder. If a larger figure has a high enough movement,
can that figure count the levels behind the ladder to
bypass the ladder?

Yes but normal movement rules still apply. The figure’s height
would have to be higher than the top terrain level behind the
ladder in order to move over it. Also, a figure would only be
able to bypass the ladder if it is unoccupied. Note, small and
medium single-space figures must use the ladder if it is there.
 
Wait, how is F1 if the ladder rung is on level 2 and the rock tile is on level 3?
 
Wait, how is F1 if the ladder rung is on level 2 and the rock tile is on level 3?
Because in addition to that being a legal direction to move according to CVN
Spoiler Alert!


:roll:
 
Wait, how is F1 if the ladder rung is on level 2 and the rock tile is on level 3?
Because in addition to that being a legal direction to move according to CVN
Spoiler Alert!


:roll:

You can basically play ladders as if they are on any of the 6 connected spaces of a landing space, not just the one side/adjacent space the ladder is actually connected to. This makes the 1 ladder per landing space rule make sense actually. You don’t need 2 ladders because the first proxies as the other 5 already as well. Anyways, so because A is 2 (landing space to rung, then to level 3), once you are on the rung you can actually use it to go to level 3 on any adjacent space. Therefore, F is 1.

It definitely would’ve been easier to say “top space, landing space, ladder space(s)” and be done with the rules. That would cause some weird things with ladders though if you had a double story castle with a ladder running top to bottom past the middle but because a figure on the middle story isn’t at the top or bottom of the ladder they can’t use it. So there is that and who doesn’t want the moving ladder to ladder rules? Then if you add ladder to ladder rules but don’t add ladder to terrain rules it’s like ok, I can jump what looks like a pretty good distance (if two ladders have adjacent landing spaces but aren’t “adjacent” to each other), but I can’t just hop off here to a similar level solid hex? Then once you can dismount, why can you not mount in a similar way? So I think the ladder mount/dismount rules are ultimately good and consistent.
 
People keep using the term "adjacent space." I thought adjacency was only a thing between figures. I didn't think you could be "adjacent" to a space, nor that they were adjacent to others.

There's definitely some weird stuff with ladders, though, yeah.
 
People keep using the term "adjacent space." I thought adjacency was only a thing between figures. I didn't think you could be "adjacent" to a space, nor that they were adjacent to others.

There's definitely some weird stuff with ladders, though, yeah.

When I say adjacent space I’m referring to the 6 potential spaces (8 if you’re double spaced, but that’s irrelevant when talking ladders) next to the space you occupy. I don’t care if it’s same level or 20 levels difference, adjacent spaces dictate how you move.

I actually wanted to see if the rulebook used any similar terminology and it actually does at least once:

Action 3. Attack < Who Can Attack? < Range said:
A figure with a Range of 1 can only attack a figure from an adjacent space.
 
I would assume that means the figures need to be adjacent, not the figure needs to be adjacent to the space (and, honestly, that the wording got a little sloppy there).

I'd be surprised if you could just be adjacent to the space (which, not even sure how that'd be exactly defined) but not adjacent to the figure on that space and still attack that figure with a range 1 attack.
 
I would assume that means the figures need to be adjacent, not the figure needs to be adjacent to the space (and, honestly, that the wording got a little sloppy there).

I'd be surprised if you could just be adjacent to the space (which, not even sure how that'd be exactly defined) but not adjacent to the figure on that space and still attack that figure with a range 1 attack.

I guess I’m saying 2 spaces (not talking figures) that are connected to one another no matter the difference in levels are “adjacent”. This is how you count range or figure out how to move from one space to another. You can’t skip spaces. You have to go from one adjacent space to the next.

The better word in-game is probably just “connected” spaces. “Adjacent” has a similar meaning by pure definition but is already defined in HeroScape differently.

So going back to ladders, they just create invisible tiles that are connected to all 6 spaces around them. This allows you to move the same way in the other 5 directions as you do with the space the ladder is connected to.
 
Sure. But if that's true, getting to skip a level of elevation for free as you do so is ... super weird. So you don't exactly move in the same way.
 
Sure. But if that's true, getting to skip a level of elevation for free as you do so is ... super weird. So you don't exactly move in the same way.

Yeah, I would rule the free level of elevation only applies to the space the ladder is connected to.
 
Okay so based on the discussion the correct answers should be...

A. How much movement does Rygarn need to get to the top level 3 swamp hex? - 2

B. How much movement does Rygarn need to get onto the ladder? - 1

C. How much movement does Rygarn need to get to the landing space of the ladder (the level 1 rock hex)? - 2

D. How much movement does Rygarn need to get to the adjacent level 2 swamp hex? - 1

E. How much movement does Rygarn need to get to the adjacent level 2 rock hex? - 1

F. How much movement does Rygarn need to get to the adjacent level 3 rock hex? - 1

Wow...

I'd never have gotten all of those.

So if Rygarn Temporal Jumps, I'm guessing he can move from the ladder upwards...?
 
Last edited:
My answers.
A. 2
B. 1
C. 1
D. 1
E. 1
F. A week ago I would've thought this to be 2 (and that's what I submitted), but @Sherman Davies is right that it is 1.
To be honest, I initially thought the answer to F might be two, but then I caught myself when I realized that if going from the rock space to the ladder rung cost 1 movement, so would the reverse.


Based on CVN's ruling...I believe that means the correct answers are...

A. 2
B. 1
C. 1
D. 1
E. 1
F. 1
Woot, 100%!


Simply put:

Ladders create an invisible column of hexes that can be occupied above that ladder's landing space. A figure occupying one of these ladder spaces is on the same space as the landing space (for purposes such as counting range and lateral movement). When on a ladder rung and moving to any adjacent space, a figure may use the top level of the ladder rung they occupy to determine how high they can climb. Similarly, when a figure moves from any adjacent space, that is not on the same level as the landing space, towards a landing space, that figure may instead immediately attach themselves to a rung that touches the level they are on.
This is a pretty good attempt to resolve a lot of these questions with written rules. As this thread shows though, ladders create a lot of situations that can be difficult to clarify with words, which I'm guessing is why the official rules mostly did it with pictures.
 
So essentially if a hex has a ladder on one face you can assume that every face surrounding that hex has a ladder? is that over simplistic?
 
So essentially if a hex has a ladder on one face you can assume that every face surrounding that hex has a ladder? is that over simplistic?

That's how I envision it!
 
Back
Top