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Reply: Hellboy: The Board Game:: Strategy:: Re: Perils of the Job, scenario - ***HEAVY SPOILERS***

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by Gregaria

Bitpicker wrote:

We won this scenario in a fashion which is probably not fully by the rules, but it was too cool and too much in the spirit of the comics to skip it.

The agent who found the missing and wounded agent and got him attached to himself had the Zinco rocket pack. So if you can use a cube to move to one adjacent space (rule of the wounded agent) and you have the rocket which can move you to one already explored space (possibly wounding you) during movement, then the combination sends you right to the exit.

Of course the rule for the evacuation says "adjacent space" but so do the normal movement rules, and the rocket overrules that. The rocket doesn't say you can pick someone up and take him with you, but you generally can't except in this specific situation. All players were OK with the decision to allow this move.

We only had to finish the minions then (and mostly ignore what Rasputin did to us) and managed to get out of the house.

Cool, but not correct. I would still allow it though, simply for the awesome flavour, but the scenario describes a completely new action: move to an adjacent space, carrying this dude, for one cube.

But again, awesome play and we would have done the same.

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